HoH '18 Bios [Page 3]

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

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  1. Supreme Jerk Commander
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1Supreme Jerk Commander

Rayner "Kael" Veli - Psychofish Wrote:

> Rayner "Kael" Veli > > User Image > Name: Rayner "Kael" Veli > Date of Birth: December 22nd (30) > Race/Ethnicity: Human > Height: 6’0'' > Weight: 205 lbs. > > Condition > What Hasn’t Killed Me: A decade of abuse and constant recovery and training have worked an astounding level of grit into mind and body alike. Scars cover his body, showing a small taste of all the abuse he’s eaten and gotten back up from, he knows pain and isn’t deterred by walking straight into more, or things that would intimidate other experienced ex-mercs. Tightly packed in dense cords of muscle atop bone hammered and knit back together again and again, he is surprisingly strong and durable for his frame- though falling short of super-soldier or superhuman levels. > - > - > > > Iron Will: His trials have forged his will into something truly impressive, keeping upright and fighting after his body should be giving out, enabling him to make use of the Anima magic he’s studied despite his flawed understanding and rough control. Kael is stubborn to a fault and determined, sinking his teeth in when he gets a hold and is more than used in fighting in spite of (not ignoring) pain, working around injuries or limitations from strange circumstances, and throwing emotional weight against domination type effects, though his roughshod manner of overcoming these problems often leaves him a bloody mess by the time he overcomes. In short, a hero; just not a pretty picture of one. > > Practical Violence: Though he’s now had time to get actual training in a few of his preferred forms of combat, the first, formative decade of Kael’s combat career was spent untrained, being thrown between bizarre and disadvantageous circumstances, fighting all manner of men and monsters in everything from tournaments to full battles and ambushes, solid ground to elbow-tight corridors and sinking ships. There are still rough edges on his fighting, but he’s learned to be flexible and find a way to deal with anything coming his way. While no one could call him a master strategist, he does exceptionally well at keeping observant of a foe or evolving battleground and thinking on his feet and working ways around any hurdle, given enough time and opportunities. > > Handy: Tinkerer and repairman first by hobby, then by trade. Though most of his work lately is running a company rather than taking apart broken machines, he’s still got that knack for breaking down what makes something tick and where it comes apart. This is especially helpful as much of his gear, from the Browning-Veli Research and Development team is his own design, with some help fine tuning from his crew. Custom made for his own purposes, these oddities feel natural in his hands, and should they be jammed or damaged in a way that could be repaired with just the tools at hand, a few free seconds to work is all he needs to get them operating again. Melting or utterly smashing the pieces badly, and other wanton destruction one might expect from taking too big of an attack directly, however, requires a little more than field tinkering to fix. > > Scars in the Mind: Kael is extra susceptible to subtle magical manipulation. A history of abuse and mental domination has made him capable of offering an overwhelming defense to discernible, direct threats, but softened him against the abuse of those with a lighter touch. For a practiced enchanter to manipulate him by directing his emotions or implanting suggestions, however, the task would seem much less complicated and taxing than usual, as if his mind was set up and waiting for them to come in and do so. Additionally, he has come across a number of phobias over time, some more potent than others, that can easily lead to outburst of panicked retreat or violence, depending. Some of these include magic manipulation of the mind, the Knight from his past, dragons, excessive amounts of blood (think bathtub full or more), any kind of telepathic communication beyond a few quick words, hallucination even from nonmagical sources, and under some circumstances blood-red eyes like his own. > - > > > Radiance of Lost Lives: To any who can sense potency of a mortal soul/spirit or blood, Kael’s registers at exceptionally high levels. Even with the blood-curse partially broken and his haunting from it drastically reduced, he carries some lingering signs including his blood red eyes and an overwhelming amount of energy. Unfortunately he does not know blood magic or any means of truly exploiting this, though it helps even further fuel his anima usage. If an opponent or teammate can make use of blood or the soul of another in any means, Kael’s is twice as potent for their purposes. Any benefit from this is already factored into his own Anima abilities as they are listed. > > > Abilities > Anima Manifestation: An ancient form of magic originating from Moam, it was a means of manifesting one's will, powered by the soul, unique in that it was a magic both internally powered and that any would be capable of with proper training or with exceptional inclination. Despite spending much time around an Anima artifact, the dreams, and attempts at study and self-teaching, Kael lacks the inclination. He is unable to manifest externalized spells or forge weapons or armor with the Anima as most would, instead he channeling his will internally in brief but potent moments of focus, and a few minor tricks. Multiple Active Manifestations may be used simultaneously provided they are a part of the same action, as cooldowns allow. > - > - > > > Equipment > Vagrant Soul - Anima Artifact: On the surface an unremarkable hand-and-a-half sword, 5' length with a 4' blade with ricasso and a foot long hilt with heavy pommel, and a thick cruciform crossguard, for stopping blows or striking. The blade is an Anima artifact, created hundreds of years ago by Kael and the man the Anima's dream cast him into briefly. That man's soul, and a hint of his own, now live within it. The blade reformed itself, perfectly weighted to his use. > - > - > - > > > Sir Roxsohard’s Armor - Magic Armor: Though a little old and dinged up looking, this is a well fashioned suit of Gothic fullplate armor, offering protection against light attacks of many sorts, though vulnerable inside the joints and against heavier attacks. Despite being magical it can be damaged by particularly heavy blows like a normal well made suit of armor, besides rattling the man inside. The suit renders the wearer comfortable moving and acting in it as if in normal clothing, even if they are unused to wearing armor, nor do they feel any weight on themselves from any weapons carried on their person. On the downside, Rayner can hear spirits, thus even in his more weakened and dormant state the disembodied knight frequently likes to critique or “encourage” him and make commentary when disturbed. As a full body suit, wearing this precludes him from wearing his custom armor pieces or jacket. > - > - > - > > > Wedding Band: A small wedding band, the gems are inlaid into the band, making it easy to conceal beneath Rayner's gloves- as he almost always wears them in public. The band has mystical properties, forming a bond between his own soul and Celeste's. As such they occasionally aid the wearer by sharing a small bit of the other's essence with them. For purposes of Heaven or Hell the effects of this gift of a tiny piece of soul have been simplified into two abilities per ring. > - > - > > > The Butcher’s Fist: A Browning-Veli R&D item, the portable power fist ends in a round, flattened metal plate where the knuckles would be- when activated six barrels housed inside fire at once with an explosive roar, turning a regular punch into something devastating, capable of denting armor or injuring even the exceptionally tough if met head on. A partial metal canister hides the interior workings, and clasps firmly to Rayner’s gauntlet when inserted with a grip with trigger for the hand, protecting the arm and allowing him to unleash these punches without risk of harm to the wrist or hand. The gauntlet contains a second volley but is very difficult to reload afterward, allowing it to be fired TWICE per match, and only a single shot per post. When expended it still makes for a decent bludgeon, like hitting someone with a brick. It may be removed from the arm quickly via use of his other hand to release the latch, or fall off if badly damaged. Named with an allusion to it’s inspiration. > > Dragon Tongue: Kael carries two of these B-V R&D design knives. The blades are triangular rather than flat, poor for cutting with even the front edge, but hardy and capable of stabs to penetrate things other knives could not, even armor with enough weight and a way to ensure the point will not slide off it, and the shape means any punctures made to flesh leave a nasty gushing hole, worse if twisted. The guard wraps around the fingers and makes for a tight grip, with a small hoop-trigger and small button inside, double trigger required to prevent misfire but make for easy use when gripped. Instead of a pommel, the guard widens slightly as it to form a slight basket effect at the bottom of the knife. When activated the blade shoots a burst of fiery sparks of super heated material up to three feet before the arc falls off, capable of setting flammables alight and causing mild to medium burns at full range, and bad burns at close range. Nasty against bared flesh, the real threat is the ability to light things up- or catching a blast to a sensitive area like the eyes, where the tiny metallic shards are likely to cause extreme pain and temporary blindness even if the victim is resistant to the heat. Each of these knives exhausts its flammable contents after a single use. > > Ice Howl Two B&V design 'grenades.' The Ice Howl does not actually explode with shrapnel or flames, violently venting a powerful coolant in a cloud roughly 4 feet in radius, choking out flames and making breathing harsh and painful on anyone inside, likely inducing painful coughing fits unless filtered. The cloud lasts for a single post, thick enough to act as a smoke bomb and obscure vision, before dissipating, leaving a residue from the coolant that makes it much harder to light even normally flammable objects, though a single post of brief flame exposure burns away said residue. The coolant only effects flames which require oxygen or fuel to burn, meaning some supernatural flames may not be snuffed, though the coolant may reduce the temperature of items heated by them while the cloud lasts. It's also possible for the initial burst to cause surface freezing of liquids, but not deep freezes, likely melting naturally within a few posts. > > Knife: A Bowie knife with a false edge and serrated back and acorn pommel. Adjustable straps allow it and his Dragon Tongues to be worn in many locations, usually the belt, thigh, under arm, or small of the back. > > Spatha: A shorter arming sword, still bearing the cruciform crossguard, modeled after artillery swords. The blade is two and a half feet in length without ricasso, broad enough to allow for some power in chopping strikes besides lighter cuts and thrusts. Made of high carbon steel with a full length fuller and an acorn pommel, S shape guard curving down over the front of the hand and upward in the back. > > Grappling-Shot Gear: Harnessed to the torso and hip, the simple controls rest by the hip- to reel or unreel the spool or cut the cable in an emergency, and what appears to be a small pistol with a particularly wide barrel tethered to the hip. Firing the pistol shoots the hook to a maximum distance of 60 feet, cord attached, with a speed that might be compared to a simple crossbow shot, the legs pushing out on a second impact after the shot or with an additional trigger, allowing it to wrap and grab the proper things, or to sink into and grab hold of softer materials like dense packed soil, drywall, or flesh. The harness is built to let him yank himself toward an object- or toward him if he is heavier and/or more stable- rapidly while facing its direction so as not to be defenseless if used to close with a threat. The cable is a weave of thin steel cords, supple and light, while durable enough to survive an attack with a knife or attempts to rip it. Direct strikes with a larger weapon like a sword, and the like, may still destroy the cable when taught. Kael has a single backup hook he can attach in several seconds to the cable, if the original end is severed. > > Armament: Spare mundane weapons that can be brought to a match, of lesser quality than the others described. These cannot be hidden on the person and should be mentioned upon entrance or start of the fight, unless being retrieved/given to him via striker or tag out. Includes such things as spare short swords, short spear, poleaxe, hatchet, crowbar, small shield, or billy club. > > Clothing: May include: T-shirts often bearing jokes or ads, underarmor, canvas jackets, hoodies, leather jacket, longcoat, a simple fabric rain-cloak, dress coats, buttoning shirts, sleeveless shirts or undershirts, non-protective vests, shorts, cargo pants, jeans, dress pants, socks, boxers, caps, a beaten up old western hat and duster to match. Among other common, non-combat specific articles such as wallet, keys, pack of smokes, tiny flask of whisky, and cell phone. > > Cup: A steel cup, attached snugly under any clothes. Gotta protect the important bits. > > The Ol’ Jacket: A motorcycle jacket in hunter-green, his most common style and protection from his first, poorest days of merc work and tournament fighting. He’s had numerous similar ones ruined utterly, of course, but this new model is built to actually own its role as de facto body armor. The jacket is flame retardant, and contains specialized “ribs” in the shoulder and upper arm, and torso. These do relatively little to reduce the effects of normal blows beyond what a thick material jacket like it would normally do, but against particularly severe impacts that might normally shatter bones, the ribs stiffen and break in place- reducing the blows severity notably, often enough to save the bone from breaking but not prevent great pain and deep bruising. As they break when used, this feature only functions once per arm/shoulder area or the torso. > > Facebreaker Gauntlets: A personal relic reimagined as a B-V R&D item. Elbow length gloves, specially made of a drake-hide leather with synthetic weave, they feel a lot like the thick leather of his old gauntlet but are particularly resistant to cutting and temperature, though not immune. It is a pliable material and offers padding but not protection against blunted blows, and can only somewhat mitigate direct, forceful stabs or a good hacking blow. The metal plates attached assist with the rest, a thin plate across the underside of his forearm, the outside covered in three overlapping plates from wrist to elbow, making his forearms useful for deflection or as emergency shields. The plates brace each other, helping absorb force and make them slower to cave into his arm from catching heavy strikes. Finally, the back of the hand is covered in a small plate leading up to a large blunt rectangular attached around the tops of the knuckles, acting as a built in heavy duster, helping his hard swings and the weight of the gauntlets dish out brutal blows. > > Spitfire Greaves: A B-V R&D replacement to his old plated boots, these greaves include plate armor protection over the full shin and back of the leg, ending in a solid boot made for good tread and ankle support, made of the same material hybrid as his gauntlets, ending in a heavy metal plate capping the toe and heel. The key difference is small angled jets built into the side of the calf near the back of the leg, and the heel. Despite the name’s allusion to the inspiration for these boots, the heat of the jets themselves dissipates within six inches making them a poor weapon in most situations (though those within those six inches may expect serious burns) and terribly balanced for flight- but perfect for increasing jumping heights by up to double, a quick boost off a flat surface or turn in air, and empowering strikes with the knee or shin. > > Motorcycle: Rayner doesn't exactly know any motorbike-kata, but you never know when a fast, metal object might come in handy. A high end cruiser-motorcycle. > > > > Phobos - Personal Powered Armor - V 2.3 > Phobos is available only if publicly requested by Rayner's opponent, IC or OOC, prior to the match. It is designed with this in mind as a bit of a 'super mode' for opponents specifically desiring more flashiness, higher power tiers than Rayner should normally survive, or seeking a steep challenge, and should not be requested under regular match circumstances. > > As emergency-response low-collateral powered armor, Phobos is focused on mobility and survivability over the sheer dominant presence of other power armor. Weighing in just over 200lbs, the armor is first and foremost just that, providing all the protection a masterfully made suit of full plate would with added benefits of a force absorptive underlayer and improved materials allowing the wearer to walk off impacts that would kill an unprotected man and making hacking through the plates with sheer force more difficult than regular armor, and essentially able to ignore minor environmental hazards and glancing blows. As any good armor, the suit is surprisingly flexible and balanced to the body, and any hindrance its weight might have factored on the body is more than made up for by the responsive motorized frame, increasing strength output to double at all times without additional stress on the wearer.

2Supreme Jerk Commander

Celeste "Estèe" Veli-Browning - Tei Kae Wrote:

> Celeste Veli-Browning - Team MOUNTAIN > > Name: Celeste "Estèe" Veli- Browning > Mode of Combat: Whatever it takes to get it done. > Birthday: June 22 > Height: 5’6’’ > Weight: Generous, which is all you need to know. > Measurements: Ask my husband and see what he tells you. handwriting changes to a more masculine hand Par -writing stops then starts again- fait. > Birthplace: Barton Town > Hobby:Frustrating my husband or getting into trouble, or so he says. > Personal Treasure: My husband and children > Favorite Food: Hot Cocoa > Dislikes: Jerks, cheaters and assholes > Forte in Sports:Strategy and Flexibility > Other things worth mentioning: Non. I like my privacy. Merci. > Stats: > Strength - Estèe is a strong woman to begin with, capable of an advanced level of strength, due to her bloodline and natural inclinations, putting her more in the realm of advanced humanoid or metahuman than human. > Speed - Sprint (Short Distance) 18mph at best. > Distance - 12 MPH > Dexterity - The flexibility that comes from wrangling 3 young children, a husband, and a major corporation. More precisely, a former competition level gymnast who still works out frequently. > Reach – Self: Standard Human Female > Equipment > HeadWig- > A short bobbed blonde wig that is superficially glued to her hair, it’s not much needed for disguise, but is preferable to having her own hair grabbed. Removes with a firm tug. > Alt/Add: A almost comically large Irish Panel hat in a shade of sage green or brown. Stores 4th pocket dimension that Celeste can retrieve items from or use to hold a portal open acting as the gateway. (Trip hazard) Will still repulse living material with a throw like force > Neck – > Torso – Blessed Chest Harness and mail > Similar to a chain-mail shirt, the harness covers Estèe from neck to hip and wraps around her torso. Made of angelic gossamer, it provides the same protection as chain-mail but is as lightweight as a feather. It was designed for the angelic choirs that must go into battle alongside the Seraphim but still allow them to flee freely. Worn under other proper garments it provides an illusion that nothing is there while protecting freely but appears not to be other than a shimmering soft light. Will protect from most slashes and superficial cuts. Will seal into wound if thrust by a sharp object to prevent blood loss but will not prevent the wound. > Add/Alt: A halter short corset > It follows the lines of the blessed harness from just above the hips upwards, both only leaving the back unprotected but for the jacket. Corset is covered by 22 steel bones that are one inch wide, and one half an inch spaced. The corset is laced at her back with a lacing much like piano wire and tucked within the corset. She has worn a corset of some type her entire life and has no restriction of movement. > Add: Invisible wonder bra of anti-gravity > Back Jacket > ¾ Sleeved high necked olliphant hide studded leather hide, no magical abilities, but due to the nature of the beast that the leather is made from, it is nigh on impossible to tear or cut and is mildly flame retardant. Covers her back from nape to waist and down her arms until the middle of the forearm. Acts much like stab resistant medium weight armor except for ‘soft’ locations, such as neck and elbows. These areas are less protected due to the need for dexterity. > Sewn into the underside of the back and chest area of the jacket are several small ceramic plates that encourage the jacket to act as a Kikko or in those regions of the body. Across the high back of the neck collar is an additional set of plates that protect the back and sides of her neck while still allowing a freedom of movement. The plates at the back and side will provide more of a surface for a sword strike or the like to deflect off of. > Weapon Sword > A sharpened curving, sabre, measuring 30 inches from hilt top to blade tip. The steel blade is enchanted to be unbreakable. > Add/Alt: Whip > Attached at right hip it is a single braided bullwhip, the handle is 8 inches long, allowing for a more finite control of the fall of the thong. The thong has two bellies; both braided, which make for a sturdier and stronger body, able to take more damage. The thong is bound into the body of the handle, making it nigh on impossible for someone to humanly remove the thong from the handle. The length of the thong is 10ft. The fall of course, extends the actual length by an additional 2 feet. Enchantments are sensitive only to Cel’s use. > > - > - > > Add: > 2 small standard issue daggers, and 1 Dragon Tongue dagger, hidden in various locations on her body with pocket universes (hammer space) that she can draw and use as a free action. > Dragon Tongue Dagger > show spoilerhide spoiler B-V R&D knife of Rayner's design. The blade is triangular rather than flat, poor for cutting with even the front edge, but hardy and capable of stabs to penetrate things other knives could not, even armor with enough weight and a way to ensure the point will not slide off it, and the shape means any punctures made to flesh leave a nasty gushing hole, worse if twisted. The guard wraps around the fingers and makes for a tight grip, with a small hoop-trigger and small button inside, double trigger required to prevent misfire but make for easy use when gripped. Instead of a pommel, the guard widens slightly as it to form a slight basket effect at the bottom of the knife. When activated the blade shoots a burst of fiery sparks of super heated material up to three feet before the arc falls off, capable of setting flammables alight and causing mild to medium burns at full range, and bad burns at close range. Nasty against bared flesh, the real threat is the ability to light things up- or catching a blast to a sensitive area like the eyes, where the tiny metallic shards are likely to cause extreme pain and temporary blindness even if the victim is resistant to the heat. Each of these knives exhausts its flammable contents after a single use. > Feet Heels > Olliphant hide leather boots, the hide is cured to equal the toughness of a pair of steel toes boots without being as uncomfortable in doing so. Nigh on impossible to cut or tear. > LegsLeather pants > Also olliphant leather hide, the pants are meant to retard striking/slashing blows and are thinnest near the main arteries and veins, reinforced with baby dragon scales for flexibility. Direct piercing will still get through with direct effort as they are designed to be flexible as well. Works as medium weight armor. > Hands – Forearm gauntlet gloves > Reaching from where her jacket ends at the forearms and stretching to the ends of her fingers, the thick leather gloves protect Estèe's hands from sharp piercing attacks by a series of baby dragon scale plates. Light and flexible. Enchanted to absorb magical energy, the gloves reduce harm to her hands or arms from flame and electricity by 50% and other forms of energy by 25%. Doing so charges the gloves with energy she can release up to 5 posts later. > > - > > Rings - Wedding band > A small enchanted ring worn on her left ring finger, it ties Estèe’s spirit to that of her husband’s. For the purposes of HoH, the ring bond creates a barrier protecting Estèe’s physical body from damage when weakened or unconscious. This is for defensive purposes only and once Estèe makes an aggressive/attack motion, this shield is removed. Several concussive blows can break through, shattering the shield. > Striker ability –: The ring has an ability that would also work in regards only to Rayner. If Estèe perceives a great deal of danger to Rayner’s well being, Estèe can reach out to her husband using the bond between them to heal her husband. This ability essentially stitch shut any open wounds (internal or external), simple fractures, up to medium concussions, and most bruising, as well as giving an immediate shot of endurance to her husband that lasts two additional posts after she’s gone. She must be within a five foot range to use this ability. > Abilities > Talents (Natural) > Female Ingenuity > Creative use of whatever she has at hand. Whether it be a weapon, a prop or otherwise, she can and will find a way to use it to her advantage. > Woman's Intuition > Often seemingly illogical, there is a method to her madness, even if she herself doesn't realize it at the time. This makes up for any lapses in what might appear to be an opposition to her Common Sense. > Mechanical Knowledge > Estèe can dissemble guns in a matter of seconds, and most other machinery quickly enough to par her on levels with skilled mechanics. A hobby more than anything else, it is a way she relaxes. > Common Sense > She has common sense, and won't easily do something without it having some sort of reasoning behind it. Even if it defies normal sense of the correct thing to do. > Mind Trap > Estèe retains almost all information. She has a photographic memory that is able to recall the smallest of details if she concentrates. While it may not seem important, when she goes back to analyze the information later, she can recall details that had not been obvious to her at the time and this often proves to be greatly effective. At the same time if she has seen something before, it can create a spontaneous memory that allows her to consider the possibilities in a fashion that borders on the extraordinary. > HoH Fanatic > Estèe has watched HoH every year, and often several times throughout the year will rewatch videos for entertainment. She is fairly well familiar with most previous HoH shown fighter abilities. > Skills (Purposefully Honed Abilities) > Deadly Precision > She is an exemplary marksman, with most firearms or projectile weapons or anything else requiring aim. While she does not have any great 'magical' ability; with spears, archery and the like, her skill is on the level of a human at peak ability. Also included is the bullwhip, lassoing and the like. > Martial Arts > A purple belt in a form of Mixed Martial arts, Estèe is more than capable of protecting herself, although her strength comes more from creative use of skills learned, rather than actual techniques. She loves a good grapple and is not afraid to get down and dirty to accomplish her goals. > Sports Forte > A moderately strong sports enthusiast, Estèe has experience in Soccer, Gymnastics, Ballet, Basketball, Billiards, Boxing, Croquet, fencing and Skating (Both Field and Ice) > Swordplay > She does not compete at the highest levels any longer, but was considered in High School and college, a contender at the national level. She is as active in her personal life as she was in school, with multiple disciplines taking her non office time instead of gold; her strength is her creative use, and not technical skills. > Corset wearing > Estèe has been living, eating, breathing and fully training on a daily basis in a corset for most of her life. > Abilities (Supernatural Gifts) > Celeste begins a match with 20 points to expend on her abilities- those below, and Wrath. Multiple abilities may be activated the same turn, except where noted otherwise or required physical actions would prohibit simultaneous use. > Tier 1 > Charity [Passive] > A passive gift of her supernatural bloodline. It is extremely difficult to kill Estèe. Despite her seemingly human appearance, Estèe has the ability to endure many strikes of blunt trauma. She still takes damage and once calmed will often find herself more damaged than previously believed, while the adrenaline is pumping, she can withstand blows that would put her on par with more supernatural beings. > Piercing or blade damage is noticed quicker but she still has a slightly higher than ‘normal’ pain tolerance in regards to it. Once unconscious, it would take a direct cutting strike or an equally purposely life endangering attack to kill her beyond all hope of recovery as her body goes into a form of stasis that given enough time will repair itself. > Chaos Mind [Passive] > Thanks to the chaos that once inhabited her body, any attempt to see or manipulate Estee’s mind will result in overwhelming chaos for the caster and a powerful migraine for Estee. Unless treated with a healing spell or energy (Such as a portal of angelic origin), all costs increase by 1 energy for 3 posts (including opponent) > As for charms and illusions, she does not see the exact cause or what the illusion is covering precisely, only that it is there and what it is regarding, making her less likely to trust her senses in regard to what she does see; which is a soft shimmer of light much like the shimmer that her own mail shirt gives off. Charm spells make her feel like she literally has slime on her skin. > Tier 2 > Imbue [Cost: 1|Cooldown 3] > With a single word, Estèe can imbue a single weapon that she is touching with an additional angelic blessing. This adds additional aggravated damage against demons or those of demonic origin. If the weapon is broken or cut, the additional benefit is lost and cannot be restored, doing further damage to the weapon as it leaves so that any other cannot use it. Ability of Celeste to perform Imbue lasts 2 posts, may be sustained for 1 additional post beyond for 1 point per post. Cooldown begins when the effect expires. > Divine Grace [Cost: 3|Cooldown: 2] > A deceptively simply ability, Estèe becomes more graceful, dexterous and quicker than usual. While already a quick and flexible woman, this skill allows her to even more of this natural gift. With it, she is a bit like a snake, hard to hold or squeeze and can squirm her way out of even the tightest of grips.. In addition, she is quicker than a normal human, and much more agile, almost dancing in her gracefulness. Lasts 3 posts, after which the cooldown begins. > Part the Gates - [Cost: 3 per Turn] > Celeste parts one of the gates she guards, creating a portal to another realm. The portals she can access in a combat situation are limited to those spaces she is most familiar with, and controlled by gesture. With a single hand miming a circle growing she might create a gate as large as 6" in diameter, whereas with both hands she might create one her full arm span in width. The gates must be opened within a few inches of her hand, and can be closed with a simple swiping or closing motion of a single hand, or remain open for as long as she is within 5' to maintain them, a portal costing 1 energy the post it is opened and 1 for each additional post it is not closed by the end of. She cannot open portals over top a person, but may open one to catch an incoming blow or below a falling person, if she has the free hands to devote to it. Sudden release will cause the living object to be projected outward away from the plane. > > - > - > - > - > > Tier 3 > Tier 3 abilities require additional focus may not be activated the same turn as each other. Activating one the turn immediately after another was activated increases its cost by 1 point. > Fury of Angels [Cost: 2|Cooldown: 5] > Once activated, Estèe triples the amount of force behind her next three strikes (Each attack is a strike. Individual punches are not strikes (For example, a one two punch would be one single strike, a fake and punch would be one strike, or a flurry of blows with nothing happening between in a single post would be one strike). Instead of having the impact of a 160 pound, athletic, trained woman coming at you, it is more the impact of a 480 pound, athletic, trained fighter coming at you. No defensive actions can take place while active or the remaining strikes are negated. > However, when the ability fades, all wounds received by Estee during this phase are doubled. Often, this will result in unconsciousness. The cooldown begins after the final strike, or she forfeits the remainder via defensive action. > Devotion [Cost: 3|Cooldown: 5] > One of the more powerful gifts, Devotion is twofold. First and foremost is that Estèe’s skin becomes like fire. As if to touch her would literally to be to try and hold onto a burning hot blue Fire. This gift carries onto any weapon she holds as well, inflicting an additional damage to anyone touched by her or her weapon. A relation of heat would be approximately that of a low hot forging temperature of 900 degrees F. However to things of a demonic origin, double damage, wrapping the Fire damage with Divine/Angelic damage. While touching the flames causes burns, the angel fire does not actually light things up unless continuing to be held. > These effects are joint and last 3 posts. At the end of this period Celeste may extend the period for one additional post at no energy cost, during which the power filling her hits a euphoric crescendo, allowing her to ignore pain (but not crippling injury) for that post in addition to the other effects. If she extends it this way she experiences a crash the post afterward, feeling drained of physical might and purpose herself briefly, unable to take offensive action. Whether or not it is extended, the cooldown ends once Devotion’s effects end. > Striker – (ANY) Mercy [Cost: 1] > Using this ability, Estèe can move with the speed of grace, but only in a defensive manner, to protect a team mate from violence. She will instead take the blow, but continue to be able to move, as the damage will be reduced by 1/2 by her act of sacrifice. But it will still be there and none of her protections can eliminate the damage. > Mercy may also be used as her action to tag into a tag match, or during a fight in which both her and another teammate are simultaneous active fighters. If so, then Mercy has a 5 post cooldown. > Ascendance [Cost: 2|Cooldown 5] > Angelic wings sprout from Celeste’s back, covered in white feathers, solidifying from energy without harming clothing or flesh. With a twelve foot wingspan, they are theoretically capable of flight, but she does not have the experience to maintain it, and will only be able to use them to gain extra lift on a jump, or to glide if already falling. They wings act as if made of bone and flesh, able to make strong buffeting attacks or to be used to shield her, although they are susceptible to attacks, and may bleed, lose feathers, or have bones break if used to stop heavy weapon attacks. Though she feels the pain from injuries to the wings, she does not suffer actual blood loss from wounds to them, even when the wings appear to bleed. Costs 2 points and lasts 3 posts. She may spend additional energy to extend the duration at a rate of 1 point per 2 additional posts posts. As a free action, she may end Ascendance prematurely, the wings vanishing as if they were made of dissipating smoke. Ending Ascendance, manually or by allowing it to expire, triggers its cooldown. > Commitment [Cost: 0|Cooldown: 15] > Pushing beyond her human limits to fight on, Celeste draws on more of her angelic power, fatiguing herself. Commitment may only be used if Celeste has whittled her energy pool to 5 points or less prior to the post in which it is used. When activated, her body glows and the air around her hums, the colors of her eyes and outfit showing more starkly, as if someone had just cranked up the brightness and contrast, and she immediately refills her energy pool to the maximum 16. These points can be used this turn- additionally, Commitment is the exception to the Tier 3 limit, allowing her to activate a single other Tier 3 ability the turn it is used, though it costs 1 additional point to activate. > The following post she feels the toll of this- the cooldown for Commitment begins, and any of her currently (non-passive) active abilities are ended- placed on their regular cooldown, reduced by 1 point if ended prematurely, to a minimum of 2 posts of cooldown. Additionally, ALL of her abilities are placed on a 2 post cooldown if not already on cooldown, or have their cooldown extended to 2 posts if only 1 remained. She experiences a spell of dizziness for the post immediately following Commitment’s use.

3Supreme Jerk Commander

Zandra Ryke Wrote:

> • Name: Zandra Ryke > • Mode of Combat: Beatem up, improvisation, mild tech whatever > • Birthday: May 22nd > • Height: 5’8” > • Weight: 150 lbs > • Measurements: Don’t you have this in a file somewhere? [the measurements 32” 29” 34” are hastily scribbled in the margin in what looks deceptively like Izzy’s handwriting - attempts to scratch it out have been made] > • Birthplace: Aekea City > • Hobby: Working in the shop, drinking with friends, fighting here and there > • Personal Treasure: My truck? I mean it’s kinda falling apart, but it’s mine > • Favorite Food: pizza actually > • Dislikes: tacos - seriously I’m so sick of them, olives, kids, paperwork > • Forte in Sports: Uhh, I don’t know > • Other things worth mentioning: Don’t returning competitors get discounts at the bar?? > > > Combat/Skills > > Melee - Ryke is primarily self-trained in her skills (with some outside guidance) and far from being an expert; but all the while she is very familiar with her own personal limits and strong points, knowing just what she is actually capable of. As an experienced fighter, and through several years with plenty of practice Ryke is capable of quick, fierce punches and forceful kicks, making for surprisingly powerful blows in close combat. She is not afraid to take advantage of a downed opponent, weaknesses or any obvious opening. While lacking in the sheer brute force of someone closer to peak human, she makes up for it with her lanky build that provides her instead with a significant advantage in speed, flexibility and quick reflexes. > > Improvisation - When pitted in a situation where her fists lack and her weapons are unavailable to her, Ryke has a particular knack for making good use of her immediate surroundings to get an edge. Anything goes depending on the setting, as long as it’s not bolted down or too heavy to lift. > > Pain tolerance - Ryke is not superhuman and possesses no meta abilities, but she has built up a serious pain tolerance and resistance to physical violence. She has been shot at, stabbed and punched more times than she’d prefer to count. Working in her shop she has certainly injured herself on frequent occasion. While she was doing bounty hunter/mercenary work, she had to learn how to just take what came at her, worrying about the mark first and obstacles second and is no stranger to getting beaten up. Despite her ruggedness she is no damage sponge, but in a scrap it will take significant effort to put her down for good. > > Ambidexterity - This goes hand in hand with her melee/combat proficiency as well as everyday life. Ryke has, since birth, had the capacity to utilize both hands equally to a significant extent. When it comes to general tasks, her work, or the use of weaponry she is capable of performing the same tasks with her left hand as she is her right hand to a great degree. > > Mechanical & Technical Competency - Ryke is an engineer at heart, and even before her brief foray into the bounty hunting world, she grew up in her family's garage and after her retirement from the merc business, it is where she returned. She knows her way in and around most types of machinery, from smaller and simpler builds to large vehicles and has developed a knack for working with low to moderate tech. She is no stranger to tinkering with anything she can get her hands on and that goes for in the arena as well. Ryke can also be expected to collect objects during her match to later rig up into a useful tool. > These will be added to the profile as appropriate > > Chasmophilia - As silly as the word sounds, it literally translates to a love or like of small spaces, the exact opposite of someone who may otherwise feel more comfortable or safer out in the open. As someone who works frequently in such conditions, be it a garage or engine room - Ryke is someone who can function in smaller, tighter spaces like the narrow labyrinth-like alleyways that decorate Aekea's outer city limits as opposed to being hindered by them. While this leaves her feeling a little more vulnerable in the vast open air, not surrounded by any enclosure whatsoever, it means she could potentially see an advantage over her opponents in arenas that are cramped and otherwise would be claustrophobic or difficult for others to maneuver within. > > > Weapons > > Baseball Bat - 34 inches and 31 oz of aluminum and a whooping, it's Ryke's signature bat, decorated with the black and white checkered flag of the Aekea Bugbears of her hometown. The bat, formerly used as is without any modification, has seen an upgrade this year. Covering approximately three quarters of the head of the bat are steel nut & bolt studs, spaced evenly apart to evenly spread the force across the had but also providing much more of an impact upon hitting an opponent. > > Shock Mace - This bad boy is making its grand return from her first HoH debut way back when. It's not that intimidating as a 2.5ft, 4lbs collapsible mace made out of plasteel and looks deceptively like a long steel rod rather than a well crafted weapon but that's the beauty of it. Though nasty to deal with, the maul is a non-lethal weapon designed to incapacitate opponents through electrical shock dealt upon striking and making impact. The shock part comes in by pressing a stud on the lower end of the shaft, which envelopes the head of the maul in disruptive energies. The stud can be set to off, low - having minor destructive force but resulting in minor to moderate electrical burns depending upon length of contact; medium - double the stopping power, the electrical burns dealt on this setting are twice as severe; and high - this setting has the capability of delimbing an opponent and causing significant blunt force trauma if enough brute force is put behind the strike. However, this setting is usually reserved for heavily armored opponents. Being that it is collapsible, she can wear it on her belt for easy reach. > > Machete - This machete has seen some use over the years but despite the signs of age, it still holds up as a sufficient weapon. With a 20 inch full tang, carbon steel blade, the machete weighs in at around 1 lb 3 oz. This tool is not designed with an incredibly sharp blade but makes for a good hacking weapon and could easily delimb a person with a few serious strokes. > > Knife - Double sided 3 inch steel blade with a 4 inch hilt. The knife is tucked away in a sheath strapped to her right thigh. Simple, uncomplicated but a good backup. Still enough to **** someone up in the right situation. > > > Equipment & Items > > Utility Belt - An adjustable, leather belt equipped with a couple flame resistant pouches (containing the lighter and bag of nails) and velcro fasteners used to holster any weapons she deigns to carry into her matches. > > Zippo Lighter - Just a standard, stainless steel zippo lighter she stole from Izzy who got it from some guy at a bar one day. Filled to capacity with fluid and functional. Useful for many things. > > Gear roller chain - A 6 inch roller chain (like found on a bike) that is normally worn like a bracelet when not serving another purpose. It can be detached to use in a match and weighs a little over half a pound. > > Crowbar – Another basic tool, the crowbar is 16 inches long, weighs approx 1lb 2oz and crafted from drop forged, heat-treated steel. Maybe it won’t see as much action as the bat, but it serves as a nice backup and could take the place as a blunt or jabbing weapon depending on the need. > > Bag of nails - Just a little 2 lb sack of about 80, 3.5inch steel smooth nails. They are kept in one of the pouches on her belt. > > Ball bearings - In addition to the nails, she also carries a small bag of loose, carbon steel ball bearings. The entire bag of 100 ⅛ inch ball bearings weighs approximately less than a pound. > > > Ice Howl These grenades, of B-V R&D design, were borrowed after collaborating and brainstorming with Rayner Veli, a friend and fellow tinkerer. The Ice Howl does not actually explode with shrapnel or flames, violently venting a powerful coolant in a cloud roughly 4 feet in radius, choking out flames and making breathing harsh and painful on anyone inside, likely inducing painful coughing fits unless filtered. The cloud lasts for a single post, thick enough to act as a smoke bomb and obscure vision, before dissipating, leaving a residue from the coolant that makes it much harder to light even normally flammable objects, though a single post of brief flame exposure burns away said residue. The coolant only effects flames which require oxygen or fuel to burn, meaning some supernatural flames may not be snuffed, though the coolant may reduce the temperature of items heated by them while the cloud lasts. It's also possible for the initial burst to cause surface freezing of liquids, but not deep freezes, likely melting naturally within a few posts. > > > Armor** > > Gloves - These gloves are more like gauntlets as they cover Ryke’s hands from knuckles to forearms, stopping about 3 inches before the elbow. The base gloves are crafted from full grain cowhide (leather) and reinforced with composite plates primarily to support her forearms and provide resistance against slashing damage and allow her to potentially parry or block swings from bladed weapons. The leather underneath is soft, and pliable (offering ease and range of motion), but thick and sturdy enough for their purpose. Two short rows of four 1-inch studs are affixed to the glove where they cover her knuckles, for reasons. > > Greaves: Originally a B-V R&D design, Ryke collaborated with Rayner to adapt these greaves that were created for his use, to a set of her personal work boots. The greaves include plate armor protection over the full shin and back of the leg, ending in rugged calf-high leather boots with composite steel plate mid-soles to prevent puncture from below, along with a steel reinforced toe and heel. The reinforcements not only protect the foot, but also give a little more force for kicks. The original special feature - small angled jets built into the side of the calf near the back of the leg, and the heel - were kept in the adaptation. The heat of the jets themselves dissipates within six inches making them a poor weapon in most situations (though those within those six inches may expect serious burns) and terribly balanced for flight- but perfect for increasing jumping heights by up to double, a quick boost off a flat surface or turn in air, and empowering strikes with the knee or shin. > > Jacket - This flame-resistant synthweave flak jacket (worn over her regular clothing) has been broken in enough to provide a good range of movement and flexibility while still being protective against the elements of nature (rain, chilly temperatures, wind). The lightweight sewn in plates offer resistance against most types of physical damage, such as slashing, stabbing and bludgeoning. > > Cargo Pants - Made from the same material as her jacket (sans plates), they also were designed to resist slashing damage in addition to being flame-retardant and offering both comfort and freedom of movement. > > Blast Goggles - A pretty resilient pair of goggles that serve her well inside the garage as well as out. They fit over and across the eyes and provide protection from the elements, such as wind, dust and debris. The polycarbonate lenses are strong, shatter-proof, fog reducing and provide 99.9% UVA/B/C protection. > > [Tech upgrades to her goggles] > > > > > > Custom gBuds: Ryke improved on an existing design for her own personal uses. These devices fit around the ear, with an internal piece akin to wireless earbuds or your typical bluetooth, they were designed to be less bulky while still being functional and would be no bigger than most modern hearing aids. Their non-combative function allows them to wirelessly connect to her portable music player (her gPod) and stream her music of choice. They have a secondary function of protecting her ears from extreme sound/noise. After a certain decibel they kick in and dampen incoming sound to avoid damage to the inner ears/ear drum. Additional status effects are reduced by half but not eliminated. > > > gPod: A small, black, portable music player that fits nicely in her pockets and connects wirelessly to her custom gBuds to play her tunes. The device is protected by a shock absorbing reinforced case to guard against impact and is resistant to extreme temperatures much like the goggles, but can last up to 10 minutes before damage becomes evident unlike the goggles. The gPod’s secondary function, besides playing music, is to interface with the HUD inside the goggles. Having the GUI/interface built into the gPod is not ideal but she’s still working out the finer details of her new tech. This allows track information to also show up on the HUD while in use.

4Supreme Jerk Commander

Artanthos Thulmann - Innocence Proves Nothing Wrote:

> Equipment Wrote: > Name(s): Artanthos Thulmann > Team: Team Retribution > Mode of Combat: Einderen School of Swordsmanship > Date of Birth: 16, Month of Dethica > Place of Birth: City-State of Illtheria > Race/Ethnicity: Human/Illtherian > Height: 182.88 cm / 6’0” > Weight: 92.85 kg / 205 lbs > Body Type: Strong/Athletic - Mesomorphic > > > > Equipment Wrote:

Passive Skills Wrote:
Active Skills Wrote:

> NOTE: All Active Abilities come with a 1 Turn Global Cooldown unless otherwise noted. > > > > > > Aspect of Wrath - Sinner’s Reckoning: Serving as Artanthos’ trump card, Sinner’s Reckoning is an ability the Hellknight does not draw upon lightly. Reaching deep within himself, Artanthos can summon an ethereal, almost flame-like substance about Revanchist. This energy burns away at the soul of the victim struck by the sword; the greater the sins and corruption that they have committed, the greater the pain it inflicts. At its height, it can make the subject feel as though they were being subjected to the flames of hell, though they are not actually burned physically. For those who have committed few to none sins, or their virtues significantly outweigh them, Sinner’s Reckoning has no effect upon them beyond the sword strike itself. As it attacks the soul/animating essence of the being directly, Sinner's Reckoning bypasses any immunity to pain the victim might possess. For Artanthos, he is capable of using this ability once in a fight, as his soul is far from pure, and is subjected to a significant portion of the attack himself. (Cannot be used if Repel the Maleficarum is on cooldown) > > > > Aspect of Wrath - Castigation Blade: Using the embodiment of his sword, Artanthos can summon a massive blade to smite his enemies. Castigation Blade is manifested by Artanthos briefly channeling his inner wrath through Revanchist, then slicing the weapon before him in the air; he targets an area within visible range, marking a 15ft diameter circle on the ground. The area begins to glow with baleful energy for 1 turn, then a gigantic, 30ft long sword blade formed of crackling dark energy erupts from the ground. Castigation Blade inflicts heavy raw force-typed damage to any opponents caught in the targeted area, inflicting damage directly to the target’s person. As such, it bypasses physical/non-magical armor; for magical protection, Castigation Blade will attempt to pierce through it and deliver a portion of its total damage, dependent upon how strong the magical protection is. (5 Turn Cooldown; shares cooldown with other Aspect of Wrath abilities)

5Supreme Jerk Commander

Durandal Tomb of the Low Charm - Nihilistic_Impact Wrote:

> Description Wrote: > Name:Durandal Tomb of the Low Charm > Team: Team Retribution > Mode of Combat: Master Alberico di Fiore’s True Art of Swords > Apparent Age: Mid Thirties > Place of Birth: Carcossone, City State of the Invincible Overlord > Race/Ethnicity: Human/Catharite > Height: 5’10 > Weight:13 Stones > Body Type: Solid & Nimble > Theme Song: The Sword – Seriously Mysterious (Low Country) > > > > Description Wrote: > > > Durandal is a solid man, dense of build; but quick as a panther in his nimble ferocity. He is no giant; but had never found this to be a burden as he favors his size for his other benefits. He has taken to the habit of shaving his pate while cultivating a massively red beard which he decorates with flower buds. His eyes are the green of the sea while his skin is dyed by the sun. Upon his cheeks he sports the ritual scars of a professional duelist. > > > > > Skills Wrote: > > > Duelist – Durandal is a professional duelist, hiring himself out for judicial and personal duals. He has spent many years honing his talents against other schools of fencing. > > > > > > Relevance: Durandal is experienced as well as skilled with his Sword/Buckler/Parrying Dagger/Cape. This grants him a degree of intuition in regards to the actions of other duelist in addition to the physicality that naturally is developed. > > > > > > Veteran of the Bridge Wars– Every feast day the citizens of Carcossone will gather with their neighbors or guild to fight with cudgels against others. Some will die, others maimed, all wounded and all for bragging rights. > > > > > > Relevance: Durandal is not some spring chicken that will wilt at a blow. He comes from a culture where violence is festive and celebrated. Not only can he fight one on one but in a general melee against multiple opponents. > > > > > > Second Story Work – When times are leans Durandal finds employment as a burglar. He is not a particularly good thief; but is exceptionally good about finding his way into places he shouldn’t. > > > > > > Relevance: Durandal is not stopped by difficult terrain, he is skilled in maneuvering through areas that at first glance seem impassable. Verticality also does that not impede him as it would a baseline human. > > > > > > Youthful Slinger, Mature Hunter – Birds are a common prey for youths looking to practicing with slings and by those that really just need to feed themselves. Durandal was no different then others in this regard. > > > > > > Relevance: Durandal, while not enjoying, can use a sling effectively to strike at moving targets with a degree of accuracy. > > > > > Equipment Wrote: > > > Cymoril Steel Broadsword – 34” blade, 4.5” basket hilt, cat head pommel, 1.1kg > > > (Fantasy Schiavona Broadsword made with good steel.) > > > > > > Main Gauche Parrying Dagger – 17” blade, 3” white ivory hilt, .8kg > > > Special Properties: > > > When carried naked in hand the dagger will still any noise the wielder makes while granting the ability to see in the darkest dark as though it were day. > > > > > > Steel Buckler – 13” diameter, 1.7kg > > > > > > Sling – A leather thong designed to hurl lead weights. Carried in a pouch on his back the sling is accompanied by several marble sized lead projectiles of roughly 100g. > > > > > > Arming Doublet– A padded suit of wool dyed grey. It provides coverage from wrist to knee with additional protection from shoulder to wrist and hip to knee with an inner layer of maille. The hems are decorated in gold thread with a miniature scenes of duels. > > > > > > Brigandine – Made of leather this armor is lined with overlapping steel plates with rivets protruding through the material. Each rivet is decorated with a bronze wolf’s head. It protects the trunk of the body. The material has been dyed navy blue upon the wearer’s left while the right is a scale pattern of scarlet red lined with navy blue. > > > > > > Burgonet – An open face helm which grants the wearer a clear field of vision while working to protect the neck and head. This one has been decorated with a wolf’s head in profile with bronze inlays. > > > > > > Gorget – Worn about the neck this bronze armor offers an additional degree of protection. > > > > > > Gloves– Deer leather dyed grey with the palms re-enforced with fine maille. > > > > > > Cape– This fuligin fabric is blacker then black, worn draped over the left shoulder it falls to the hip. > > > > > > Broach – A simple broach set with adder and toad stones. > > > Special Properties: > > > Adder Stones are said to protect against compulsory charms and allow one to see through the glamour of witches and wizards. > > > Toad Stones are said to protect against poison. > > > > > > Hand of Glory – A morbid curiosity, the desiccated left hand of a hanged thief. It hangs suspended on a silver chain. > > > Special Property: > > > When a Hand of Glory is presented to any lock it will find itself opened. > > > > > > Other Odd Bits of Panoply: > > > Shoes – These low shoes are the current height of scandalous sumptuary teasing fashion. Made of grey fabrics and held together by silk ribbons and gold thread embroidery they sport a two inch wooden heel to accentuate the calf. > > > Silk Hose – The wearer’s left leg being scarlet red while the right is navy blue > > > Codpiece – An impressively padded protection embroidered with fecund motifs. > > > Belt & Sash – A sturdy leather belt is home to the harness the duelist carries and helps to distribute the weight of his armor, beneath it is a scarlet red sash which works as an impromptu pocket. > > > Sleeves – These puffy silk sleeves are a navy blue with multiple slashes to display the scarlet red silk beneath. They are attached by ribbon to the Brigandine armor at the shoulder.

6Supreme Jerk Commander

Tenkai Shinzou Matsumoto - Tenkai Matsumoto Wrote:

> Armor/Clothing Wrote: > Name: Tenkai Shinzou Matsumoto > Mode of Combat: Yagyu Shinkage-ryū Heihō Kenjutsu, Daishin Hazan Ken (kenpō) > Date of Birth: January, 20th, 19XX > Place of Birth: Rome, Italy > Race: Human/Terran > Ethnicity: English and Italian > Height: 170 cm / 5’7” > Weight: 81 kg / 179 lbs > Body Type: Muscular/Athletic > > > > Armor/Clothing Wrote:

“Muramasa” Wrote:

> Muramasa (村正): The youtou (cursed sword) Muramasa is one of the many bewitched blades forged by Sengo Muramasa, each bearing an unfortunate history. Muramasa blades are famed for their uncanny sharpness and supernatural bloodlust, capable of twisting the mind of the most peaceful individuals into deranged killers. It was said that Muramasa himself was an eccentric smith who imparted much of his unhinged spirit into his blades. The “spirit” of his swords are actually fragments of his own psyche, imparted unto the steel through his craft. Rather than simply being “possessed” by some demon, the bloodthirsty “soul” of the sword and the sword itself are one and the same. > > > > > > Special Properties: > > > - > - > - > - > - > - > > > Bishamonten Series Convertible Hilt System: While the blade of the cursed sword remains the same as ever, Tenkai has had its traditional fittings replaced with modern technology. The tsuka “wrapping” now consists of durable, element-resistant specially treated rubber grip padding that absorbs shock more readily for more stable cuts and parries. The kashira has been replaced by a hardened steel rhomboid cap similar to a glass breaker, for added utility and offensive options. The tsuba, or guard, is likewise made of similar alloyed steel with smooth surfacing on the upper rim for quick bind disengagement. However, the most unique feature of this system is the hilt’s ability to interface with the saya, or scabbard, in order to convert the sword into different weapons. It attaches via a combination of magnetic and mechanical coupling to secure the kashira about ten inches down past the koiguchi (mouth of scabbard), enveloping the entire hilt. > > > - > - > - > -

“Secondary Weapons/Special Items” Wrote:

> Magatama of Soul Sight: This is an artifact contained in the false eye under his eyepatch. It is a soulbound artifact, and will return to him even if it is gouged out of his socket. It places Tenkai simultaneously within the physical and spiritual planes, allowing him to see the spiritual plane layered on top of the physical plane through the use of this "eye". This allows him to see spirits and ghosts as clearly as he sees people, and to see the souls of others. It also allows him to physically interact with otherwise intangible spirits. It does not, however, allow him to directly interact with an manipulate souls that are still attached to bodies, meaning he cannot rip an opponent’s soul from their body. It mainly aids in his ability of perception, able to discern real people from fakes and simulacra. This has a minor effect of allowing him to see through certain illusions, but only in instances that involve hiding the presence and appearance of living and unliving creatures. It doesn't affect things that affect his sight at the nervous system level rather than what can be physically seen (which would then be a form of psychic manipulation that would have to be countered some other way). It does allow him to see living/unliving souls through walls, but only a few. A person behind significantly thick (more than two feet) and/or magically shielded wall would not be visible. > > > > > > Rosary Beads: Tenkai wears a large Buddhist rosary with large re-attachable beads, about the size of baseballs. The beads are carved from the same blessed wood from Mt. Kurama's forests and hardened with fire-resistant lacquer. He typically wears them like a necklace while his robes are on, but re-attaches the beads in a position across his chest over his right shoulder like a bandolier while in normal combat mode.The individual beads of the rosaries are tough, and their roundness makes them difficult to break individually with direct strikes. The necklace itself can be broken with some level of ease, scattering the beads around. The beads serve as a powerful focus for Tenkai's spirit energy, allowing him to potentially use them as a bashing weapon either by swinging/throwing them at an enemy or wrapping it around his arm and striking with it. He can channel his spirit energy into the beads remotely in order to re-attach them. > > - > - > > > Inscribed Left Arm: An exorcism array comprised of various wards, glyphs and symbols in Sanskrit. It effectively turns his entire left arm into another focal point as well as a holy weapon, becoming far more receptive to channeling spirit energy than the other parts of his body. The inscription is normally black, but glows glows bluish-white when spiritual energy is focused through it. The material of his bodysuit has a layer of psychoreactive transfer fabric that allows the array to show through the fabric and function as if he was touching the opponent with his bare arm. > > - > - > > > Utility Belt w/ Saya Mounting: Having done away with his old, cumbersome rope belt, Tenkai now sports a more practical belt that fastens his waist cape to his hips and provides him with a means of storing small practical tools in its compartments. There are larger side compartments for storing his vajra. Attached to the belt is a hydraulic mounting arm that the saya of his sword attaches to. The arm interfaces with the back side of his armor hardpoint in order to switch between hip mount and shoulder mount configurations. > > Retractable Vajra: A pair of double-headed club weapons with triple-pronged heads that converge on a central spike. Tenkai’s vajra in particular have been modified by RAKAN Industries in various ways for extra utility. The prongs and central spike about 2.5 inches long with a 5-inch long handle in the center. A mechanism in the handle allows Tenkai to extend the center spike by an additional 5 inches on either side. Extending the spike also opens up the two other sharpened side-prongs, functioning like the guard of a main gauche.This can be used for both close quarters combat and utility, though it is also worth noting that these weapons are consecrated much like Tenkai’s other items. They can be used as focal points, and when stabbed into the ground, wall or an opponent, Tenkai can infuse then with one of his mantras at 50% efficacy in a 5 foot radius area of effect. (See “Mantras”)

Passive Skills/Disciplines/Talents Wrote:

> Daishin Hazan Ken - "Great Truth Mountain-Crushing Fist": A style of kenpo (fist arts) that focuses on channeling and directing the user's strength through the movement of their body and shifting of weight into powerful strikes. It utilizes ki to strengthen smaller, accurate strikes either to penetrate natural defenses or target weak points. Tenkai has since tried to adapt his way of using the style to fit his body, integrating techniques and principles that fit with them along his journies. > > > > > Iga-ryu Ninpo:Tenkai possesses some minor training in ninjutsu from his time being raised in the martial arts at the Yagyu village. This knowledge is limited mostly to utility, such as stealth, espionage, survival, escape artistry and sleight of hand. > > > > > Spiritual Power/Exorcist Combat: Tenkai's special abilities boil down to the usage of physical "ki", a form of life-force energy, and spiritual "reiki", or spirit energy (and various similar terms). These energies take the form of crackling arcs of power or wisps of azure flame. In spite of this, they are neither lightning nor fire elemental in nature. The primary difference between the two are their sources of origination and how other abilities interact with them. Both energies drain from Tenkai's overall stamina pool rather than having separate "energy bars". Attacks made with ki are treated as physical force and are typically tied to martial arts techniques. Attacks made with spirit energy are considered a form of psychic attack. Although this technically makes Tenkai a "psychic", he cannot use telekinesis (pulling his sword to him and controlling his rosaries are the only exception) or other psychic abilities outside of minor on-contact abstract telepathy. Primarily, he uses these powers to fire projectiles, shockwaves, increase the strength of his attacks, extend their reach, and other effects within the parameters of his passive and active abilities. > > Battlescarred: Tenkai’s body, particularly his upper torso, is riddled with scars from past battles. He has refused to have them removed with healing magic or other forms of restoration, preferring them to stand as reminders of his own mortality and the toll that must be paid for bloodshed. As such, the skin of his torso is tough and leathery, and attacks to his chest, back and abdomen are treated as if his skin was made of tough (but not hardened) leather. > > Mantras: By reciting an incantation, Tenkai can focus his aura through the reverence of a specific Buddhist deity. Doing this gives his aura a passive benefit that buffs himself and his allies in a 15-foot radius around him while he is active on the field. These mantras are more of an utility buff than a flat throughput increase. Only one can be active at a time (with the exception of those channeled through vajra.) > > - > - > - > - > -

Active Skills Wrote:

> ***Sidenote:* Most of the time, Tenkai will use techniques that have some sort of name to them. Power-wise, they follow the same rules as described above, and some are even framed around actual martial arts techniques. Consider the following list to provide a framework of the parameters of Tenkai’s ability. > > Any unlisted technique utilizing a special enhanced effect as listed below (such as enhanced cutting ability or range) will incur the same cooldown and global cooldown as an ability of similar use, which will be listed upon execution. > > All listed abilities and unlisted equivalents share a 1 post global cooldown. > > Shakunetsu Zankou Ha, Nenshou Senpuuzan and the powered version of Tensetsu Ransetsu all share their 5 post cooldown on top of the global. > > Itto Ryodan (Cutting in Two with One Stroke): An in-line simultaneous parry-cut. Used on its own as a single strike rather than a counter attack, Tenkai can use it as a means of extending his measure up to five feet maximum [1 foot minumum ].At maximum strength, both sword and extended measure can cut through mail armor and weak metals. [2 post cooldown, 3 for maximum. No cooldown for unpowered] > > > > > Zantei Settetsu: (Cutting Nails, Severing Steel): An in-line parry followed up with a thrust or cut. Empowering the tenchique enhances blade cutting ability and penetration, allowing it to cut through mail and pierce through lower gauge steel plate. [3 post cooldown. No cooldown for unpowered] > > Tenran Moha: (Riotous Heavens Netting Wave): A rapid barrage of high-speed sword strokes that form a "net" pattern, extending the reach of his sword by two feet through displaced air pressure. Can be interrupted by catching the sword in a bind. This technique sacrifices strength for speed, resulting in a barrage of shallow slashes than heavy cuts. This technique only counts as one stack for Combat Insight. [5 post cooldown] > > Hassou Happa (Eight Aspects Explosive Burst): A barrage of rapid sword thrusts. This attack trades off accuracy for strength and penetration. Each thrust is capable of splitting through links of chain mail and transferring blunt force impact through steel plate without piercing it. The measure of each thrust is extended by a foot through displaced air pressure, but cannot pierce an opponent deeper than three inches on their own and has no increased effect on instances where the opponent is within range of the physical blade (as opposed to stabbing fully through them). The thrusts can be parried, and consecutive thrusts must be from the same angle facing as when Tenkai initiated the technique. This means that an opponent that evades or outranges the attack must force Tenkai to cease and initiate its cooldown or be left open. Only counts as one stack of Combat Insight. [5 post cooldown] > > Fudo Kongou Heki (Unmoving Adamantine Wall): A guarding technique that Tenkai can use with either his bare hands or his weapon. Allows Tenkai to block a potentially crushing blow (such as a strike from a massive weapon or arm) without suffering damage to his arm or his weapon. However, doing so in this way forces him into a bind rather than being able to beat away the attack, depending on its weight. Tenkai cannot counter-attack while blocking in this manner. [2 post cooldown] > > Spell Parrying: Through focal points such as his sword, his left arm and his rosaries, Tenkai is able to parry certain abilities, such as fireballs, lightning bolts, energy beams, etc. Doing so requires a reciprocal expenditure of energy, making it costly and less efficient than simply avoiding the attack but nonetheless exists as an option. Certain abilities, such as explosive blasts or flowing waves (like channeled gouts of flame) are not able to be parried and must be countered with other abilities within the range of logic (namely, being able to "parry" a spell doesn't mean it's a "shield" ) [2 post cooldown] > > Tekkou Gankai Geki (Armor-piercing Rock-smashing Strike): A "3-inch punch" set up by lining Tenkai's hand with the target and using torque to drive the weight of his body into a single punch. Has the ability to pulverize stone and transfer through hardened defenses like hard muscle and armor. Opponents that go with the force of the attack are knocked back, while those who stand there and eat it suffer internal damage as the resulting shockwave ripples through them. [2 post cooldown] > > Zanretsukou (Mountain Rending Lean): Uses the same method as the Tekkou Gankai Geki, except with the shoulder and back for a wider area and is totally not a ripoff of the Tetsuzanko. [2 post cooldown] > > Hazan Shinkuu Reppa (Mountain Crushing Vacuum Splitting Wave): A vertical knife-hand chop enhanced with ki. Contact with the target (typically the head) sends a shockwave downward through the body, giving the opponent the disorienting sensation of being split in half. Can be used to counter projectiles of similar strength. [2 post cooldown] > > Tenha Goushou Ha "Heaven Breaking Rigid Palm Wave): A powerful shockwave of spiritual force sent forward by a palm thrust. The shockwave acts as a "force push" that does added holy damage against demons and other evil-aligned creatures, where the wave does additional burning damage. The wave moves in a straight line in an area as wide as a human torso. Can be used to break a clash of energy or fists if his hand/fist is in contact with the opposing force/limb. Tenkai can also direct the shockwave towards the ground in order to produce a radial effect that off-balances opponents and buffets them with spirit energy in a five foot radius. [2 post cooldown] > > > > > Hazan Senju Bakugeki (Mountain-Crushing Thousand-Hand Bombardment)" A barrage of punches that is initiated after a brief preparatory stance, and activated by an initial strike. The initial strike is usually a punch aimed at the solar plexus or any point that would result in stunning the opponent briefly. Landing this hit allows him to deliver a barrage of rapid punches that each carry the force of a normal punch rather than a weak jab, reinforcing Tenkai's fists with enough ki to withstand punching heavy plate. The barrage can be blocked or interrupted with a parry. [5 post cooldown] > > > Fuujin Zan (Wind God Slash): In spite of the name, this isn't an elemental wind attack. Tenkai channels ki through his arm and blade to swing enough force to displace the air, sending a small crescent wave of air pressure towards his opponent. He can perform this technique with Muramasa and any other edged or sword-like weapon, but it is primarily used with Muramasa. This attack scores armor and lacerates flesh equal to the damage sustained by a shallow sword stroke. It is strong enough to leave shallow cuts in stone and metal but not cut completely through.[2 post cooldown] > > - > - > - > - > > > Raijin Zan (Thunder God Slash): The "brother" technique of the Fuujin Zan. Despite the name, it does not do lightning damage. It releases a surge of ki from Tenkai's swing that arcs along the ground like lightning traveling in a wave. It possess greater penetration power and speed than the Fuujin Zan, but it travels in a straight vertical line with a setup that makes it easier to predict. [2 post cooldown] > > Shakunetsu Zankou Ha (Scorching Steel-Rending Wave): After focusing a surge of spirit energy into Muramasa, Tenkai releases a burning wave of azure flame from his sword. The intensity of this attack is enough to cause burning damage even if the opponent isn't demonic or undead. The wave is powerful enough to sunder mundane armor and damage the opponent underneath, but can be evaded or parried by a magic/energy enhanced weapon/arm of suitable strength. [5 post cooldown.Can only be used on or after the 5th post.] > > - > - > > > Nenshou Senpuuzan (Burning Hurricane Slash): Releases a wave of azure spirit flames similar to that of the Shakunetsu Zankou Ha, but in the form of a radial cyclone. The cyclone starts at three feet in diameter and quickly expands outward into six feet as it travels upwards to a height of twelve feet. Enemies caught in the center of the attack receive less damage than those pulled in from the outside. [5 post cooldown. Can only be used on or after the 5th post] > > - > > > Tensetsu Ransetsu (Riotous Concomitant Slash): After assuming a left-handed position with his sword, Tenkai counters his opponent's stroke with a gap-closing side-step and a wild downward stroke to their wrists. Tenkai can follow this up with another stroke on the upswing at an altered angle, resulting in a series of consecutive strikes from many directions in quick succession (but not simultaneously). Each stroke is treated like an enhanced power strike (Like Itto Ryodan) without the extended range and affects Combat Insight at a normal rate. After three strokes, additional stamina is spent to enhance any further strikes with ki up to an additional three strikes. [5 post cooldown for enhanced. No cooldown triggered for normal technique with no enhancement. Can only be used on or after the 5th post] > > Shinmyoken (Sword of Divine Mystery): The ultimate Shinkage-ryu technique, emphasizing the principle of defeating an opponent without killing them. Using the power of the Magatama of Soul Sight, this technique has been enhanced even further. The silhouette of both Tenkai and Muramasa are encased in an aura similar to that of light hitting the edge of a sword. With body and sword acting as one, Tenkai dashes towards his opponent and strikes. Rather than striking the opponent with the physical blade, this is an attack made purely of his own spirit, striking against the spirit of his opponent. As such, it allows Tenkai to inflict the sensation of cutting through his opponent without leaving any physical wounds. The opponent is neither killed nor immediately KO’ed, but will feel as if they had just sustained damage equivalent to the attack made against them. This attack bypasses armor, but can be blocked, parried or avoided just like any other attack. [Can only be used once per fight, on or after the 8th post]**

7Supreme Jerk Commander

Arthur Uskglass - Dr Queensborough Wrote:

> ”Movelist System” Wrote: > Name: Arthur Uskglass > Mode of Combat: Sword and Sorcery + Mixed Martial Arts > Birthday: September 21 (36 years old) > Height: 6’1 > Weight: 215 > Reach: 80” > Arm Length: 31.5” > Leg Length: 42” > Birthplace: Loxlum (Township outside of Du’rem) > Hobbies: Magic, martial arts, Alchemy, and stealing > Personal Treasure: His Magic > Favorite Food: Fish with Stewed Green Peppers and Manila Clams > Dislikes: Authority, the Authorities, and Tea > Forte in Sports: Wrestling > > > > ”Movelist System” Wrote: > > > Actives: Actives are abilities that can be filed under any given powerset. These are how the character utilizes the powerset. For example, under “Ki Manipulation” a character might be able to create a short-ranged blast of energy, enhance their physical abilities, or fly temporarily. The limiting method for the usage of actives is cooldowns. > > > > > > Active Cooldown: This cooldown applies specifically to the active being used. The Active Cooldown is three turns. During this period, the Active used is unavailable for use for three turns. > > > > > > Global Cooldown: The Global Cooldown is applied to all Actives after any Active is used and lasts for one turn. For example, using an Active in Post 1 means that the Global cooldown is in effect for Post 2 and is removed for Post 3. Certain Actives lack the Global Cooldown limitation. > > > > > > Combo Actives: Combo Actives are active abilities that have the Active Cooldown but not the Global Cooldown, meaning that after using a Combo Active, a character can use another Active in their next turn, provided the subsequent Active isn’t also a Combo Active. > > > > > > Passives: Passives are “always on” abilities that affects how a character performs without having to be actively utilized. Having means of extrasensory perception, such as magical sight or the ability to sense other sentient minds within a specific radius would be passive abilities, as would any sort of supernal internal resistances, such as a baseline resistance to fire or lightning abilities. > > > > > > Quickdraw: Quickdraws can be considered less powerful Actives that are meant to be used more regularly. They have no cooldowns of any kind, but have a limited number of uses, after which the Quickdraw is expended and cannot be used for the remainder of the match. A quickdraw can only be used three times per match. > > > > GRIMOIRE > > MUTATIONS :: Though born human, through the study of arcane mysteries and alien biology, Arthur can no longer be viewed in that light. A process that nearly killed the Black Mage; it was the impetus for a myriad of sudden physical and preternatural changes. His waist slimmed significantly, while his shoulders and chest broadened considerably, and his limbs lengthened to their current abnormal sizes (see Reach/Arm measurements above). His irises turned a luminescent orange that grew wider to nearly cover the entirety of his visible eye, and his pupils narrowed dangerously. Arthur’s muscles became denser, more akin to the other Great Apes as opposed to humans, and his senses have become sharper. > > The following is a list of relevant capabilities: > > Clean and Jerk: 600 lbs > Deadlift: 1000 lbs > Squat: 750 lbs > Sprint Speed: 25 mph > Standing Long Jump: 15 feet > Vertical Jump: 4 feet > Vision: Arthur can see in the dark and can see people in detail even from afar > Hearing and Sense of Smell: Arthur can sense the presence of another from 50 feet away (sans the aid of sight) > > MONSTROUS TOUGHNESS :: After his Changes, and a life of fighting and training, the Black Mage has built up a certain tolerance for pain. Pain from shallow stabs, lacerations, and simple fractures can be held down quite well. While broken noses, facial cuts, and bruising can be easily ignored. Deep stab wounds (like you’d get from long knives or swords), amputations, and damage to internal organs would be beyond Arthur’s ability to ignore. > > This ability is coupled with an increased healing factor, although THIS CLAUSE ONLY FUNCTIONS OUTSIDE THE MATCH/IN BETWEEN ROUNDS. Arthur can heal almost any wound during his down time, even regrow amputated limbs. > > MAGICIAN’S TRICK :: Arthur’s weapons have been polymorphed into miniature versions of themselves and are kept inside the inner lining of his robes or inside the packs fastened to his belt. This allows Arthur to draw his weapons from “seemingly nowhere” as the weapons are transformed to full size underneath the folds of the Black Mage’s robes. > > TRANSMUTATIONS > > Walking the dangerous Left Hand Path, Arthur draws his power from the Watchtower of the Leaden Coin in the Realm of Stygia. A place of dark and all-encompassing gnosis, gifting the mage with power that lends itself to the transmutive arts. Though originally, the Black Mage had been taught to shape the world around him. His own distinct style soon shone through, and his aptitude for transmuting himself and his clothing was discovered. Utilizing this power, Arthur is able to alter his body and clothing to suit his needs, whether it is to take on properties of other objects like metal or to empower his body through hardening of the muscles and the faster metabolization of glycogen. Despite the upsides, the mutant’s powers comes at a cost. Though he doesn’t age faster than other mages, he always seems to look older than his comrades-at-arms. A side-effect of his magic’s entropic energies. > > > > > ”ORDNANCE SKIN” Wrote: > > > [QUICKDRAW] > > > Practice of Shielding || Minor Arcana > > > Component: Somatic, Verbal > > > Duration: Instant > > > Uses: 3 per match > > > Reagent Requirement: None > > > > > > In an attempt to protect his hand while learning to throw arcane projectiles, the mutant began coating his hand and forearm in an inky substance that stuck to his body and clothing like a second skin and gave it the properties of steel. Protecting his hand from the heat of fireballs, it wasn’t long before Arthur realized that his spell was also able to block an enemy’s blade, proving that it could be used as more than a safety glove for students. > > > > > > Making a hook shape with his hand and whispering a quick incantation, Arthur can cover one area of his body with Ordnance Skin, specifically the areas from hand-to-elbow, forehead, or knee-to-foot. The coating can block swords, other blades, and unarmed attacks quite well. Though it provides little protection against empowered strikes and any attacks delivered by a heavy bludgeoning weapon. Meanwhile, an attack delivered with a body part coated in Ordnance Skin is empowered slightly in the same way someone striking with a gauntlet would. Arthur’s strength isn’t amplified but the hardened surface delivers a harder shot than flesh and bone. (Note: This ability can’t be used to cover a body part that’s about to be struck or as a final line of defense. This ability is only used to proactively block an attack logically.) > > > > > ”MINOR ANIMATION” Wrote: > > > [QUICKDRAW] > > > Practice of Ruling || Minor Arcana > > > Component: Verbal > > > Duration: Instant > > > Uses: 3 per match > > > Reagent Requirement: None > > > > > > A mage’s robes is an important thing. For one, it tells others who you are and what you’re capable of. Secondly, it’s billowing fabric is perfect for misdirection and for obfuscating things better unseen. Arthur utilizes his robes in all manner of sleight of hand, both physical and preternatural. The latter often involving Arthur’s talent at controlling inanimate objects. > > > > > > Whispering a command word in the Tongue of Kings, one of the empty sleeves of Arthur’s robes becomes temporarily possessed by the mystical outline of a shadowy arm, and launches a punch, attacks with a weapon, or attempts a grab of some kind. This attack is delivered with Arthur’s normal strength and his sleeve will fall away lifeless at the start of the next turn. The strength of the blow, fortunately, is not the point, but rather the trickery involved. > > > > > ”ORDNANCE SKIN - VAULT BREAKER” Wrote: > > > [ACTIVE] > > > Practice of Shielding and Fraying || Major Arcana > > > Component: Verbal, Reagent > > > Duration: 2 turns > > > Cooldown: 3 turns > > > Global Cooldown: Yes > > > Reagent Requirement: Thermite Dust > > > > > > With Ordnance skin, Arthur was able to withstand the heat of flames and electricity during his years as an apprentice mage. The versatile spell would bear even more fruit, displaying its true potential as the Black Mage began to combine it with other magical effects. > > > > > > Utilizing two seperate Arcane Practices, Arthur creates a chemical reaction on the surface of his hardened body that causes it to catch aflame. The conflagration remains contained, wreathing the encased body part (lower arm or leg) in a fiery aura that lasts for two posts. If Arthur makes contact with a target during the spell’s duration, the fiery appendage bursts in a tiny explosion, causing fire damage and knocking the target backwards ten feet in the process. Alternatively, an inanimate target, like wood or stone, is fractured and hurtled as debris towards a secondary target (up to ten feet away). In either case, upon impact, the spell ends regardless of the spell duration. > > > > > ”ORDNANCE SKIN - HUMAN WEAPON” Wrote: > > > [ACTIVE] > > > Practice of Shielding and Weaving || Major Arcana > > > Component: Somatic > > > Duration: Instant > > > Cooldown: 3 turns > > > Global cooldown: Yes > > > Reagent Requirement: None > > > > > > Mastering Ordnance Skin came with an ample amount of experimentation, the Black mage soon realized that the subject of his spell was fully malleable. In true Uskglass fashion, Arthur’s first application of this discovery was turning his right arm into a weapon. > > > > > > Covering his lower arm or lower leg in the Skin’s trademark black substance, Arthur can swiftly manipulate a single limb into a small variety of martial weapons. The type and variety depending on the limb being used. When the Black Mage uses his fist or foot, he can transform them into a spiked mace. Meanwhile, his arm can be transformed into a sabre in the Szabla-style, with a prominent curve and sharpened false edge, and 32 inch length that juts from Arthur’s elbow. His leg, however, can be manipulated into a straight blade akin to an Arming sword, albeit the same length as the part of the leg it replaced. > > > > > ”POLYMORPHIC TRANSMUTATION - USKLASS’ JUMPMAN” Wrote: > > > [COMBO ACTIVE] > > > Practice of Weaving || Minor Arcana > > > Component: Somatic > > > Duration: Instant > > > Cooldown: 3 turns > > > Global Cooldown: Combo > > > Reagent Requirement: None > > > > > > Transmutations of the flesh take a toll on the practitioner. From stretching one’s limbs past their limits, to drastic and rapid changes in body weight; the prospective mage could very easily overtrain their bodies. Very early in his training, it became apparent to Arthur’s various teachers that his body was better at coping to these changes than most. A proclivity that Arthur had no problem embracing as he discovered more and more creative ways to brashly advance on his enemies. > > > > > > Scrunching up on his hands in a tense ball, Arthur’s legs attain the tension of metal springs, allowing the mutant to explode in a powerful jump. Without any sort of running start, just a swift bend of the knees (causing his lower legs to sink into themselves as they attain the qualities of tense springs), Arthur can double his standing long and vertical jumps (seen above), and can even choose to jump shorter distances faster than normal. This leap can be utilized to launch augmented attacks. > > > > > ”SID’S ANIMATION - MAGE’S BARRAGE” Wrote: > > > [ACTIVE] > > > Practice of Ruling || Minor Arcana > > > Component: Verbal, Somatic > > > Duration: Instant > > > Cooldown: 3 turns > > > Global Cooldown: Yes > > > Reagent Requirement: None > > > > > > While trickery is important in a mage’s line of work, a mage must also be willing to defer to more brutal methods of problem solving. > > > > > > An enhanced version of Minor Animation, Arthur balls both his fists and whispers in the Tongue of Kings, preternaturally commanding both sleeves of his robes to launch a swift flurry of punches. The spell allows for up to four strikes in a turn (using Arthur’s normal strength), and aiming for any target within reach of the shadowy fists. > > > > > ”POLYMORPHIC TRANSMUTATION - USKGLASS’ BOUNCE MAN” Wrote: > > > [ACTIVE] > > > Practice of Patterning || Minor Arcana > > > Component: Verbal > > > Duration: Instant > > > Cooldown: 3 turns > > > Global Cooldown: Yes > > > Reagent Requirement: None > > > > > > Arthur’s study of bodily transmutation undoubtedly led the Black Mage to the creation of this spell, and ultimately down the path of the Masters as he became adept at the art of manipulating his own form. The typical wizard would conjure a meteor against their enemies. Arthur would become the meteor himself. > > > > > > Coaxing his body with whispered words, the mutant’s body begins to expand forcefully in every direction, inflating like an enlarged balloon, growing to about four times his own size. Blunt objects and unarmed attacks bounce off the mage in this form, while sharpened ones do more damage and actually cause Arthur to return instantly to his normal size. Simultaneously, the mage is able to pass through tight spaces like softened clay. Primarily, however, Arthur can adjust the density of the air that inflates the human-balloon, allowing Arthur to float upwards for upto 15 feet before increasing said density and plummeting back towards the ground (weighing twice his normal weight) like a human-meteor. The power behind the attack wouldn’t crush its target by any means, but it would deliver quite the wallop to anyone unfortunate enough to remain underneath. > > > > > “CALL FROM THE BEYOND -ESSENCE OF THE OUTER DARK” Wrote: > > > [ACTIVE] > > > Practice of Making and Unmaking || Devil’s Arcana > > > Component: Verbal, Reagent > > > Duration: Instant > > > Cooldown: 3 turns > > > Global Cooldown: Yes > > > Reagent Requirement: Blood > > > > > > Black Mages have explored the Outer Dark for ages, using phantasms to reach the lofty plane of darkness only to fail in making contact with its denizens. But when one stares into the abyss, the abyss stares right back. The phantasm doesn’t always return alone. In Arthur’s case, a palpable and seemingly living shadow appeared as a stowaway after a particular psychonautic trek. It became the essence from which the mutant constructed his robes. > > > > > > With blood smeared on his robes and Words spoken in an eldritch Tongue, Arthur temporarily (1 post) undoes the illusion that obfuscates the living shadow. Suddenly, the garment takes on a shadowy and fleshy appearance, arranged in overlapping plates of otherworldly tissue. Quite resilient, the robes function in a similar manner as a coat of plates when it comes to protecting Arthur from physical attacks. Against supernatural projectiles, however, is where the spell shines as the preternatural darkness absorbs magical attacks on impact, smothering its power to embers. (Note: Ability can’t be used to disable all magic, only as a shield against projectile/ranged spells specifically.) > > > > BEASTLY CURSE > > Once a student of the renowned Arcanum at Kingsmouth University, Arthur was given access to the labyrinth catacombs of ancient Antenora underneath Du’rem. On an auspicious expedition to the Twelth Descent, the Black Mage discovered an otherworldly medium and snuck it back to the surface in secret. The medium became the subject of experimentation, hoping that it would lead to a solidified topic for Dissertation, but receiving more than he had ever bargained for. Testing the medium on himself, it transformed his body irreversibly and cursed him with ever-encroaching beasthood. At first, it manifested as lycanthropia, threatening to transform the alchemist into a mindless monster but Arthur’s quick thinking slowed the process. A myriad of spells and administered elixirs keep the curse at bay, allowing Arthur to maintain a mostly human look (as some changes couldn’t be averted). As time passed, the Black Mage learned to utilize his cursed body, creating spells that unlocks his monstrous genetics and focuses his curse onto specific body parts. This allows Arthur to transform partially into a beast without losing his sanity and will. > > > > ”MONSTROUS TRANSFIGURATION - ROKUROKUBI” Wrote: > > > [COMBO ACTIVE] > > > Practice of Patterning || Minor Arcana > > > Component: Somatic > > > Duration: 2 turns > > > Cooldown: 3 turns > > > Global Cooldown: Combo > > > Reagent Requirement: None > > > > > > Demons have always been the subject of much research among mages of all stripes. Serving often as both enemies and tutors of practitioners of the Art. The alchemist is one of these mages, having spent hours and hours in front of a summoning circle, calling upon a plethora of entities for the purpose of gleaning gnosis from the experience. Yokai became regulars in such sessions, and Arthur soon became interested in the serpentine motions of the Rokurokubi that would become captured in his nonagon array. > > > > > > With the flashing gesture of a hand sign, Arthur can stretch one of his limbs or his neck upto an extra ten feet in length, allowing the Black Mage to attempt to attack or grab opponents from afar. Two limbs (either both arms or both legs) can be stretched up to an extra five feet in length. The subject of the stretching spell moves swiftly like a snake lashing out at prey, and that speed along with changes to the limb’s weight increases the power of attacks by 50%. Arthur’s grip strength (and the ability to constrict objects by wrapping his limb around them) is also enhanced while this spell is in effect. Alternatively, the stretched limb can be used as a grapple hook, letting the Black Mage to pull himself towards heavier objects while easily pulling and manipulating objects 50 lbs or lower towards Arthur. This (potentially) 50lbs object can be hurled by Arthur like an improvised slingshot, or even used as a mace if the Mage continues gripping it. > > > > > ”MONSTROUS TRANSFIGURATION - CURSED CLAW” Wrote: > > > [ACTIVE] > > > Practice of Patterning and Fraying || Major Arcana > > > Component: Somatic, Reagent > > > Duration: 2 turns > > > Cooldown: 3 turns > > > Global Cooldown: Yes > > > Reagent Requirement: Monster’s Bone > > > > > > Had Arthur succumbed to the Beastly Curse, he would fully transformed into a terrifying werewolf, and would have grown exponentially until he evolved into an undead Antenoron beast. Mysterious in every way, there are only a few things known about these beasts, namely that only afflicted mages turn into such terrifying creatures. > > > > > > Focusing the Beastly Curse to one arm, Arthur can transform the limb into a monstrous claw. Black flames melt away his flesh, leaving behind only a skeletal hand which rapidly expands to about three times its original size and grows a pelt of bluish-black fur that clings lifelessly to the enlarged bone underneath. Meanwhile, bluish electricity arcs off the transformed limb in non-Euclidean angles. While the elongated claws can rend flesh easily enough, it doesn’t perform quite as well against armored targets. The electrical field that surrounds the claw can only be used once during the spell’s duration before disappearing. It can be delivered in two ways, as a result of a successful touch attack with the claw, and by firing from range with a forked lightning bolt (60 ft range, 60mph). In both cases, the electricity delivers a painful shock along with burns to the surface of the contacted flesh. > > > > > ”MONSTROUS TRANSFIGURATION - CALL OF THE NORTH WIND” Wrote: > > > [ACTIVE] > > > Practice of Fraying || Major Arcana > > > Component: Verbal > > > Duration: Instant > > > Cooldown: 3 turns > > > Global Cooldown: Yes > > > Reagent Requirement: None > > > > > > Borrowing the unearthly power of the undead Antenoron beasts, particularly their affinity for the wind (ala the Big Bad Wolf of legend), the alchemist blasts nearby foes back with the force of a roaring beast. It’s indescribable sound is broadcast with the Black Mage's own vocal cords… What terrible things lurk deep within the frames of men? > > > > > > Whispering in the Tongue of Pandemonium, the alchemist projects a cone of wind the erupts from his mouth as a monstrous roar. The torrent of wind has a range of 15ft and moves at 90mph, striking targets with such force as to knock them prone. If not knocked prone, the target is buffeted by freezing Northern winds, causing lacerations against their exposed flesh or non-armored clothing. Alternatively, if Arthur is in midair, the Beast Roar can be used to launch him in the direction opposite of the roar. > > > > > ”CALL FROM THE BEYOND - AN-NAR” Wrote: > > > [ACTIVE] > > > Practice of Unraveling || Devil Arcana > > > Component: Verbal, Somatic > > > Duration: Instant > > > Cooldown: 3 turns > > > Global Cooldown: Yes (Special) > > > Reagent Requirement: None > > > > > > There are some paths that even practitioners of Black Magic are weary to tread. Fringe occultists have whispered of a spell - a concept - that could warp anything it touched. Matter, energy, spiritual and mental essences, even reality and concepts themselves - all twisted and mutated to the chaotic whim of a ritual that was said to possess a malign sapience of its own. Such conjecture is dismissed as the gibbering of shattered minds, of those who have delved too deep into the study of the Beyond. Arthur held little regard for such stories, until he crossed paths with the Herald of Madness. It was through that contact that the man bestowed a shard of knowledge to Arthur, unlocking a gateway to vistas of elucidation that had hitherto been undreamt of by the alchemist. Now knowing an-Nar is not the product of fevered imaginations, Arthur has been put at a crossroads: ignore the eldritch gift that has been bestowed upon him, or court a power that will attempt to change and devour him as readily as those he uses it against. > > > > > > Though it possesses innumerable names, the name an-Nar was bestowed upon it by a Medieval alchemist known as Khalid ibn Yazid, meaning the fires of the next world, including all the fires of hell. Calling it fire is a misnomer; it is a chaotic energy of unknown origin that behaves like flame in some regard, but possesses quality no flame can claim. Visually, it manifests differently for every individual that views it - some might witness a kaleidoscope of devouring fractals, others might see waves of impossible colors that split reality at its seams. With what Arthur now knows about the stuff, he can only summon what is the equivalent of a thimbleful of it, but that is more than enough for the purpose of the tournament. Mimicking certain strange beings that call the Outer Dark home, Arthur projects an-Nar from his mouth. Upon contact with non-enchanted matter, it will begin to consume and warp it; flesh is twisted into hideous mutations, and inanimate objects are twisted and wrecked. All but the strongest of spells are consumed by an-Nar if it contacts them, and for rituals of equal or greater potency, it causes a chain reaction that detonates the two spells in a 10ft diameter explosion of Outer Dark-typed energy; if anyone is caught in this explosion, they will burn with an-Nar for 1 turn. Casting this spell comes at a cost for Arthur, despite limiting himself on how much he summons; he is forced to speak in a tongue known as Aklo, and he has discovered that it fuses his mouth shut at the lips every time he uses this. This raises the global cooldown to 2 turns, which is the minimum amount of time it takes for him to cut through his sealed flesh.

”MONSTROUS TRANSFIGURATION - MAW OF THE ACCURSED” Wrote:

> [ACTIVE] > Practice of Patterning || Major Arcana > Component: Verbal, Reagent > Duration: 2 turns > Cooldown: 3 turns > Global Cooldown: Yes > Reagent Requirement: Monster’s Tooth > > A trademark of monsters and the subject of people’s nightmares have always been their sets of gnashing teeth. While claws and horns are dangerous yet survivable, there is a sense of morbid finality when one thinks of seemingly bottomless mouths. With a flash of sharpened teeth, blood is sprayed, the beast within awakens, and Arthur surges with feverish reverie. > > Holding a monster’s tooth in his grasp, Arthur whispers in the nearly forgotten Tongue of the Irreverent, and gives into the monstrous transformation that unfolds. The Black Mage’s jaw unhinges and distends to the size of a basketball, revealing a row of razor sharp teeth underneath. A bite while this spell is in effect is monstrous in nature, rending an ample amount of flesh and tissue with ease while armor is impossible to puncture. Stronger bones are difficult to break but possible with prolonged pressure; however, the more delicate bones (like those found in your hands and feet) are made easier work of. Simultaneously, the grip strength in his jaw is quite potent during the spell’s duration, making it difficult to pry away his biting maw and also allowing Arthur to hang and support his weight by his mouth.

”MONSTROUS TRANSFIGURATION - HAND OF THE LABYRINTH TITAN” Wrote:

> [ACTIVE] > Practice of Patterning || Major Arcana > Components: Somatic, Reagent > Duration: Instant > Cooldown: 3 turns > Global Cooldown: Yes > Reagent Requirement: Vial of Monster’s Blood > > During explorations of the Antenoron labyrinth, Arcanists soon discovered its old halls littered with undead guardians, animated in a ceremony of flame that cremated body and soul, and left behind by ancient Antenora as ashen husks. These guardians have claimed many explorers, though none could be said to be as successful as the Antenoron Cave Troll. Usually found in old quarries or locked in treasure chambers, these creatures tower over all like titans, and crush those unlucky enough to find themselves under their palms. > > Crushing a vial of monster blood in his hand, the Black Mage’s arm in question undergoes a sudden and terrifying transformation. Both his hand and forearm begin the bulge outwards, bones expanding and muscles blowing up like anatomical balloons. At full size, Arthur’s arm grows nearly five times its original size, making his palm and forearm stretch nearly fifteen inches in width. This sudden transformation would normally put Arthur off balance, but the crafty Black Mage uses his magic as a counter balance. That said, while his transfiguration isn’t equivalent to the size and strength of the Trolls themselves, Arthur has far more power in that arm than normal. The strength behind attacks increases by 3x, allowing for vicious punches that are capable of denting in the best armor, and flooring opponent’s struck directly by it, although the speed of such attacks is a degree slower than normal. Similarly, Arthur’s grip strength is also increased, while the surface area of his transformed limb further increases the leverage on the objects grasped.

EQUIPMENT

BOGATYR :: When Arthur came of age, his family awarded him his black blade. A bladed weapon forged from the meteorite iron extracted from the bottom of Loxlum’s lakes; the strange origin of the material gives the blades their trademark blackened look and preternatural toughness as they’re forged into steel weapons. Bogatyr is a Subtype XVIIIb longsword, forged with 5160 Spring Steel. It’s a somewhat slender blade made for both cutting and thrusting, tapering gracefully into the sharpest of points to aid in the latter function. It’s fitted with a cruciform hilt, a peened pommel, and a waisted (leather-wrapped) handle. In its polymorphed form, Bogatyr looks like a piece from a metal figurine and hidden in a pouch on the left side of his belt. Bogatyr’s specifications are as follows:

Overall Length: 55 inches Blade Length: 42 inches Handle Length: 11 inches Blade Width at Guard: 1 ⅝ inches Guard Width: 9 inches Weight: 2 lbs, 12 oz Center of Gravity: 6 inches

STEEL CHAKRAMS :: Tying into his martial training, Arthur’s steel chakrams are exotic throwing weapons that can inflict surprisingly grievous wounds on those he uses them on. Each chakram is a bladed disc 7” in diameter; forged out of a moderate spring steel, each disc’s edge is hard and sharp enough to effortlessly cut through flesh and muscle, and can cut and damage even bone. Arthur carries 24 chakrams on him at a time; using the Practice of Weaving, he keeps them polymorphed to the size of a silver dollar in a pouch tied to the right side of his belt. When pulled forth, a rune woven into the bag is activated and returns them to their normal size. He typically hangs the full-sized chakrams around his wrist, and when using them, he can throw them at enemies up to 30ft away, at 30mph.

SLASH & STAB RESISTANT CLOTHING :: While Arthur is a man of taste and prefers his designer attire, he is also an occultist and a master thief - as such, he is often thrust into situations where he’d pass on the Armani and choose something a tad more sturdy. The particular set of clothes he wears were custom designed by a security development group whose clientele often consist of politicians, ambassadors, and other high-profile individuals. The material of his dress shirt and slacks is a composite mesh of high-quality linen and a nanoweave textile, which can resist cutting forces behind weapons up to a longsword in size. In addition, reinforced pads of the material are subtly woven into the upper/lower sleeves, upper chest, abdomen, thighs and shins of his shirt and slacks. These pads add a small layer of stab resistance to his attire, capable of stopping a pocket knife fully and making penetration difficult for anything lighter than an arming sword.

MAGE’S ROBES :: A long robe of seemingly black velvety material, the pelt of a black wolf sewn into the fabric of the trim, collar and hood. It has sleeves but the Black Mage never uses them, allowing them to hang at his sides. Though it seems mundane, after all it provides no protection against weapons except that penetrating blades could potentially be caught in its voluminous folds, the article of clothing hides a terrifying secret in that it’s both the subject of some Arthur’s spells, but was made with the essence of darkness itself.

FIGHTING STYLES

SWORDSMANSHIP :: Arthur began his education in swordplay at a young age and grew quite experienced throughout his career as both mercenary, would-be treasure hunter, and thief. The Black Mage uses his long weapon, longer even by the standards of many longswords, to keep the opponent’s weapon at bay. Along with the hoped for advantage of range, Arthur makes fabulous use of offline parries and creative/strange guards to get the better of his opponents, and either transitioning into an attack or a grapple if he’s able to get close enough.

MUAY THAI :: The Black Mage found kickboxing during his college years and took to it quite swimmingly. Muay Thai is a form of kickboxing that emphasizes the use of a multitude of weapons, including both your legs and arms like traditional kickboxing, but your knees and elbows as well. Intricate clinching and takedown techniques are also employed. During his time as a kickboxer, Arthur has competed sixteen times in semi-professional fights, winning all but two of his contests, and scoring ten KOs. The mutant has also cross-trained in other styles known for their kicks, primarily in Kyokushin Karate and Taekwondo.

SUBMISSION WRESTLING :: Even before he was able to properly hold a practice sword, Arthur was schooled in the art of grappling by his father and the rest of his clan. Grappling provided a foundation not just for balance and athleticism, but for his swordsmanship as well due to its importance in such exchanges especially as opponents get close during binds. Arthur’s wrestling was further supplemented with Jiu-jitsu, earning the rank of purple belt (a belt whose color faded so one can’t even tell whether its an old blue, purple or brown belt). While Arthur is versed in submissions, he doesn’t necessarily rely on them for fighting. Instead, his style utilizes his explosive athleticism to emphasize slams, throws, and reversals to escape an opponent’s clutches.

8Supreme Jerk Commander

Gaya formats odd in guilds on some code, may look easier to read here.

SILVER DRAGONSHoH 2018 :: Omi Barsait User Image

The “Serpent Artist” Many dangerous techniques await!

Beware the myriad snakes. Great feats of mental prowess. Deadly tricks and insidious bluffs. He is already plotting your demise. Synopsis

1. 2. 3. 4. 5.

COMING TO A “Non-Lethal” TOURNAMENT NEAR YOU.

Base Statistics

Name: Omi Barsait (Ah-me Bar-sate) Method of Combat: Supernatural snakes & dirty melee combat. Age:27 years old. Place of Birth: The Empire of Zine (best as known) Race: Human. Height: 5’11” Weight: 186 lbs Reach: 77” Body Type: Gaunt, barrel chested, some muscle to him. Arms are exceptionally long for his body. Max Deadlift:375 lbs. Max Dash Speed: Including all of his gear and in a complacent frame of mind, 18 MPH although this would only be for very short bursts as he will quickly grow impatient with running quickly, instead preferring to take slow, methodical approaches towards his foes. Should his Rage Investment (listed below) activate however, this will increase to 24 MPH.

Quote: Wrote:

> Combat Profile: A sleepy and witty warrior garbed in bizarre red clothing with an obvious snake motiff. Many foes get drawn in by his almost comedic nature, before swiftly regretting their complacency as his mad anger awakens -- transforming the weary looking man into a frenzied force of pure malice. > > His most well known though little understood power is the Serpentine Art- conjuring out additional limbs he can manipulate which heavily resemble various ghostly snakes. Be it ranged attacks, augmenting his melee strikes, or even more ghastly and bizarre ways to trip up his opponent: it is this art which has allowed Barsait to seize victory against many a terrifying foe. > > His other supernatural power is that of the man’s brain itself, a Higher Mind. Omi is a very unstable but natural psion. Although none of these gifts come without drawbacks, they all allow him deadly insights into his opponents. > > And not to mistake the man for a background fighter, he is a vicious trickster in melee combat. Often hodgepodging what he sees of more practiced martial artists and coupling it with moments of creative dirty combat, he has a knack for innovating on how to inflict pain. As well, he has a rather demented imagination on what equipment is considered… “useful” for combat. > > One can thus break Omi’s entire profile down into four categories: [SNAK] or his mainstay freeform snake limbs, [SWRD] or his alternate combat style wielding an absurdly heavy snakeformed “sword,” [MIND] or his brain powers, and [GEAR] which is self-explanatory.

(Questionable Ancestry)*Passive ![User Image](https://i.imgur.com/MbfhKga.png) Despite his assuredly human nature, there is* a quirk to Omi’s bodily makeup that does pose questions. His teeth and nails are noticeably sharper than your average human’s, capable of rending flesh. Notably what this translates to: where biting carelessly could rip the canines right out of your average man’s mouth, his mouth’s structure seems to resist this somewhat-- as does his fingertips, which do not bleed or bruise after scraping down an opponent’s face, and are sharp enough to leave agonizing surface level bleeding scrapes. Needless to say, this has been discovered after a fair amount of testing the premise.

In all other ways, they are normal. Eg they aren’t of absurd length or capable of penetrating armored surfaces. They’re just able to endure punishment.

The Ways of War [Synopsis] Omi’s kit can be broken down into two stances. The following are brief summaries, while the full stance details are listed further below.

Quote: Wrote:

> [SNAK] or The Serpentine Art, is Omi’s trademark list of abilities. These include reality altering effects, ranged attacks utilizing serpents, and many maneuvers of deception. This is arguably his safest method of combat. His stickers and other various attacks are rate limited on top of cooldowns by a Token System; these are purely symbolic and represent how much he can potentially do in a turn, as explained below. > > [SWRD] or The Crimson Snakeblade, is a mode of combat where Omi procurs a single massive club out of his snakes. He then ignites this club on fire and swings it around, somewhat bypassing its absurd weight and even elongating it if given the opportunity. Simple, but combined with his ability to fire a massive hardened cluster of snakes not unlike a bowling ball at opponents, its destructive potential is massive. > > Aside from these kits, there is also [MIND] abilities -- which are essentially passives that involve Omi’s somewhat erratic psychic prowess. These are in effect regardless of stance.

When a match begins, Omi will be in one of the two stances - [SNAK] or [SWRD]. Which one will be visually obvious given one has him holding a comically large snake sword and one does not.

Each stance has a few abilities that are in effect from the other stance. These will be listed before each stance and may be modified variants thereof for balance purposes.

Serpentine Art [SNAK]

“Ah? Ah. Yes. These beautiful snakes of mine, they’re as much a part of me as my fingertips or eyes. Still, I admit they do have some small intelligence, and they do seem to loathe you. I’m sorry about that.”

Within Omi’s blood and pulsing throughout his body is a red mass that spews from his person in the form of various ghastly snakes. Although there are many ways Omi can manifest these monstrosities, they tend to follow a general rule on their use. A form of rate limiting.

Quote: Wrote:

> Valid [SWRD] abilities in this mode: > Stretching; some of Omi’s abilities, such as Snakeshots, can stretch. Which abilities can do this, at what rate, etc are listed in the ability descriptions. > > Omi can begin play in either this or his Crimson Snakeblade stance. > Swapping modes requires a 2 turn focus period during which Omi’s snakes are deactivated. > > TOKENS :: Purely conceptual in nature, Tokens are the measure of how much snake mass Omi can have going at a time. In other words, it is a rate limiter for his various powers. > > Three Tokens are afforded to him. Sustained abilities will consume and hold a token for their duration. > > Examples: Omi puts three stickers on his hand. If he were to make a punching attack with all three stickers as “Melee Cobras,” that would be all three tokens to that turn. He could do nothing else. > > If Omi used the 5ft variant of Snakespeed Dash which requires 1 token, then he could only activate two stickers. > > If Omi used the 10ft variant ofSnakespeed Dash which requires 2 tokens, then he could only activate one sticker. > > If Omi had a Utility Sticker such as the effect Rubberization in play, that would hold a token for the effect’s full duration, meaning he could only use 2 tokens worth of powers (5 ft Snakespeed/1 sticker, 2 stickers, or just 10 ft Snakespeed Dash.) > > Etc. This is coupled with his cooldowns to help limit his offensive output. His cooldowns work in a traditional sense: using an ability on one turn is followed by the cooldown beginning on the next turn.

(Serpent Stickers)*Active - 1 Token per Sticker.* User ImageThese 4” diameter “stickers” are really arcane symbols he can plant down on any surface imaginable. Once planted, they cannot be removed short of their destruction.

Omi can then trigger the effect of a sticker when he desires, although after being executed, the sticker shrivels up and burns away.

Minus the "Utility" brand, all stickers require Omi to mimic & "guide" their actions; eg a striking melee cobra needs Omi to make a similar striking motion with his hand or tongue and so on.

Quote: Wrote:

> Omi begins play with three stickers placeable at the beginning of a match. He then accumulates 1 sticker/post every turn after the first. > > These are extremely fragile, being destroyed by a scrape of a knife, a hard punch, etc. Furthermore, once a sticker’s effect is played out, it self-destructs. Destroying a sticker before its effect is manifested prevents said effect from being manifested. > > Example: Omi puts his starting stickers on his hand to punch an opponent. However, they launch an AoE cone of fire that he tries to guard his face from with said hand. All three stickers are destroyed. On the next turn, he has one sticker he can utilize, and so on. > > As such, these require some finesse to get the effect out of. > > Once placed, they cannot be peeled off or removed, but can be scratched/cut/burned. Omi himself also cannot reposition where he has placed a sticker. > > Finally, Omi can mentally deactivate a sticker of any type prematurely. It’s rare this would become an issue, but it is doable.

At placement, a sticker will be given a permanent option called “Mode,” stipulated when first placed down.

Quote: Wrote:

> Mode: A sticker will have either a Sword, Bow, or Skull icon piercing a snake upon it and floating above it when activated. Melee, Range, and Utility respectively.

User ImageMelee Mode: A strong viper, capable of slamming into opponents like a fighter's heavy fist, with a reach of 6’ from the sticker. 12” diameter, these thick monsters will operate like a remote limb for Omi--- suicidally smashing into their target. This makes strikes from them much like getting nailed by a battering ram.

Only lands a single strike before the sticker and its payload is gone. Has the durability of a leather armored human body, were someone to try and strike it. Landing an attack on an oncoming snake could deflect it, causing the strike to wiff before disappearance. As to what would be required to do that, whatever could reasonably deflect a peak metahuman’s full power punches.

Typical use scenario: raw blunt trauma.

Example uses: Omi may attach a few Melee Stickers to his right arm and use it punching to “guide” them into ramming into the opponent right along with him for a massive slam. Alternatively, Omi might attach one of these to a mundane rock, throwing the rock and triggering the viper to rise from it as it nears the opponent for a devastating surprise attack.

User ImageRange Mode: A horrific cobra. Unlike its melee counterpart, it cannot “strike” foes. However, its attack before the sticker it is attached to crumbles away is nevertheless dangerous: it can spit at a 30’ range. This spit has the properties of high temperature burning tar, inflicting second to third degree burns depending on how deep into the flesh it is allowed to penetrate. The projectile, looking like bright yellow mucus & spit in the air, is3” in diameter and flies at a speed of 60 MPH from the mouth. However, this liquid rapidly cools down after deployment, making it a threat for the initial strike only.

Typical use scenario: ranged damage dealing; supressive fire.

Example uses: Omi may attach a Range sticker to his tongue, concealing it is even in play until sticking it out and producing the cobra for a surprise projectile shot. Alternatively, he may play it straightforward, planting three of these and then mimicking a handgun with his fingers like a child playing pretend, yelling “Bang!” before launching a trifold barrage.

User ImageUtility Mode: The unholy fusion of his serpent arts with his psychic arsenal, Omi has learned how to impose “rules” onto the world around him. These Utility stickers are a double-edged sword that in themselves cannot harm an opponent. That is to say, they deal no damage. Upon detonating, either a blue, yellow, or green cloud in a 4’ radius expands outward before vanishing -- the specter of a serpent skull flowing from the colored gas before itself fading.

After this, whatever was caught inside will have a new Rule. Omi himself is not immune to these, only one can be in effect at a time, and these stickers in particular have an internal cooldown of 1 turn following duration end while lasting for 4 turns. These can with strategic use, cripple a foe or - with careless use, give an opponent a massive new advantage.

Quote: Wrote:

> Note: this cannot be stacked. Only one Utility snake of any kind can be in play at a time. The sticker is also erased as soon as the effect begins. This holds one token in reserve during the multi-turn duration. Also can only have one inert sticker of this type in play even if not triggered. Omi can deactivate the effect prematurely, but the cooldown will still play out as normal.

SPECIAL INTERACTION - Omi cannot activate Serpentine Fire on this. That wouldn’t even make sense. It’d be like setting the laws regarding physics on fire.

User ImageBlue: Impact- Simply put, the force and impact of what was affected is doubled. This only applies to the end result, rather than what goes into the force or impact. Eg a punch that can’t make a dent on an opponent won’t suddenly gain twice the power to change that, but a punch that deals a good hit will now deal a devastating hit.

This also only works on giving, not receiving. Eg An opponent’s head affected by this sticker could smash into objects twice as hard (and may God have mercy on their brains), but if one were to punch their head, it would resolve as normal.

Examples

Quote: Wrote:

> Arms: Punches would have double their normal power, although someone under this effect would have a difficult time controlling their arm’s movements due to this unnatural enhancement and could become reckless/aimless. > > Legs: Every step is doubled, making the usual “pound the pavement” mad dash a poor idea unless someone is willing to suffer a lot of leg pain & strain. > > Head: Could probably deliver a devestating headbutt, although this only doubles the effective “power”, not the durability of that poor skull.. > > Bow: Bowstring would probably cut a person trying to draw it and be rather awkward until they got used to the new physics in play.

User ImageYellow: Rubberization- This does not actually turn something into rubber, but does give it bouncy & elastic properties. Note this isn’t a perfect mimicry of rubber; for instance, a blade that is rubberized would flex into flesh but still have a cutting edge. A rubberized individual would not repel punches outright but instead transmit the force inward.

To clarify in some useful redundancy: they are not actually rubber.

Examples

Quote: Wrote:

> Door: A door which would normally rip apart from a mace smashing into it would instead absorb the blunt impact. > > Jumping: Perhaps if affecting the ground, it would become like a springboard-- or if affecting a person’s feet, they would become like springboots. > > Sword: A blade could perilously “flex” into an opponent’s wound. > > Bouncing: Firing an arrow at such an angle that the flat of an arrowhead strikes the ground could cause it to ricochet into an opponent from a low angle.

User ImageGreen: Friction Reduction- Reduces the surface friction of affected entities by half, producing a “walking on slick ice” effect.

Examples

Quote: Wrote:

> Sliding: Surfaces that would normally grip may not do so. > > Grip: Affecting both a weapon handle and the opponent’s hand may prove it very difficult to hold onto an attended object for duration. > > Odd Floor: Things like sand, usually with a gripping texture, may become death floors. > > Air: Yes, even this type of friction would be reduced; cutting the drag on an object in half, what that’d do - who can say!

(Serpentine Fire)*Passive*

User ImageOmi can cause any of his many snakes to burst alive with a pure red fire that flows from their “flesh.” One must make direct contact with a snake to be burned by this, likely contracting second degree burns as a result minus exception scenarios as noted- for these flames do not extend outward beyond this close proximity.

Of note, although Omi has no innate resistance to flames from any other source, it does seem the red mass in his body gives him a buffer against his own fire and even their heat. This is what allows him to hold and manipulate the many odd varieties of snake.

Note this state is optional (as there are plenty of cases where Omi would prefer not to instigate fire), but can be activated at will.

(Snakeshots)*Active - 1 Token, 2 turn cooldown.*

User ImageProducing three serpents clustered together with standard rope thickness, these fire out of Omi’s body and proceed to “bite” an unattended object together.

These bites do not actually puncture, instead sticking to even concave objects without incident. They can stretch out at a duration of40 feet/turn or 50 MPH -- but then can be withdrawn to his body at twice that speed, 100 MPH.If desired, he could continue stretching them indefinitely. They have no known limitation in reach, only a rate limit.

They do not directly deal damage, although Omi can find clever uses to make them nonetheless dangerous. They cannot interact with attended objects or persons, and if grabbed by an opponent (or grabbing an opponent), would stop expanding + become the equivalent of a mythril chain Omi could exert his own physical strength on and nothing more.

They maintain a sustained cost of 1 token until removed from play.

SPECIAL INTERACTION - Omi cannot activate Serpentine Fire on this.

(Snakespeed Dash)]Active - 1 token per speed increment up to 3, 2/3/4 turn cooldown.

User ImageCountless smaller serpents burst from Omi’s legs and sink into his flesh and muscles as to reinforce them, whilst numerous more crop up behind his back. These all burst with an explosive force aimed behind him, propelling him forward on what can only be described as Snake Skis.

For every token spent, Omi goes an additional 5 feet at an absurd speed of 80 MPH. He can “aim” this in any direction, even skyhigh - though of course, he would plummet afterwards. This cannot be split up, it is one use, one direction, one cooldown.

SPECIAL INTERACTION A - In every sense of the word. Were an opponent directly behind Omi, at a distance of two feet or closer, they would likely get floored by the aforementioned force unless well grounded or significantly weighted. This in itself is not dangerous, they would just look very stupid.

SPECIAL INTERACTION B - Omi cannot activate Serpentine Fire on this.

(Beast Snaked)*Active - 2 tokens, 4 turn arm seal, 1 turn windup*

User ImageCountless snakes flow from Omi’s body and begin to bite into his chosen arm, starting with the wrist and moving on up to his shoulder. During this time, each of them ignite into bright red flames, causing both his flesh, clothing, and the serpents themselves to all bulge or burst at the seams ominously. His gauntlets, if still worn, would begin to visibly heat up like metal on a furnace.

After this windup, Omi “punches” an opponent. Really hard.

And by “punches,” it’s more accurate to say the snakes fire his arm as a close range, piping hot projectile.

This has a knockback effect of 7 feet (+2 for fighters below 200 pounds, -2 for fighters above 300 pounds.) It can cause third degree burns to what is punched if exposed. And it absolutely destroys Omi’s arm.

Fret not! His snakes can slowly piece together the limb one crunching click at a time - at least from this specific attack’s effects, not from an opponent’s inflicted damage - over the duration of the cooldown. During this time however, the chosen arm used to fire this attack is inoperable, essentially being a dangling mess of bloodied flesh spaghetti and powdered bone.

SPECIAL INTERACTION - Should the Impact sticker’s effect be on Omi’s chosen arm, the arm locked duration are doubled, to 8 turns. Similarly, the knockback is doubled, as well as any relevant size modifiers.

(The Cobra Zone)*Active - 1 token cost, 1 use/fight, 3 turn duration*

User ImageOne lone serpent suddenly rips apart, expanding so broadly that it is in fact intangible. A 30’ diameter circle is formed in an area with Omi as its center point, making the entire area an opaque red. Mundane eyes, including Omi’s own have little chance of seeing more than a foot out in this area.

However, Omi can project his senses into this mist (as listed below in Sensory Projection), allowing him to speak from it omnidirectionally and trade his physical eyesight out for a monochrome red view of what is inside otherwise unimpeded. However, he will then not be able to see outside of this zone, and even with his bizarre view within -- details will be simplified. (Requires an additional token sustained!)

SPECIAL INTERACTION - Omi cannot activate Serpentine Fire on this. To be more precise, he physically “can,” but he’s yet to figure out how to do that without nearly killing himself or turning this area into what amounts to a bomb. A bomb his usual Snake Repulsion Effect does not seem to apply with. He doesn’t really like that, so it won’t be happening in Heaven or Hell.

(Ouroboros Wave)*Active - 3 tokens, once/fight use, [SNKE] shared cooldown of 2 posts* User ImageOmi projects three serpentine yo-yos in a cone, his body as an origin point and the max width being 6’ with a 5’ reach. What makes this such a simple but deadly attack is that these spinning serpents spawn countless 1’ long “scales” -- hardened serpent mass that behaves like razor sharp metal. And these spin awful fast, around 200 RPM. Even an armored opponent would likely not want to find out if there’s any gaps in their equipment these nasty buggers could grind into, and for the unarmored, the firing speed of 60 MPH is not comforting.

Omi can maintain this spinning indefinitely with a sustained cost of all his “tokens,” but once deployed, he cannot retract or redirect the Ouroboros Wave in any fashion. It is stuck where it was fired at. Furthermore, when inevitably his victim does escape or relocate from the assault, it takes him a short while to get back into deploying other snakes.

He has not yet mastered this new and bizarre means of manifesting his serpents, and working out the kinks is part of the above limitations. All the same, one can think of these as snake Wire Wheels.

(Serpent String)*Active - 1 token while in play, 1 turn recharge cooldown![User Image](https://i.imgur.com/UIWQie2.png)A more inert version of his Snakeshots, this creates a singular hardened snake that Omi can use as a lasso, a rope, or an assuredly nonlethal* “wire garrote.” It has a fixed diameter of 5” and a length of 6’, and in all obtensive purposes seems to operate like a length of metal chain-links.

Should an opponent break it, there is a one turn recharge time to spawn it anew as it is of course just a snake in the end.

Typically, Omi utilizes this when he feels he can safely overpower an opponent from behind, or when he needs to connect two objects in some fashion.

SPECIAL INTERACTION - Omi cannot activate Serpentine Fire on this, as the snake is effectively inert.

(Viper Rain)*Active, 2 tokens, 5 turn cooldown ![User Image](https://i.imgur.com/nHsZAtH.png)Omi can - much to his displeasure when forced to deploy this - regurgitate a serpent. This one seems to be a floating skull about the size of an adult male human’s head but with viper features chiseled into it. It’ll float in the air as it too vomits -- its payload… a shower.*

This shower is a spray that covers the area in a cone, origin point one foot ahead of Omi’s mouth, reach being 5 feet as well as max width and reaching this width after only one foot.

This liquid is very similar to the Ranged Sticker (see above)’s payload, except 2nd degree burns. Otherwise, it behaves the same: it’s hot but very short lived.

(Snake Eyes)*Active, 0 Tokens, 0 Cooldown*

User ImageOmi is not a polite person when regarding a foe. He enjoys mocking his opponents and feeling superior to them. Nothing better represents this than the power known as SNAKE EYES. His eyes will shine a vibrant yellow, as though utilizing his Sensory Projection ability. However..

...it doesn’t do anything.

It is a functionless ability that makes his eyes shine yellow.

Of course, he’ll claim quite to the contrary.

(Snake Dressing) Sustained Active, Permanent 1 Token consumption

User ImageNo plan survives contact with the enemy. Omi knows this better than anyone. If he receives a wound significant enough to cause massive bleeding, he can project his serpents into a binding ring that will sloppily close and cauterize most common injuries.

Once in play, he cannot “deactivate” these snakes, meaning he cannot transfer over to his [SWRD] stance nor turn this off to obtain token usage back. Eg if someone were to deliver a massive blow to his left leg with a sword and gash it open, to avoid bleeding out, he could employ this dress- but would now only be able to utilize 2 tokens maximum for the remainder of the fight.

In durability, they are not unlike leather armor, and accommodate only the area needed to bind a wound shut. These do not “cure” a wound, simply help mitigate immediate problems.

One instance of a wound per use.

The Crimson Snakeblade [SWRD]

“Careful careful.. I must admit I’m not practiced with this. It swings pretty fast and it’s a heavy son of a b***h, so I need you to be at your top game. It’ll probably kill you otherwise.”

A mass of snakes wound together into a weapon somewhat resembling a wooden bokken sword. It has no cutting edge and is a bludgeoning weapon; it would be foolish to assume this diminishes its danger factor however. The Snakeblade is highly deadly.

An alternate combat mode versus the Serpentine Art, Omi maintains his focus on forging and utilizing this strange “blade” to strike at his foes. While there are many tricks up his sleeves regarding how he does this, the core threat is the raw momentum of his swings. His arms guide the “sword,” in turn causing the snakes comprising it to fling themselves, in turn dragging his arms along, in turn guiding the snakes along-- creating a synergistic loop that makes this already flighty weapon absolutely sing through the air in vicious ways.

Never mind the hardened cluster of serpents weigh a fair bit. Something Omi can shrug off given their levitating nature, but not the poor sap he’s beaming with them.

And that’s nothing to say of the fire coursing off the weapon, nor its other nasty features.

Quote: Wrote:

> *Valid*[SNAK] abilities in this mode: > -Snakespeed Dash (5ft/10ft variants only) > -Serpentine Fire > -Any Serpent Stickers (Utility) effects already in play > > All others are disabled or deactivated as relevant. > > Omi can begin play in either this or his default combat mode. > Swapping modes requires a 2 turn focus period during which Omi’s snakes are deactivated. > There are no tokens in play here.

User Image

Shape: Has an olyptical base which maintains its width until at the end of the blade. Overall Length: 53” “Handle” Length: 13” “Blade” Width: 1.75” curving to 1.25” at the last 3” of the “blade.” Weight: A monstrous 10 pounds. Omi would have a very hard time wielding this monster of a weapon let alone using it in a finessable manner were it not for these really being a Trojan Horse cluster of his snakes which provide their own levitating “boost.”

(Snake, Get Longer)*Active, 1 turn cooldown after stretching is complete*

User ImageOmi can make further use of the absurd physics of this weapon that levitating ghost snakes grant him, adding length to the “blade.” Each turn lets him increase it 10” longer, and for every 10” added, add another 5 pounds to the weapon’s weight. Weight Omi won’t care about.

However, while the weight won’t significantly impact Omi’s approach, it will get progressively bulkier to manage-- never mind hopefully, no one is stupid enough to allow Omi to just stand there expanding his sword all day. Nevertheless, this can turn the Crimson Snakeblade into a “lance,” or-- could even be inverted to allow him to turn it into a “dagger!”

Note: cannot stretch if Omi is under duress, which includes being attacked, making an attack, or losing control of his limbs.

(Infinite Coil)*Active - 1 turn duration, 1 turn cooldown*

User ImageShould an opponent break Omi’s Snakeblade,which is entirely possible - it is after all just very durable snakes behaving like an iron longsword - he is more than capable of reforming it. After all… they’re snakes.

After a 1 turn charge, the weapon will be anew-- although any length Omi has gained from Snake, Get Longer will be reset.

(Metallica)*Active - 2 turn cooldown ![User Image](https://i.imgur.com/mbgXoP4.png)A green serpent will spew through the Snakeblade with green shimmering light a second before firing in a straight line from its tip at 50 MPH. This green variant snake is much akin to a bowling ball, crashing into the opponent with bludgeoning force. If lit ablaze with Serpentine Fire*, it will in fact have green flames. It has a 30’ max reach from the weapon’s tip.

Should Snake, Get Longer pay dividends, this will artificially expand this ability’s max range since the “tip” is getting farther and farther along.

(Otherworldly Adderbatics)*Passive*

User ImageWhile in the Crimson Snakeblade stance, Omi’s legs are internally reinforced by various snakes to help cushion ligaments, preserve bone, wrap muscle, and other various tidbits.

This provides him no defensive capabilities more than his default, but what it does accomplish is give Omi improved jumping capabilities. Namely, he can fall from a height of fifteen feet without so much as a stance shift let alone injury (at least from the fall itself), and he can jump off the ground at a whomping six feet vertical distance where as an adult male human athlete can on a good day pull just around three.

Note this gives Omi no superior methodology in moving whilst mid-jump, and is largely used to hurdle over obstacles.

(Snakeway)*Situational Passive*

User ImageOmi has a default sprint speed of 18 MPH. That is to say, not the best. However, thanks to the leg reinforcements in Otherworldy Adderbatics, whilst utilizing the Crimson Snakeblade -- a far faster red snake is born.

His sprinting speed becomes an astounding 30 MPH, edging out various mundane athletes in world record speeds. However, there is a limitation: this enhanced maneuverability due to the internal structure of his snakes’ placement on his limbs only works when he is advancing or strafing. Any backwards movement of any kind does not benefit from this enhanced function.

As such, it is for taking Omi onto the offensive and giving chase to an opponent, not for retreat or overt evasive maneuvers lest stepping sideways would suffice.

(Dragon of the Brightness Flame)*Channeled Active, 3 Turn Charge, Stance wide 2 turn Cooldown*

User ImageOmi’s entire body begins to pulsate with vibrant red light. During this 3 Turn windup period, The Crimson Snakeblade and all snake abilities are deactivated, with the aforementioned aura becoming more vivid and easy to discern by any layman watching.

After this time concludes, Omi -- having connected the snake mass within him many times over -- has much of his clothing and flesh begin to burn with reckless abandon as the titular dragon emerges.

User Image This is a projectile attack. In properties, it is similiar to the Melee Cobra in the [SNAK] stance while ignited by Serpentine Fire. The destructive difference is, it is 20 feet long (and stretches further while tethered to Omi’s hands), maneuvering at 50 MPH and not bound by the weakness of the sticker system.. It is also 36” round versus its smaller cousin’s mere 12”.

Major attacks such as special powers or heavy swings of a weapon will murder a core of the snake, destroying 5 feet worth of its body before it reforms and renews its vicious assault.

This effectively means it has 4 hit points or “can handle four attacks,” and acts as a murder kite guided by Omi’s hands.

Finally, it has a “biting” attack Omi can initiate by mimicking the motion with his hands or by biting at the air himself, causing four flaming fangs to grip onto an opponent whilst its flaming load discharges. Damaging it by a hit pointwill release its grip, else it will not let go without quite a struggle. The grip force and conflict would be equivalent to an American Alligator’s 500 pound mass and absurd bite force. Even an armored foe wouldn’t want to entertain that for long. Upon being forced to release its grip, there is a one turn cooldown before the monster can attempt to grasp the opponent again.

During his use of DotBF, Omi has no access to any of his other powers save for [SNAK] Sensory Projection, nor can he move from the location he first fired the attack, nor can he muster more than one arm in defense should he be attacked as one must occupy itself with the dragon at all times.

Upon its destruction, Omi requires two turns before his [SWRD] abilities return to him, the burns his body will have sustained remain, and he cannot utilize DotBF again in that specific fight.

Higher Mind [MIND]

“Overcome the self made barrier with me. Let’s see past all of it.All of it!”

(Timeless)*Active - Occupies its own post order. 3 turn cooldown.*

User ImageOmi accelerates his senses unto a point that he sees his surroundings as standing still. However, his body would cripple itself under the stress of any actual movements short of his eyes during this state, so its only real purpose: looking around where his point of view is positioned... and commentary.

WORKS WITH SENSORY PROJECTION.

(Sensory Projection)*Active*

User ImageOmi can transfer the sight of one or both eyes to that of a snake’s perspective. He can do this freely, with a visual cue of his eyes - brown normally - shining yellow. However, this blinds whichever eyes he transmits like this to what is physically in front of them, and should a snake his vision is within be destroyed -- that eye will snap shut with pain for 1 turn.

His eyesight can transfer to and from a snake at a rate of once/turn. Also of note, Omi is able to freely pitch his voice, hear, and smell from his snakes.

(Rage Investment)*Active - Once/fight if decision is “Yes.”*

User ImageWhen a mind affecting debuff or power is used on Omi, he will momentarily know the gist of what it does. No specifics, only "reading your mind," or "restricting your arms;” a very basic understanding of its effect.

He then has a choice: repel this intrusion on his mind, lowering its effect duration by 1 turn- or don't. Should he choose not to, he will retain knowledge of what the limited information on the effect was.

Should he choose to resist however, that knowledge will slip away and drown into an ocean of anger as a furious rage will overtake him. He will become a very determined & wrathful person, willingly taking damage within reason to do the same to his foe and now victim. This is similar to a barbarian's wrath in premise. His speed will increase to 24 MPH, and his body will undergo the effects one would expect from a surge of adrenaline.

Furthermore, he’ll lose access to *Stickers*, his state of mind too frenzied to meaningfully make use of them and preferring the more direct approach the rest of his kit offers to maim whatever unfortunate fool caused this.

Equipment [GEAR]

(Bar Mace)*Weapon* User Image - - - - - A wood and leather grip, a steel crushing head - it takes little finesse to swing this lug and crack open even the sturdiest of armors, crush in helmets, or sunder swords. Omi appreciates this.

(Bag of Rocks)*Weapon - 10 rocks of inconsistent make that fit in the palm of your hand.* User ImageNothing special about this tied cloth bag at Omi’s hip full of rocks. He’s got a decent pitcher’s arm, but they’re entirely mundane. However, he has his purposes for carrying them into battle.

(st Cup)***Psychological Warfare* User ImageControversial to say the least, this is a stainless steel canister with a peel top. When opened, inside is roughly a quarter pound of human feces, rotted human flesh, and condiment mustard all whipped into a creamy almost liquid consistency. It smells awful once popped open; an opponent some ways away will know something awful is procured.

One of Omi’s more depraved means of getting under his foe’s skin. Hopefully not literally with this stuff either, disease bound as it is.

(Omi’s Jacket)*Protective Garb* User ImageOmi’s trademark red jacket with snake shoulder pieces. It seems to be an odd merger of fire drake leather and an enchanted cloth, functioning as strong padding against mundane punches and fairly resistant to being split apart by simple grazes of the blade. Furthermore, it has countless pockets to procure many of Omi’s zanier items -- as well as an almost porous design that lets his serpents easily flow from it.

(Mask)*Protective Garb![User Image](https://i.imgur.com/S6Jz1nd.png)A mask that obscures only part of Omi’s face. It is* removable, but seems to adhere to his flesh tightly. Does serve as very light leather armor in the small fraction of his left face it covers.

(Needle Gauntlets) Specialty Armor User ImageProtective handgear, their only real noteworthy feature is that the sharp tips of each finger have a very small hole in each. These allow for easy flow of the serpent mass Omi produces.

(General Armor)*Body Protection* User ImageMythril muscle cuirass. Weighs a mere ten pounds, yet offers significant stabbing and slashing resistance to his torso.

(Armored Boots)*Footwear* User ImageMythril greaves covering the shins, calves, and reinforcing the knees. Flat is textured to help grip the ground.

(Groin Protector)*A “Cup”* User ImageMythril. Anyone who says they don’t need this haven’t truly faced combat.

(Pocket Sand)*Weapon - 1 hand scoop worth* User ImageSand. Crushed glass. Habanero powder. One of Omi’s jacket pockets - left side 4th pocket from the top specifically - has this beauty in it. For when you really dislike your opponent. Bonus points if they’re stupid enough to think closing your eyes before it coats their eyelids will help them!

Striker [ASST]

These are hard and fast rules to Omi’s kit to help reign in any potential abuse for if he should render aid to an ally in combat.

Utility Stickers :: Duration reduced to 2 turns when used as a Striker. Dragon of the Brightness Flame :: Disallowed Serpent Stickers :: Only a single sticker may be used. For simplicity’s sake, will take effect on turn of Striker; ally wouldn’t be skillful enough to trigger their effects later in Omi’s opinion. Token Count :: Any abilities in SNAK that require more than one token to activate can’t be utilized in a Striker. Crimson Snakeblade :: Will be at default length when used as a Striker. Metallica :: Usable as a Striker attack, but at a reduced speed of 30 MPH to reflect its sudden impromptu use without Omi getting into the feel of [SWRD] stance. Timeless :: Always usable. Especially during Strikers. Snake Dressing :: Only usable on Omi. Sustaining this apart from his body is too straining to pull off reliably.

9Supreme Jerk Commander

Ammiel Moonblade - MagnusXL Wrote:

> Quote: Wrote: > Birth Name: Ammiel Moonblade > Alias: 'Silver' Moonblade > Race: Mystic Dragon Homunculus (Originally human) > Gender: Male > Birth Date: October 11th, 1881 > Age: Appears in his early twenties. > Class: Spellsword, Former Dragon Knight > Job: Magus Extraordinaire, Captain of Team Ryugin > Alignment: Chaotic Neutral > Height: 5'6'' > Weight: 142 lbs > Body Type: Lean Muscular > Blood Type: AB+ > Hair Color: Black, often altered to Silver > Eye Color: Green > Complexion: Pale > Marital Status: Single > Children: Ira Moonblade (Daughter) > Relatives: None > Residence: Durem, Gaia > > Strengths: > + Superb aerial mobility and overall agility. Can jump supernaturally high, especially when augmented with Lunar Magic. Great at both getting in and at zoning opponents. > + Virtually immune to falling damage, provided he manages to land correctly. Even when he doesn't, he is unable to die due to typical 'falling damage'. > + Strong resistance to lunar-based spells (80%) and high cold tolerance. > + Moonblade is adept at using multiple close-range abilities in a very short time-span, allowing him to get the most bang for his buck. Most of his spells have little to no actual cast time. > > Weaknesses: > - Has a critical weakness to magic and energy-based damage. > - As a burst fighter, Moonblade tires out much faster than an endurance fighter. > - Moonblade’s physical attributes are severely lacking compared to his magical powers. > > All of these strengths and weaknesses are elaborated in the combat profile below. > > Metaphysical Attributes > show spoilerhide spoiler > Otherworldly Acrobatics** > Moonblade possesses incredible acrobatic and leaping abilities. Before any magical abilities are taken into account, Ammiel is capable of jumping twenty feet vertically into the air from a complete standstill. Furthermore, he is also capable of performing any manner of acrobatic feats at a world-class gymnast level. Augmented by spells such as Lunar Mystic, Moonblade is a true master of aerial combat. > > If Moonblade lands properly, he is completely immune to falling damage. Even if he doesn't, the amount of damage taken is diminished to the point where it is practically impossible for him to die from it. This is partially due to his nonsensical physiology as a homunculus, his organs having a far higher tolerance to the blunt force trauma caused by sudden shifts in velocity. This ability does not protect him from other forms of damage, nor will it prevent damage taken if accelerated beyond terminal velocity. > > > > Quote: Wrote: > > > Note: Moonblade cannot correct his falling in unreasonable circumstances and would take damage accordingly. > > > Note 2: A correct landing implies that he landed on his feet, in a kneel, or in some other deliberate manner not forced by his opponent. > > > *Note 3: In most failed landing cases Moonblade would simply end up winded. Above 300 feet or 100 MPH a failed landing would likely shatter his bones. A 200 MPH impact would be required to kill him outright. > > > Dragonfae Homunculus > Though Ammiel's original body was human, he currently inhabits a chimeric body crafted in his image. > > ☀Ammiel counts as a human, fairy, and dragon for any effect or ability related to race, to include magical item activation and spells that affect specific creature types. > > ☀Silver Dragon genes grant Moonblade heavy cold resistance. He can comfortably tolerate temperatures as cold as -50ºF without any ill effect. With insulated clothing, this resistance is raised to -80ºF. In all other cases, Moonblade treats hostile cold environments as though they are 100ºF warmer (capping at a comfortable 72ºF). > > ☀Azurian Fey genes grant Moonblade advantages common to the racial subtype. He can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. Ammiel retains the ability to distinguish color and detail under these conditions. > Additionally, creatures of the fey tend to hold a higher disposition towards the homunculus due to their similar natures. Finally, Moonblade can instantaneously identify creatures of fey, dragon, and elven nature even through magical disguises. > > ☀His heavy lunar alignment grants him an 80% resistance to lunar based hostile spells. > > > > Quote: Wrote: > > > Note: If targeted by a hostile spell that specifies race, Moonblade would suffer the most detrimental combination. > > > Note 2: Moonblade is only resistant to cold, not the physical effects of ice-based abilities. > > > Arcane Regression > Despite being a near ageless being with supremely powerful magic abilities, Ammiel's homunculus body is not without its drawbacks. > > ☀His original human body was devoid of even the faintest trace of magic, making him far more susceptible to magical influence. The energy damage components of magical spells have a 50% increased effect on Moonblade. > > ☀His Azurian blood makes this weakness even more profound against illusions and effects that alter his psyche, either doubling the duration of such effects or doubling their effectiveness. This extends to any mind altering effects from poisons, drugs, pheromones, or other chemicals. > > ☀His current body is heavily supported by magic. Being forced into an anti-magic field or hitting him with anti-magic effects has a more profound effect on Moonblade, cutting his physical attributes in half. This lasts for as long as he is in a persistent field and for 1 post after he leaves. > > > > Quote: Wrote: > > > Note: If a psyche altering effect has an established duration it is doubled. If not, the effect is doubled instead. > > > Note 2: If he is hit with an instantaneous anti-magic effect, the attribute loss lasts for one post. > > > The Daemon Heart > A powerful black stone artifact that replaced the original Moonblade's heart while he was still alive, the Daemon Heart is an incredible source of mana and the primary engine for his magic. The powerful void energies emanating from the stone prevent the contents of the heart from being affected by anti-magic abilities or drained by outside forces in any way. The first 50 mana in Moonblade's pool is automatically stored within the heart while the rest flows into his body naturally. The Daemon Heart, being made of magical stone, is highly resistant against non-magical attacks. This protection is mitigated by the fact that the Daemon Heart can only be repaired through magical means. Destruction of the heart will, just as with the heart of any other person, result in the death of Moonblade. > > > > Quote: Wrote: > > > Note: The Daemon Heart leaves no distinguishable trace of magical energy and otherwise beats like a normal heart. The opponent would need something akin to X-Ray vision to notice it. > > > Note 2: Moonblade is not capable of repairing his own heart, though he is able to stabilize himself so he doesn't outright die so long as a significant portion of the heart is intact. > > > Mystic Magic > The combination of Azurian and Draconic blood in Ammiel’s system allow him to tap into considerable arcane power. Though he also draws mana from other sources (such as the moon), strictly speaking he mostly practices racial blood magic. > > ☀Moonblade starts combat with 25 mana and passively regenerates 5 mana at the beginning of each turn. There is no cap to how much mana he can hold within his body, but he cannot retain high levels of mana indefinitely. > > ☀If Moonblade does not cast a spell during a given turn, he regenerates an additional 5 mana (10 total). > > ☀If Moonblade makes a dedicated action to draw in mana, he draws in an additional 10 mana (20 total). This requires Ammiel to make only minor movements, effectively rooting him to draw in mana for an entire turn. > > ☀Creative Rounding: If Moonblade is short by no more than 5 mana, he can push himself to cast the spell anyway. Doing so is tiring and prevents him from generating any mana during his next post. > > Emerald Fantasia > While most Azurian Faye utilize their mystical powers to become charm lords and master illusionists, Moonblade bastardized their magic to alter his own spells with otherworldly effects. Having little propensity for elemental magic himself, the homunculus often utilizes this to add pseudo-elemental properties to his attacks. The cost for using this ability is dependent on the spell altered and the effect added. Ammiel may also channel his sorcery into his allies at a range of 30 feet, altering any spell or ability they utilize in a similar fashion, though this carries a mana cost. > > Note: Emerald Fantasia and all associated abilities are considered Metamagic abilities and do not count as spells on their own. > Note 2: Emerald Fantasia costs come from the same pool used to cast the altered spell. For example: If Ammiel casts a spell using Silmacil's mana pool, he needs to apply Emerald Fantasia using Silmacil's mana pool. The only exception is when the cost combination would be impossible for Silmacil to achieve on its own (such as Emerald Lightning Mana Drain Lunatic Spellflair), in which case the excess is paid for by Moonblade himself. > > Emerald Fire > Ally Enhancement Cost:10 mana per spell or ability. > Moonblade's speciality and the most readily recognizable use of Emerald Fantasia. While the enhanced spells take the form of emerald green fire, they function very differently from mundane flames. The burning sensation and wounds inflicted by Emerald Fire are caused by the corrosive energy eating away at the target's organic matter, leaving behind burns and charred/destroyed flesh. While this creates significant heat to the affected areas, Emerald Fire is partially an acid-based effect. Emerald Fire does not normally effect inorganic materials like metal or stone and, unlike regular flames, will not spread over flammable surfaces. Emerald Fire will never ignite the target even if it overcomes the heat threshold to do so. > > Emerald Fire normally inflicts burns to the target as though it were an 800ºF flame, though it can be empowered further. For every 5 additional mana Moonblade spends on this ability, the effective temperature of the attack goes up 80ºF. This amplified effect lasts for a single spell or one post, whichever comes first. > > > > Quote: Wrote: > > > Note: Moonblade can do impossible things like burn a segment of oil away without lighting the entire area on fire. The author acknowledges that this has hilarious implications. > > > Note 2: Emerald Fire will affect most polymers, including plastics and rubbers, as they contain organic compounds. > > > Note 3: No matter how hot Emerald Fire gets, it cannot possibly affect anything that is inorganic in nature even if the surrounding area would otherwise be hot enough to do so. > > > Note 4: Fire and Acid Resistance apply to only half of the effective damage each. Having immunity to both acid and fire renders the target immune to Emerald Fire. > > > Emerald Frost > Ally Enhancement Cost: 10 mana per spell or ability. > This form of Emerald Fantasia appears as brilliant green crystalline ice magic. Spells augmented by Emerald Frost retain their original shape, but take on physical properties. Unless otherwise stated under a specific ability, spells augmented by Emerald Frost dissipate when the attack has concluded, rapidly evaporating as the ice shatters on the ground. > > The temperature of Emerald Frost is -40ºF; enough to be uncomfortable, but not enough to cause serious damage in short bursts. While the temperature itself never changes, the heat transfer rate can be augmented further, causing the surface area of the target’s skin to cool faster. For 5 additional mana, Emerald Frost causes intense burning pain upon contact. If Moonblade spends 10 additional mana instead, this causes immediate onset numbness in the affected area. These effects last for one post; the numbness degrades into the burning sensation for an additional post. > > > > Quote: Wrote: > > > *Note: Ammiel is immune to the cold of Emerald Frost, but not the physical ice crystals if somehow used against him. > > > Emerald Lightning > Ally Enhancement Cost: 15 mana per spell or ability. > This version of Emerald Fantasia takes the form of emerald bolts of electricity. Spells augmented by emerald lightning deal damage comparable to a high-voltage electrical burn. Typical attacks with emerald lightning cause surface burns to the contact area and some subdermal damage. > > While not true electricity, Emerald Lightning is subject to electricity resistance and is hampered by non-conductive materials. If Moonblade spends 10 additional mana while channeling Emerald Lightning, it bypasses these restrictions and ceases following these rules, allowing him to ignore electricity resistance entirely and electrocute otherwise non-conductive materials. > > > > Quote: Wrote: > > > Note: Emerald Lightning does not have the current necessary to paralyze an opponent’s heart. > > > Note 2: Emerald Lightning does not stun an opponent or cause their muscles to tense like normal electricity unless specifically stated to under individual spells; only the damage component is relevant. > > > > Equipment > > Silmacil - The Silver Moonblade > > A hereditary relic weapon passed down through Ammiel's family for generations, Silmacil (sil·mah·kil) is an elegant and extravagant longsword of elven make. Forged from an elven mithril alloy, the blade edge of the weapon is gilded and infused with silver, causing the weapon to count as though it were silver when dealing with undead and creatures with metal-specific weaknesses. The old elvish runes inscribed on the flat of the blade read as Megil en' 'Tel Celeb Ithil, which literally translates to "Blade of the Silver Moon". > > Blade Length: 47 inches / 119.4 cm / 3.92 feet > Blade Width: 2 inches / 5.1 cm, Decreasing to a fine point > Hilt: 7.1 inches / 18 cm > Weight: 3.3 lbs > > The sword was originally an artifact weapon with considerable power unyielding to those it deemed unworthy (such as Ammiel). Most of the sword’s original enchantments have faded over millenia, its guardian intelligence fading into the recesses of time. Over the years Ammiel has tamed the weapon, transforming it into his own arcane focus. Reborn as Silmacil, the magics of the weapon only function for Moonblade, though nothing prevents an aggressor from turning the physical blade against him. These magical properties include: > > ☀Sharpness: Silmacil shines with razor keenness under both natural and magical moonlight. Under the influence of the full moon, the weapon is even capable of cutting through materials like stone without damaging the blade. > > ☀Repair: Ammiel can focus a small amount of mana (5) to repair physical damage to the weapon. Under the influence of the full moon, Silmacil repairs itself in one post without intervention from its master. > > ☀Teleportation: By placing his hand over the sheath of the weapon and reciting the elven incantation on the blade, Silmacil can be summoned to its master's side, where it will dematerialize and rematerialize inside its sheath in a matter of seconds. > > ☀Arcane Reservoir: Silmacil is a magical sponge of swords, draining excess mana from Ammiel’s environment through Moonflair and Spellflair. The reservoir begins empty and can hold a maximum of 50 mana; this mana can only be spent on Silmacil’s weapon specific abilities. > > ☀Moonflair: Silmacil can utilize excess magical energy left over by Ammiel's spells, channeling it back through the blade. For every 5 mana Moonblade spends on magic, Silmacil adds 1 mana to its reservoir. Spell-like abilities cast by Silmacil do not trigger this ability. > > ☀Spellflair: Silmacil also feeds off of external sources of magic. For each external spell cast (e.g. by an opponent), Silmacil gains 5 mana; this is doubled if the spell impacts the blade of the weapon. The potency of an opponent’s spell has no bearing due to the sword’s limited external draw rate. Silmacil can only benefit from this ability once per turn. > > ☀Mystic Code: Finally, Silmacil has four spell-like abilities unique to the weapon, each of which drawing from the sword’s arcane reservoir. If the sword does not have sufficient mana to power an ability, Ammiel can supply the remaining mana himself. > show spoilerhide spoiler > Silver Eclipse > Base Cost: 5 mana > Fantasia Cost: 2 for Emerald Fire, 2 for Emerald Frost, 3 for Emerald Lightning > Somatic Component: Sword swing for the projectile. > > While this spell is active, silver lunar energy envelopes Silmacil, adding two inches to the effective width and length. When Moonblade swings his sword, he may activate the second part of the spell, causing the blade to launch a crescent-shaped silver bolt of energy at the opponent with width equal to the length of the Silver Moonblade. Silver Eclipse has enough force to break a human's skin and leave a nasty cut, but not enough to cleave through them or penetrate bone. It has no effect on materials like metal and is affected by mundane armor. Using the second portion of the spell removes the enchantment, but otherwise lasts for two posts. > > > > Quote: Wrote: > > > Note: This projectile moves at about 65 MPH, which is the speed of someone throwing a fastball. > > > Note 2: This allows Moonblade to enchant the weapon with pseudo-elemental properties for as long as the enchantment persists. > > > Silver Radiata > Base Cost: 10 mana > > Silmacil focuses lunar energy through Ammiel's body into his free hand and condenses it, creating an emulation of itself in the process. The emulated weapon functions identically to Silmacil in every respect. Whenever a spell-like ability is activated by Silmacil, it is activated through the emulation as well for no additional mana cost. Silver Radiata lasts for three posts, until either weapon is disarmed/dropped, or Moonblade willingly dismisses it. > > > > Quote: Wrote: > > > *Note: Spellflair and Moonflair can still only activate once per spell; Ammiel cannot double down on mana reservoir gains with this ability. > > > Full Moon Hyperion > Base Cost: 40 mana > Fantasia Cost: 6 for Emerald Fire, 6 for Emerald Frost, 9 for Emerald Lightning > Somatic Component: Sword strike; cannot instantly manifest inside of a creature or object > > Focusing a large amount of mana into the weapon, Ammiel causes Silmacil to erupt in a torrent of lunar energy. The effective range of weapon is increased to ten feet during the post Full Moon Hyperion is activated. Though this range increase lasts only for a single strike, the residual lunar energies cause the sword to shine under hallowed moonlight for three posts, unlocking all weapon effects normally restricted to the full moon. > > > > Quote: Wrote: > > > *Note: The trail of energy appears over the weapon right before the sword strike as a tell, though doesn’t become tangible until the sword is actually swung. > > > Lunatic Spellflair > Base Cost: 30 mana for the bolt, 20 mana for Mana Drain, 20 mana for Spell Breaker. > Fantasia Cost: One is automatically applied for the base cost of the spell. > Somatic Component: Sword swing to launch the projectile. > > With a swing of his sword, Ammiel launches a massive crescent-shaped silver bolt of energy at the opponent with width equal to the current length of the Silver Moonblade. As the bolt travels out, it rapidly expands until it is twice the length of the Silver Moonblade, which occurs at about ten feet of travel distance. Unlike Silver Eclipse, this spell doesn't actually cut through the opponent; the energy passes through any material it comes into contact with. After reaching a maximum range of fifty feet, the Lunatic Spellflair crumbles apart, releasing all of its energy harmlessly into the air. > > ☀Mana Drain: For an additional cost, Lunatic Spellflair gains a draining effect. If the affected target(s) utilize magic or stores energy within their body, their current store is carried off with the Lunatic Spellflair as it passes through them, absorbing their latent energy like a sponge. The bolt drains half of their current supernatural energy pool. > > ☀Spell Breaker: Lunatic Spellflair becomes keyed to dismantle various abilities. Any ongoing supernatural effects or magic are immediately removed when struck by spellbreaker, their enchantments unwoven harmlessly into raw energy. Any spells currently being cast or channeled will be similarly interrupted by this ability. Spellbreaker lacks the power to disable enchanted items or effects with a duration longer than 24 hours (I.E. equipment). > > ☀Emerald Fire: Lunatic Spellflair deals damage as per Emerald Fire to the surface of objects as it enters and leaves them, but does not cause any internal damage. > > ☀Emerald Frost: The enveloped sheet of ice slams into the first object it hits and shatters, but the energy absorbing and cold components continue to travel along their normal path. This does not cause any internal cold damage. > > ☀Emerald Lightning: Lunatic Spellflair deals damage as per Emerald Lightning to the surface area of objects as it enters and leaves them, but does not cause any internal damage beyond its normal subdermal high-voltage burning. > > > > Quote: Wrote: > > > *Note: If the opponent doesn’t store energy within their bodies, no energy will be absorbed by Lunatic Spellflair's Mana Drain. If this spell impacts a physical vessel with energy, it will absorb it like it would from another character. > > > Lun-Dransil > > Forged by Ryugi Kazamaru from meteoric iron and star metal, Lun-Dransil is a powerful magical relic in the form of a spear. While nearly indestructible, the coils that make up this spear are actually hollow, reducing the weight of this ridiculous weapon while causing it to reverberate when struck. > > Shaft Length: 49 inches / 124.46 cm / 4.08 ft > Shaft Thickness: 1.25 inches / 3.175 cm > Back Tip: 14 inches /35.56 cm / 1.17 ft > Back Blade Breadth: 2.25 inches / 5.715 cm > Front Tip Length: 21 inches / 53.34 cm / 1.75 ft > Front Blade Breadth: 8 inches / 20.32 cm > Enchanted Weight: 10 lbs > Natural Weight: 20 lbs > > ☀Lightweight: In addition to having a hollow frame, Lun-Dransil is under the effects of a lightening enchantment. If these effects are somehow dispelled or suppressed, Lun-Dransil’s natural weight makes it fairly unwieldy. > > ☀Moon Phase: While wielded by a creature with arcane potential (such as Ammiel), the large Moonstone embedded in the weapon activates. Lun-Dransil generates one charge every post up to a maximum of 4 charges. If disarmed or otherwise stowed, Lun-Dransil loses one charge per post. This storage is depicted as silver light washing over the gemstone as though shifting through various Moon Phases (new moon for 0 charges, full moon for 4 charges). > > ☀Armor Piercing: Draconic runes along the broad spearhead grant the weapon a powerful armor piercing enchantment. The power of this enchantment is directly tied to Lun-Dransil’s stored charges. > > > > Quote: Wrote: > > > 2 Charge: Lun-Dransil will defeat any conventional medieval armor or their equivalents provided they are not made of any special material. > > > 4 Charges: Lun-Dransil shreds through most real world materials, manmade or natural. This also includes magically enhanced iron and all modern forms of personal armor. > > > ☀Mystic Code: Lun-Dransil can be enhanced with the effects of Emerald Fantasia in exchange for its stored charges. For every charge spent, Lun-Dransil gains the effects of the chosen pseudo-element for two posts, coating both blades of the weapon. As far as the elemental upgrades are considered, each charge counts as 5 mana; spending mana in this fashion does not increase the duration. > > The Charm Lord's Privilege > Simply put, this ring allows Moonblade to cast one of three wards (see below) as a free action without much actual thought on his part. However, since the ring requires time to recharge between each use, the entire ring goes on cooldown whenever an ability is used. > show spoilerhide spoiler > Impact Shield > Ring Cooldown: 6 posts > > When cast, an invisible ward of mana surrounds one of his forearms. When struck with a weapon or a physical attack, the ward 'explodes' with sufficient force to repulse the attack, knocking it away. While the force is enough to stagger someone if they're caught off-guard, it doesn't have enough force to actually throw them. Since the magic is consumed with a single, instantaneous burst, it's almost immune to the magic absorbing effects of certain weapons. Each use lasts one post and is good for a single attack only. > > Ephemeral Guard > Ring Cooldown: 8 posts > > When cast, a swirling spherical barrier of magical energy expands from the homunculus. This field lasts 2 seconds. Attempts to cast spells into the barrier are negated and area of effect energy attacks are similarly halted. Direct energy-based or magical projectiles are deflected off the barrier in the direction they came from without slowing down, whereas beam attacks are parted around the barrier. > > Psylocke Barrier > Ring Cooldown: 4 posts > > When activated, this ward prevents Moonblade's psyche and will from being completely subverted, freeing him from any such mind control effects. On-going Charm and emotion-altering based effects are similarly suppressed for the duration. This ward also has the extra effect of reducing telepathy against him to the barest of his surface thoughts. Lasts 4 posts. > > > Mystic Vestments > Made from the finest lightweight silk money can buy, the Mystic Vestments are an ever-changing set of clothing. Far more than a simple illusion, these magical garments physically reweave themselves and completely alter their shape, taking the form of any outfit the wearer imagines. Under most natural conditions, the Mystic Vestments do not impede or slow Moonblade's movement, nor do they create drag under windy conditions less severe than a strong gale (80 mph). This allows him to create full robes and impressive regalia beyond that of which a normal combatant would consider reasonable or practical. > > > > Quote: Wrote: > > > Note: All of Moonblade's magical clothing is made out of the same materials as Mystic Vestments and carry the same effects. However magical items must retain the same clothing type, meaning a magical cloak would still need to take the form of a cloak and a hat would need to be a hat. > > > Note 2: Moonblade is still impeded by unnatural wind effects, such as attacks or spells used by his opponent. > > > *Note 3: The Mystic Vestments take about ten seconds of dedicated concentration to reweave themselves making it impractical for combat scenario. > > > Astral Gate > An enchanted, ornate cloak made of crimson silk featuring an extravagant gold trim. The wearer of this cloak can travel to and from the Astral Plane at will, returning to the location of his choosing on the material plane. The Astral Gate is also capable of shifting the wearer and any other touched creatures to the plane of existence of his choosing. However, precise planar travel is nigh impossible, causing all those transported to appear 5 to 500 miles from the intended destination. Finally, this cloak grants the wearer immunity to the harmful environmental effects of the currently visited plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air. > > > > Quote: Wrote: > > > Note: The immunities granted by the Astral Gate only affect the wearer. Extra people transported by the cloak's ability must provide their own forms of protection or be subjected to the hazards of the planes normally. > > > Note 2: The teleportation and plane shifting effects cannot be used in combat. In a tournament setting the Astral gate would merely grant Moonblade immunity to inherent plane hazard effects, not other stage hazards. > > > *Note 3: This item allows Moonblade to survive in the vacuum of space. > > > Captain's Hat > An excessively lavish black musketeer hat with a fine silver trim that Moonblade wears for some reason. This hat was actually purchased with the entirety of his funding from Heaven or Hell 2006. While this artifact is over 400 years old, it is surprisingly well kept and obviously magical in some way to those with the ability to sense the arcane. This hat's only real ability is, besides the supernatural comfiness, the inability to be permanently damaged or stolen due to its powerful Plot Armor. It also has an almost enchanting quality in that it's virtually impossible for people not to notice how nice this hat is and that Moonblade is, without a doubt, the team captain. > > > > Quote: Wrote: > > > Note: For the sake of Heaven or Hell, the Captain's Hat cannot be augmented with Emerald Fire/Frost. > > > Note 2: The Captain's Hat is not invulnerable to short term theft or damage. It will merely be inexplicably returned to his possession, in pristine condition, at a later date. > > > Note 3: For the sake of HoH 2018, the Captain's Hat can be stolen and kept by opponents between rounds, but all abilities of the hat will be restored at the end of the event. > > > Note 4: The Captain Advertisement effect only functions for Moonblade as he is the actual captain of the Silver Dragons. > > > Spells and Abilities > > Draconic Emulation > show spoilerhide spoiler > Breath Weapon (Emerald Fire): > Base Cost: 0 for the breath weapon, 10 for improved version. > Breath Weapon Cooldown: 4 posts (shared with all breath weapons) > Somatic Component: Full and heavy inhale (1-2 posts), followed by a continuous exhale. > > After charging his breath for one post, a gout of scorching emerald flames erupt from Moonblade’s mouth. This burst is an immediate cone with a maximum range and diameter of 15 feet. This ability can be charged for an additional post, which increases the maximum range and diameter of the cone to 30 feet. > > Finally, the breath weapon can be improved by expending mana, allowing Moonblade to sustain the cone for an entire post (roughly 6 seconds) or until he otherwise halts the attack, dealing far more damage over the duration than he otherwise would. > > > > Quote: Wrote: > > > Note: Getting hit with sufficient force to wind him or otherwise being forced to exhale will cause Moonblade to lose his charge and put his breath weapons on cooldown immediately. > > > Note 2: If Moonblade is prevented from exhaling after three posts of ‘charge’, he will burst a lung. > > > Note 3: Moonblade can improve both the regular and fully charged versions. > > > Note 4: Moonblade’s breath weapons aren’t actually spells. They are supernatural abilities. > > > *Note 5: This has all the properties of the Emerald Fire Fantasia and can be enhanced as such. > > > Breath Weapon (Emerald Frost): > Base Cost: 0 for the breath weapon, 15 for improved version. > Breath Weapon Cooldown: 5 posts (shared with all breath weapons) > Somatic Component: Full and heavy inhale (1-2 posts), followed by a continuous exhale. > > After charging his breath for one post, Ammiel can unleash an intense blast of frigid breath over three seconds. This is a cone attack with a range of thirty feet and a maximum diameter of 10 feet. The cold is unpleasant and painful to most, but won’t cause lasting damage on its own. This ability can be charged for an additional post, which causes the breath weapon to be laced with tiny emerald ice shards. The effect would not be unlike scrubbing the opponent with sandpaper all over their body during the duration. > > Finally, the breath weapon can be improved by expending mana, causing small emerald ice crystals to form around creatures and objects in its wake. These crystals do not deal damage, but potentially impede movement and make the affected terrain slippery for three posts. > > > > Quote: Wrote: > > > Note: Getting hit with sufficient force to wind him or otherwise being forced to exhale will cause Moonblade to lose his charge and put his breath weapons on cooldown immediately. > > > Note 2: If Moonblade is prevented from exhaling after three posts of ‘charge’, he will burst a lung. > > > Note 3: Moonblade can improve both the regular and fully charged versions. > > > Note 4: Moonblade’s breath weapons aren’t actually spells. They are supernatural abilities. > > > *Note 5: This has all the properties of the Emerald Frost Fantasia and can be enhanced as such. > > > Breath Weapon (Emerald Lightning): > Base Cost: 0 for the breath weapon, 20 for improved version. > Breath Weapon Cooldown: 6 posts (shared with all breath weapons) > Somatic Component: Full and heavy inhale (1-2 posts), followed by a sharp exhale. > > After charging his breath for one post, the mystic projects a devastating bolt of emerald lightning from his mouth. This is a beam attack with a 6 inch diameter and a maximum range of 60 feet. This ability can be charged for an additional post, which causes Moonblade to instead fire seven bolts of lightning in a 45º fan. > > Finally, the breath weapon can be improved by expending mana, causing the emerald lightning to interfere with the victim’s muscle interactions for three posts. While this does not prevent movement, it makes tasks that take finite motor skills virtually impossible. > > > > Quote: Wrote: > > > Note: Getting hit with sufficient force to wind him or otherwise being forced to exhale will cause Moonblade to lose his charge and put his breath weapons on cooldown immediately. > > > Note 2: If Moonblade is prevented from exhaling after three posts of ‘charge’, he will burst a lung. > > > Note 3: Moonblade can improve both the regular and fully charged versions. > > > Note 4: Moonblade’s breath weapons aren’t actually spells. They are supernatural abilities. > > > *Note 5: This has all the properties of the Emerald Lightning Fantasia and can be enhanced as such. > > > Mystic Claw > Base Cost: 5 each post maintained. > Fantasia Cost: 2 for Emerald Fire, 2 for Emerald Frost, 3 for Emerald Lightning > > Moonblade’s hand is surrounded by a green veil of mystic energy, resembling the shape of a four-taloned dragon claw. This talon acts as a sharp cutting implement, allowing him to making slashing attacks against the opponent. > > > > Quote: Wrote: > > > *Note: The veil acts as a buffer from Emerald Fantasia, protecting Moonblade’s hand from their effects. > > > Mystic Wings > Base Cost: 15 mana > Fantasia Cost: 7 for Emerald Fire, 14 for Emerald Frost, 21 for Emerald Lightning > Somatic Component: Must bring at least one arm inward over his chest. > > When cast, ephemeral wings are formed around Moonblade’s frame. Emulating a Great Wyrm’s wing-beat, gale force winds are created capable of hurling characters of medium to large size up to ten feet with relative ease. > > > > Quote: Wrote: > > > Note: The wings themselves have no physical mass and cannot be used for flight as they are merely a representation of the emulation. They can technically deal damage when augmented by Emerald Fantasia, which would require the opponent to teleport right on top of them during the cast time somehow. > > > Note 2: For the sake of HoH, Moonblade can only use Mystic Wings once every 4 posts. > > > Lunar Spells > show spoilerhide spoiler > Lunar Mystic > Base Cost: 5 initial mana cost with a 10 mana cumulative upkeep every turn maintained. > > This technique allows Moonblade to use Lunar magic to propel himself in any direction for greater aerial mobility and speed, though this does not allow him to make blatantly unreasonable changes in direction, nor may this be used to obtain true prolonged flight. When used at the start of his jump, the boost in momentum is extreme, effectively tripling his initial 'take-off' speed while increasing his maximum standing jump height to sixty feet. Each boost drains a small bit of mana from the Mystic Dragoon varying on how long the boost is maintained. > > > > Quote: Wrote: > > > Note: Lunar mystic would cost 5 mana the first post, then another 15 mana on the second continued post, then 25 on the third post, and so on. > > > Note 2: Using Lunar Mystic twice in a row doesn't incur the cumulative upkeep cost if he somehow lands between uses. 'Landing' on a wall doesn't count. > > > Lunar Talon > Base Cost: 30 mana > Fantasia Cost: 6 for Emerald Fire, 6 for Emerald Frost, 9 for Emerald Lightning > Somatic Component: Must bring his hand to the ground. > > Ammiel slams his magically charged hand into the ground, causing an eruption of lunar energy to throw everything within five feet violently skywards while potentially staggering grounded targets within ten feet of the shock-wave. When unaugmented Lunar Talon deals limited damage on its own, but has enough force to throw a 500 lb object eight feet into the air. If used from midair, Moonblade will plummet towards the ground at incredible speed, automatically using Lunar Mystic to its full extent for no additional cost. > > ☀Emerald Fire: The eruption and shockwave are enveloped in a cloak of emerald flames. The flames don't persist for more than a moment and fade when the spell is completed. > > ☀Emerald Frost: The surrounding field and shock wave have a physical component, comparable to getting hit by a sheet of ice moving at 25 MPH. > > ☀Emerald Lightning: The field and shock-wave deals no additional damage, but imparts a half second stun to targets who aren't resistant to electricity. > > > > Quote: Wrote: > > > *Note: Lunar Talon radiates away from Moonblade. He is unaffected by the knockback, shockwave, and fantasia effects of this spell. > > > Quicksilver Eruption > Base Cost: 25 mana > Fantasia Cost: 4 for Emerald Fire, 4 for Emerald Frost, 6 for Emerald Lightning > Somatic Component: Must punch or kick; the spell is wasted if the attack misses. > > With a dramatic punch or kick, Moonblade uses lunar energy to cause an explosion of energy on impact. The repulsive properties of Lunar magic adds significant throwing power to the attack, easily tossing most opponents back over ten feet. Against a normal human, this attack would easily break small bones in the contact area like rib and may even cause small fractures in larger bones in the target's body. Augmenting Quicksilver Eruption with Emerald Fantasia retains the knockback while adding elemental damage to the explosion. > > > > Quote: Wrote: > > > *Note: Though his strength and throwing ability is increased, he is not immune to the physical backlash caused by hitting hard targets, potentially causing damage to his own hand or foot. > > > Lunar Impact > Base Cost: 50 mana > Fantasia Cost: 6 for Emerald Fire, 6 for Emerald Frost, 9 for Emerald Lightning > Somatic Component: Must be created and hurled with an open hand. Two can be used for dramatic effect. > > Ammiel is able to hurl an explosive orb of lunar energy from the sky with incredible force. On impact, the orb releases all energy stored within, creating an impressive explosion of silvery lunar energy. The higher in the air Moonblade is when this attack is used, the more powerful the explosion will be as it continuously accelerates towards its target; the silvery orb of destructive lunar magic continuously draws magic from nearby sources mid-flight. It cannot simply be thrown laterally as the attack continuously descends on its own. > > Lunar Impact moves at a rate of 30 MPH for the first second (traveling 44 feet), after which it accelerates by 1 MPH for every foot it travels, capping out at 236 MPH. The initial blast radius is three feet, with the blast range increasing by a foot in diameter every five feet it travels before impact, obtaining critical mass with a 52 foot blast radius. At this point, Lunar Impact burns all the energy it absorbs just to keep moving, though it will do so until it collides with an object or it travels its maximum distance of 3200 feet. > > > Azurian Spells > show spoilerhide spoiler > Alpha Storm > Base Cost: 35 to fire mana bolts, 15 to add knock-back effect, 10 to blind and deafen, 25 to add chaining effect, 15 to use the targeting beam > Fantasia Cost: 4 for Emerald Fire, 4 for Emerald Frost, 6 for Emerald Lightning > Somatic Component: Varies (see below). Requires a free hand either way. > > Bringing his hand inward towards himself, Moonblade channels a large amount of cackling magical energy into his free hand. This large concentration of mana is very easily detected by those with magical abilities and gives the feeling of a small gust of wind to anyone within ten feet (also known as the Tell). After a 2 second charge time, Moonblade throws his hand forward and discharges the spell in a dazzling bolt of raw mana. Traveling at 80 miles per hour, Alpha Storm deals damage comparable to that of an extremely high voltage electrical burn. As the bolt itself is not electricity based in nature, it can pass through poor conductive materials like rubber to reach the intended target. > > Alternatively, Moonblade can instead attempt to first mark the target. Creating an eight foot pole-like beam of energy in a free hand, Ammiel takes a single swing in a wide arc. While the beam does no damage in and of itself, it leaves a faint yet distinctive glow around the affected person. The marking beam can be dodged, but conventional physical blocks and armor are virtually useless against it unless they specifically disrupt magic. Once a target is marked, it remains marked for three posts or until struck by Alpha Storm. > > Once a target is marked, Moonblade can raise a free hand upwards, discharging a chaotic green sphere of magical energy ten feet into the air. This sphere persists for only a split second, at which point it discharges all of its energy in an emerald green bolt that thunders directly at the marked target. If multiple targets are marked, multiple bolts from Alpha Storm will be fired simultaneously. These bolts are otherwise identical to the standard version of this spell. > > Ammiel can further alter the properties of Alpha storm for a cost. The bolts can be given a knock-back effect that violently hurls targets affected back ten feet. They may also be given and flashbang-esque effect, causing the spell to emit a blinding light as it is discharged and explode in a cacophony of deafening sound where the bolt strikes in a manner similar to that of natural lightning. Finally, Alpha Storm can be chained off of the initial target, causing the bolt to arc to the nearest target that Moonblade deems hostile within 10 feet of the first. For the chaining effect to occur, the first strike must meet its mark. Alpha Storm can be chained multiple times but can travel no greater than 30 feet from the initial target and cannot strike the same target more than once. > > Finally, Moonblade can augment Alpha Storm with Emerald Phantasia, changing its damage type and giving it unique properties based on the augmenting element. > > ☀Emerald Fire: The Tell includes a sudden wave of heat emanating from Moonblade. Unlike abilities regularly augmented by Emerald Fire, Alpha Storm passes clean through materials that would otherwise be immune to it. It still has no effect on these materials, but will allow Alpha Storm to otherwise bypass conventional armor. > > ☀Emerald Frost: The Tell includes a sudden wave of cold emanating from Moonblade. Alpha Storm takes on an entirely physical shape, dealing physical piercing damage. Emerald Frost created by this ability dissipates after two seconds. > > ☀Emerald Lightning: The Tell includes the feeling of a static electric charge being built up. Alpha Storm is capable of bringing your average person to their knees if not completely incapacitating them with high voltage pseudo-electricity. In most cases this imparts a three second stun. > > Omega Lance > Base Cost: 20 mana > Fantasia Cost: 15 for Emerald Fire, 15 for Emerald Frost, 15 for Emerald Lightning > > With a high concentration of mana, Moonblade materializes a six foot lance of pure energy. The Omega Lance has quasi-physical properties and may be used as a comparable weapon of iron. Upon piercing an enemy’s flesh to a significant degree, the entire power of the lance flares up and courses through the opponent’s open wound, dealing considerable energy damage to the target in an instant and exhausting the remaining duration of the spell. > > Alternatively, the Omega Lance may take the form of a thin tendril of cackling energy up to ten feet in length. In whip form, the Omega Lance latches onto any physical object it comes into contact with, causing searing energy damage in the process. The energy discharged in this manner is done so at a much slower rate, taking three turns to burn out the spell, but my also be used as an anchor to restrict or move the target. Moonblade may cause the Omega Lance to retract completely, drawing Moonblade and the bound target towards one another (based on weight), though doing so ends the spell’s duration immediately. > > Omega Lance automatically dissipates four posts after it is formed. The Omega Lance can swap between the whip and lance forms mid combat with relative easy. > > Finally, Moonblade can augment the Omega Lance with Emerald Phantasia, changing its damage type and giving the lance burst effect unique properties based on the augment. These additional effects do not apply to the whip version of Omega Lance. > > ☀Emerald Fire: The sudden influx of emulated heat tricks the opponent’s brain into thinking that their body is severely overheating. The opponent suffers some of the effects of severe heat stroke for one post. Potential effects include intoxicated behavior, high heart rate, dizziness, and possible confusion. This condition quickly improves, leaving the victim with symptoms of heat exhaustion for two additional posts. Migraines and vomiting are not uncommon side effects for those affected by Emerald Fire Omega Lance. This is a mind-altering heat effect. > > ☀Emerald Frost: The sudden influx of emulated cold tricks the opponent’s brain into thinking that their body is freezing to death. The opponent suffers some of the effects of severe hypothermia for one post. Potential effects include violent shivering, temporary amnesia, sluggish thinking, and labored movements. This condition quickly improves, leaving the victim with symptoms of mild to moderate hypothermia for two additional posts. Blueing extremities and stumbling are not uncommon side effects for those affected by Emerald Frost Omega Lance. This is a mind-altering cold effect. > > ☀Emerald Lightning: The sudden influx Emerald Lightning overwhelms the nervous system of the opponent. The average human without electricity resistance would be stunned for up to three seconds, unable to take physical action. > > Kaiser Rain > Base Cost: 10 mana activation cost, 5 mana per marble created > Fantasia Cost: 1 for Emerald Fire, 2 for Emerald Frost, 3 for Emerald Lightning. This price is paid for each marble augmented by Emerald Fantasia. > > The champion of offensive azurian magic and potentially Moonblade’s most devastating spell. Ammiel rapidly condenses a large amount of mana into marble-like spheres through his fingertips. Even augmented by Emerald Fantasia, these marbles are deceptively beautiful to look at and feature a tantalizing cascade of shifting colors. When fired, Kaiser Rain travels at a rate of 80 MPH. Upon contact with a physical object or force effect, these marbles violently explode with a two foot diameter. The effects of Kaiser Rain compound depending on how many marbles impact the same area; a single marble might deal light energy damage, but several can blow chunks out of the victim’s flesh (see the chart below for compounding effects). Effects from differently augmented marbles stack separately. > > Moonblade can either shotgun blast this spell all at once or ‘chain-gun’ them, rapidly alternating the fingers that fire the attack. Cast with a single hand, Moonblade can create up to two marbles per finger (eight total). If this spell is cast with two free hands, it is possible for Moonblade to double this number, creating up to sixteen explosive spheres. Marbles take one post to form no matter how many Ammiel decides to create with Kaiser rain. After cast, Moonblade can hold Kaiser rain for up to three posts (where they persist floating around his hands), but must fire all of the orbs within a three second timespan once a single orb is fired. Orbs not fired dissipate harmlessly with any expended mana wasted, where as any orbs struck by hostile effects or attacks are destroyed in a similar fashion. > > Special: During Lunatic Wish Festival, Kaiser Rain is fired directly from Moonblade's fingertips without the one post wind-up time. > > > > Quote: Wrote: > > > Base Kaiser Rain > > > 1-2 Marbles: Marbles deal minor energy burns in the blast radius, comparable to touching a car battery. Marbles bruise on contact. > > > 3-4 Marbles: Marbles break the skin on contact. > > > 5-6 Marbles: Marbles deal energy damage comparable to a high voltage burn in their blast radius and blow dime-sized holes out of the opponent’s flesh on direct contact. > > > 7+ Marbles: Further Kaiser Rain spheres crash through magical or energy based barriers. Marbles blast quarter-sized holes out of the opponent’s flesh on direct contact. > > > > > > Emerald Fire Kaiser Rain > > > 1-2 Marbles: Marbles are made of emerald fire and deal fire/acid damage with no impact force. > > > 3-4 Marbles: Flames linger in the blast radius for one second. > > > 5-6 Marbles: Flames linger in the blast radius for two seconds. > > > 7+ Marbles: Flames linger in the blast radius for three seconds. The opponent ‘catches fire’ with emerald flames for the same duration at the impacted location. > > > > > > Emerald Frost Kaiser Rain > > > 1-2 Marbles: Marbles bruise on impact. Small shards of exploding ice nick skin inside the blast radius. > > > 3-4 Marbles: Exploding ice shards can tear flesh in the blast radius, but don’t penetrate deep. > > > 5-6 Marbles: Exploding ice shards can be embedded into the flesh of targets in the blast radius. Marbles hit with fastball pitch force on impact before exploding. > > > 7+ Marbles: The combined bursts leave behind a lingering wave of cold, setting the temperature in the area to -80º Fahrenheit for 2 posts. > > > > > > Emerald Lightning Kaiser Rain > > > 1-2 Marbles: Marbles deal minor energy burns in the blast radius, comparable to touching a car battery. A direct hit causes a normal human’s muscles to tense up for one post. > > > 3-4 Marbles: Marbles deal damage comparable to a high-voltage burn in the blast radius. > > > 5-6 Marbles: The electrical discharge is enough to stun the opponent for 3 seconds. > > > 7+ Marbles: The total electrical discharge in the affected area is comparable to getting struck by a natural bolt of lightning. > > > > Support Magic > show spoilerhide spoiler > Lunar Zephyr > Base Cost: 30 mana > Somatic Component: Moonblade extends both hands outwards towards his sides. > > This spell grants the effects of Lunar Mystic to multiple people. A number of charges are granted to each target of Moonblade’s choice within a thirty foot radius. Upon using Lunar Mystic, a charge is expended. Benefactors gain 5 charges, minus one for each additional person benefiting from this spell’s effects (with a minimum of 1 charge at 5 recipients). Lasts 6 posts or until all charges are expended. > > > > Quote: Wrote: > > > Note: Moonblade cannot target himself with Lunar Zephyr. > > > Note 2: Lunar Zephyr follows the same exponential use rules as Lunar Mystic, expending a cumulative upkeep of 1 charge each turn the target decides to remain airborne. > > > Note 3: All targets capable of independent thought are automatically granted knowledge of the spell’s function and are competent in its use. > > > Note 4: Using Lunar Mystic to jump triples the user’s own natural acrobatic prowess and does not grant them Ammiel Moonblade’s full jumping potential. They may still use it to do midair shenanigans. > > > Emerald Pact > Base Cost: 20 for Emerald Fire, 20 for Emerald Frost, 30 for Emerald Lightning > Somatic Component: Moonblade focuses a free hand towards the target. > > When cast, one object within 60 feet such as a weapon or shield is surrounded by the effects of either Emerald Fire, Emerald Frost, or Emerald Lightning. This is a self sustained enchantment that lasts for 4 posts. If the object is attended by an intelligent creature or character, they may effortlessly and harmlessly reject the enchantment (i.e. if they naturally wouldn’t want their armor to suddenly be on fire). This is typically used to enhance an ally’s weapon and can do so in a fashion that does not harm the wielder. > > > > Quote: Wrote: > > > *Note: For the sake of Heaven or Hell, upgrading Emerald Fire is not allowed. All other Emerald Pact upgrades are legal. > > > Mystic Surge > Base Cost: 30 mana > Somatic Component: Moonblade places an open hand on the target. > > Upon touching an ally with this spell, Moonblade infuses them with a fragment of his power. The base physical attributes of those affected are doubled for the duration of this effect. The effect is more profound the less magical energy the target already has present. A spellcaster would feel the effects for a single post, other meta-humans would feel the effects for two posts, and base human level targets would benefit from this spell for three posts. Moonblade cannot target himself with this spell as his mana saturation is too high. > > > Lunatic Wish Festival > > Base Cost: Infinite. Lunatic Wish Festival’s duration is based on how much mana Moonblade had when the spell was invoked. Unlike all other spells, this also drains Moonblade’s weapon resources as mana (Lun-Dransil charges are worth 10 mana for the purposes of this spell). > Somatic Component: Moonblade must be grounded and must outstretch both hands. Holding a weapon is alright, though he cannot attack the turn he casts this spell. > > The Reality Marble of Ammiel Moonblade and the penultimate spell in his arsenal. The concept of a Reality Marble is having one's inner world materialized and projected onto reality. Rather than reshaping the world at their will, Reality Marbles allow only for the creation of a set world that defines the practitioner and are capable of affecting things wholly outside of nature. The effects of Lunatic Wish Festival are as follows: > > The natural terrain of Gaia is replaced with that of Luna. > > Within the effects of the field, bright light is dimmed down to the level of regular moonlight and darkness is illuminated in a similar fashion. Light and Shadow based effects are dampened by Reality Marble’s intense influence, losing 25% of their effectiveness. Those who draw their mana from the Moon such as Ammiel will see a drastic increase to their mana gain. Those who draw their mana from Gaia or the Earth will find their abilities drastically diminished. In the caster’s case, his pool of available mana is effectively infinite during the duration, allowing him to cast with near reckless abandon. > > This spell has a few side effects. Lycanthropes will immediately undergo transformation into their true states. Any ability or effect reliant on the moon phase will automatically default to the highest possible iteration. > > Like all Reality Marbles, Lunatic Wish Festival has a relatively short duration and isn’t really meant for long fights. After the duration expires, the counter-forces that safeguard the world will overcome the Reality Marble and crush it. Lunar-aligned creatures will feel a drastic loss in power immediately following the fields collapse. The one most affected is always Ammiel Moonblade himself, who also loses all available mana and casting ability for one hour. This critical weakness makes Lunatic Wish Festival a one-shot deal. > > There are two versions of this ability. The first, Lunatic Wish Festival, transports all creatures within a 60’ radius into the reality marble itself, appearing as the surface of the moon (albeit with breathable air, room temperature, and normal gravity). The second, Limited Wish Festival, simply projects these effects onto reality around him with an effective radius of up to one mile (60' radius minimum) without altering the physical terrain. > > > > Quote: Wrote: > > > Note: In any form of competition such as Heaven or Hell, Limited Wish Festival can only be employed after 12 posts. The full version of Lunatic Wish Festival can only be employed if his opponent specifically agrees to its use. > > > Note 2: Moonblade cannot spend more than 100 mana on Emerald Fire even while this spell is active.

10Supreme Jerk Commander

Yancy the Toothpuller - LeeRoy Brightmane Wrote:

> Name: Yancy the Toothpuller > > Age: 25 > > Sex: Male > > Height:5'6" > > Weight: 179 lbs, fully equipped he weighs 310 lbs > > Race: Human, Caucasian, Irish > > Appearance:Generally unhealthy looking. His skin is in poor shape, pale and clammy, his fingernails are chewed to the quick and cracked. His lips are chapped and his eyes are baggy and dark. His hair is red and matted, dirty and unkempt. His eyes are green and bloodshot, unless he's blinking his eyes are always wide open. He's muscular but kind of gaunt looking, most of his weight comes from his very muscular legs. > > He wears a simple white t-shirt on his body. His legs are covered in blue jeans, well worn but incredibly high quality make. On his hands he wears black leather gloves with modified brass knuckles. Atop his head is a motorcycle helmet that is modified to resemble the helmet of the Knight's Templar. He wears a satin bomber jacket, eggshell white with black sleeves. On the back is an embroidered silk cross. He wears a black leather belt that is worn and cracked, showing signs of heavy use. On his knees, shins and elbows he wears protective padding from various sports. All modified. > > The over-all look of this outfit is incredibly disheveled and worn. Blood stains are visible on the pant legs and forearms of his jacket. Pieces of metal are visible through holes all over his clothes. The protective padding is covered in scratches and cracks. The only thing about him that doesn't look messy is the bright red cross of the Knight's Templar that is on his back. > > Personality: Yancy is a serial killer, born into a world filled with beings that have superpowers. Yancy was born powerless and believes that those who have superpowers are devils who walk the Earth. He is a devoutly religious Catholic and a self professed member of the IRA. In his delusional mind he justifies his murderous behavior as follows. "I was given the strength and conviction to destroy the devils that walk this world, I am the last man of God. I will destroy the evil that pollutes this world until my final breath. > > He's obsessive compulsive, delusional and drug addicted. His use of drugs to increase his resistance to pain and increase his reaction time has permanently damaged his brain. His mind is constantly running at 100%, meaning he's constantly planning three steps ahead of his target. Usually he'll have a plan laid out ahead of time to kill a Super, but sometimes he takes opportunities when they present themselves to him. > > Abilities: > -Drug Overuse: Yancy's physical state is in a constant heightened state. Over use of amphetamines, steroids, hormones and pain killers has increased his ability to compensate for his innate lack of superhuman ability. > > -Strength: Despite his size and weight, Yancy can lift more than twice his own weight. His punches are stronger than one would expect. He's got very fast hands, faster than even the current record holder of fastest punches. Able to throw a punch hard enough and fast enough to break bricks like a martial artist and dent medieval armor. He once punched someone wearing a helmet so hard that his hand broke, but the person inside the helmet was concussed and knocked unconscious. > > His legs are incredibly powerful, able to compensate for insane pressures being pushed down on him. As some supers obsess over shows of strength, he has learned how to swing > his weight around. One of his signiture tricks is to throw his whole body into a movement and add his entire weight behind a blow, even if it puts his body at risk. > > -Speed: He's not Usain Bolt, he hasn't got weird birth defects that increase his body's ability to cope with high speed. But he's comparable to a long distance runner, and for brief moments he's able to reach 22 miles per hour while running. > > -Durability: Technically speaking he is no more durable than any other human being. > > -Pain Tolerance: Though he's no more durable than a normal human being, he's able to muscle through the pain of broken bones and other fairly grievous injuries. An example of this was when he was shot five times by a psychic who used a gun by predicting where a person was going to be. Instead of dropping dead, he ran straight through the hail of gunfire and smashed their skull. Passing out from blood loss and waking up in a hospital surrounded by police. > > -Cognitive Abilities: Due to his use of simulated amphetamines, his reaction time and focus are well beyond natural human ability. He gets tunnel vision but his vision becomes incredibly clear and hyper detailed. He reacts about five times faster than an average person. The average reaction time for humans is 0.25 seconds to a visual stimulus, 0.17 for an audio stimulus, and 0.15 seconds for a touch stimulus. So his reaction speeds are kind of insane. This allows him to make on the fly movement decisions that would naturally be impossible. An example of this was when he was smashed through the guard rail of the Empire State Building, and instead of simply hitting the ground he directed himself into the side of the building and smashed through a window instead. Taking a fall only equivalent to a five story fall. > > Equipment: > Body Armor: Because he is a normal, frail human. Yancy has to use this expectation to his advantage and conceals makeshift armor underneath his clothing. All of the metal that he uses is taken from the structural frames of cars. The metal is designed to withstand car crashes, but without the shape of the frame it can only withstand about half of the force that it normally would. All of these are strapped on with leather belts that are modified to loop through holes he cut in the plates. > > On his upper body he wears two large plates of metal on the front and back of his torso. Hot-glued onto the back of these plates of metal are foam cushioning, cut from a mattress. > > On his upper arms he wraps studded leather belts underneath the sleeves of his bomber jacket. These are wrapped around 3 layers of sleeves that he cut from other shirts and sewed onto the sleeves of his t-shirt. > > On his lower back and bottom he has two more metal plates that are padded similarly to the torso plates. > > On his upper thighs he has leather belts weaved around six rebar rods. These are padded with mattress foam. > > On his forearms and shins he has bent two plates and hot glued a double layer of foam and fabric on them. He then wrapped them in chains that he repurposed from a chainsaw. The teeth are still exposed and point outwards, some poke through the fabric of his jeans. > > On his hands he wears thick, well made leather gloves. These gloves are custom made, by him, to be the most comfortable for moving his fingers as well as to fit the knuckle guards. The knuckle guards are a modified pair of brass knuckles that he super-glued and hot-glued onto the gloves. These brass knuckles are lined with lead that he reclaimed from bullets, increasing the weight of the knuckles to about a half pound for each hand. > > On his elbows, shins and knees he wears modified sports equipment. Using the padding that is already there, he replaced all of the plastic with metal. This metal is jagged and covered in spikes that are made from nails that he welded on. His elbows, knees and shins are capable of impaling with the nails. > > Finally his helmet. It is a heavily modified motorcycle helmet. The best quality piece of equipment that he has. It took him ten years to find the material for this helmet. Using the internal padding and framework, he replaced the outer plastic of the helmet with a home made composite armor. Sandwiching a layer of concrete between two layers of high quality steel, he made a bulletproof helmet that protects his head while cushioning him from the blows. The visor is made from a stolen riot helmet, the bulletproof plexiglass shield was cut in shape to fit the helmet. As well, he installed earmuffs that selectively cut sound down, giving him a passive resistance to high volumes. > > Weapons: > Yancy's entire body is technically a weapon in the suit he wears, however, Yancy carries with him a small variety of weapons. The selection he carries currently is a general purpose set of modified weapons. > > Short Dagger: Concealed in the sleeve of his left arm, it is 5 inches long, 1 inch wide, and 1/4 an inch thick tapering to a deadly point. It is made from spring steel and has a comfortable rubber grip. The grip is well worn and the blade shows signs of being sharpened and re-sharpened over cracks and chips. > > "The Painkiller": A monkey wrench made from high quality steel, modified to have a rubber grip that was reclaimed from the first weapon he ever used. A cheaply made sword. The grip was forced on the handle of the wrench and lets him grip and swing it comfortably without breaking his fingers. The head of the wrench was welded shut on a large heavy lead weight. The lead weight was cut to have a sharp edge with many large pointed spikes along the striking edge. It is functionally a club that rips flesh apart. > > Nail Gun: A modified conventional gas cannister nail gun, modified with an extended cannister and over-charged battery. Holds 400, 3.5 inch nails measuring 1/4 an inch wide. This nail gun has a pressure valve that fires on contact with a solid object. Carries enough force on innitial firing to drive a 3.5 inch nail through concrete. Modified to continue firing nails so long as the pressure valve is depressed. > > Can technically be fired at a distance, but can only reach 10 feet and has worthless penetrative force beyond 1.5 feet. Can technically be harmful to eyes and ears, but due to the diminishing velocity of the nail it is virtually harmless at a distance. > > The body of it is modified to have a wire hook that extends and connects to his belt loop. As well, the body has all plastic replaced with reclaimed metal. Greatly increasing the durability and weight of the nail gun. The pressure valve is modified with razor wire, causing it to lacerate the flesh before firing a nail into it.

11Supreme Jerk Commander

Bob 'Silly String' Smith - MelonusHead Wrote:

> Name: Bob ‘Silly String’ Smith > Height: 5ft 5” > Weight: 62 kg > Build: Average > > Physical Capabilities: Peak human speed and reflexes, above average strength for his build, above average pain tolerance (might be related to paint fumes affecting his brain, who knows?) > > Equipment: > > Bob’s Battle Gear: Neon green full motorcycle armour, made from viscoelastic with hard plastic elbow pads, knee pads and chest guard. His helmet is stylistically similar to a German motorcycle helmet, complete with bright blue goggles. The armour is splotched with red and pink paint in places, essentially making it a real motley of colours. He also wears bikers leather gloves and boots, similarly painted. The paint splashed across his armour has a functional purpose, as it is specially designed to negate the effects of his silly string on contact. He is the only one who can walk over slippy string without serious magical aid. > > Battle Belt: Wrapped around his waist and across one shoulder is a brace for several aerosol cans. It’s made of leather and has a total of six pockets around his waist and three over his chest, all easily accessible. > > Silly String Cans: Bob carries weaponised silly string in high pressure aerosol cans, designed for different purposes only he can tell the odd paint splashed across each one apart which dictates which does what. He carries three of each type. > > General Silly String Information: Bob’s silly string is similar in essence to the toy, except the polymer of plastic is significantly stronger and not designed with convenient cleaning in mind. It’s not particularly flammable or susceptible to any of the elements, and while individual strands can be cut with ease en-masse it becomes more akin to nylon rope. Tearing it is particularly difficult, as each individual fibre strains against pulling forces and tightens further. The paint which gives the string such vibrant colours does not react well at all with the skin, and upon contact with bare flesh it quickly creates rashes and chafes horribly, sometimes opening up the skin and causing bleeding. Unfortunately, the paint is also highly toxic, the fumes can cause the eyes to water and accidental ingestion will likely result in vomiting. If you get the silly string in the eye, please wash your eye thoroughly and consult your doctor, or you may go blind. Silly string presents a serious choking hazard, avoid having it wrapped over your mouth and nose, as the fumes can quickly starve one of oxygen and render them unconscious. > > The cans the string are contained in are essentially aluminium aerosol cans, they don’t explode when shot or anything special like that, but poking a hole in one does let the string splurge out. > > Type 1 (Super Stick Silly String): Bursting from the can at high pressure, the plastic polymer string can cover up to thirty feet at a speed of roughly fifty feet per second as long as his fingers on the trigger. One can holds enough string for three seconds of continuous use, producing enough of the substance to cover a fully grown man in that time. The Super Stick Silly String does exactly what it says on the metaphorical tin, much-much stickier than the ordinary product, it clings to surfaces and opponents like super-glue, though it can be ripped off or cut away easily enough with ones hands, its capacity to stifle ones arms together makes that far easier said than done, and the likelihood of getting even more gummed up in the process is fairly high. While individual strands of the string aren’t particularly tough, when they stick together and entwine they can quickly gain the tensile strength of a length of nylon rope. > > Type 2 (Super Substantial Silly String): Somewhat slower than the super stick string, Substantial String bursts out of the can at a cool thirty feet per second, and can cover roughly fifteen feet. A noticeably thicker product, the super substantial silly string undergoes a slightly different metamorphosis in the air, grower denser with every second and hardening. While not as sticky as its predecessor, it does stick well to the super stick silly string. With similar volume to Type 1 in the can, if fully coated in the stuff one can find themselves carrying up to 50 kg extra weight and finding it difficult to shift it off themselves. It cannot be easily cut or dislodged with force once hardened. > > Type 3: (Super Slippy Silly String) More of an environmental hazard than a direct hazard, Super Slippy Silly String flies out of the can at nearly sixty feet per second and can cover up to sixty feet. Initially sticky enough to attach to even vertical surfaces, it sets in place almost as soon as it stops moving and becomes incredibly slippy. Bob can use this stuff to create puddles of hazardous terrain that are nigh on impossible to walk upon without slipping on one’s a**. Even crawling across the slippy string is difficult, as one is likely to just slide off to one side or the other. There’s enough in one can to cover a patch of terrain up to a 4m2. The real danger however is that the slippiness of the string means he can shoot it incredibly quickly, suddenly putting it in your path. > > Bob’s Completely Humane Stun-Gun: Upon rendering a foe incapacitated with silly string, Bob may find himself forced to utilise his modified stun-gun. After being held to an opponent’s body as close to the CNS as possible for two seconds, it shoots out enough volts to knock out a fully grown man. It only has enough charge for one use, so he has to be pretty sure before using it. He keeps it on his hip. > > Knuckle Duster: Designed to be worn over his right glove, Bob carries a brass knuckle duster in one of his pockets for close combat purposes. > > Combat Skills: Self-taught amateur boxer and silly string aficionado. > > Team Bonus: Bob can paint his allies clothes if they desire to provide them with immunity to the negative effects of his silly string.

12Supreme Jerk Commander

Roen - Not Roen Wrote:

> Name(s) :: Roen > > Player :: Not Roen > > Date of Birth :: 11/24 > > Place of Birth :: Dis > > Race/Ethnicity :: Devil > > Height :: 5'9" > > Weight :: 175lbs > > Body Type :: Sexy > > Mode of Combat :: Hand-to-Hand; Sword; Magic > > Appearance :: (See Body Type) > > History & Personality :: Duke of Perdition; Arrogant Deal Maker > > Other :: N/A > > <===================> > > []Weapons[] :: Hræðilegr, Peskett CQC Weapon, Tail Blade > > Weapon Information :: > > Hræðilegr :: > > Blade Material: Adamantium, Electrum, Gold, Silver, and Copper. > Overall Length: Forty inches (40" > Blade Length: Thirty-one inches (31" > Blade Width: Three and a half inches (3.5" > Blade Thickness: Two-fifths of an inch (2/5" > Overall Weight: Ten pounds (10lbs.) > Forte of the Blade: Smooth edged > Foible of the Blade: Smooth edged > Hilt Length: Eight and a half inches (8 1/2" > Cross-guard length: Five and a half inches (5.5" > Initial Blade Layers: Five (5) > Folds: Ten (10) > Total Layers after Folds: Five thousand-one hundred-and-twenty (5,120) > Overall HRC: Unknown > Smithing Techniques: Folding, Tempering, Cold smithing, Quenching, Austempering, Normalizing, et cetera,. > > > > Peskett Close Combat Weapon :: An all-purpose device, combining aspects of both the bludgeon and the sharp instrument, is the Peskett close-combat weapon. Used in Allied special operations during World War II, the Peskett is a veritable warehouse of low-tech killing equipment. Its wrist strap and attaching ring were the only innocuous aspects of the Peskett, whose ring attached it to a combination of cosh, garrote, and dagger. The cosh was a heavy weighted ball at the far end. The garrote wire, which could be pulled from (and retracted to) a hole on the side, also had a smaller weighted ball, which the killer employed as a grip when garroting a victim. Close to the ring and strap was a button by which the user releases a dagger from a high-powered spring. It is constructed of copper and iron, with a tempered steel wire and blade. There is a delay to the dagger popping out. The whole thing measures up at five inches. The dagger is four inches long; it is double-edged with a narrow tip. > > Tail Blade :: A slab of sharpened steel fitted for spaded-tipped appendages. 6 inches long from spade to spade-base, just as wide. It is equipped to the tail via a latch, where tail meets spade. > > []Armor[] :: Mithril-Lined Stormcoat;Consecrated Shield; Unguents of Warding; Steel-Plated Boots > > Armor Information :: > > Mithril-Lined Stormcoat :: This flamboyant albeit innocuous article of clothing has a coat of mithril-mail stitched beneath. Hard as steel, as soft as a virgin's thigh, as light as down feathers, these links of fabled metal offer optimum protection from slashing and stabbing weapons, but do little in the ways of staving off blunt force trauma. They also possess a cold-metal property, offering some protection against excessive heat and flame. The entirety of the jacket is lined with these woven links from hem (which dusts the floor) to sleeves and collar. As a heatsink, the mithril's capacity for staving off detrimental heat is relative to the heat in question. > > Revision andendum: Item halves fire elemental damage; the fabric of the jacket is flammable, like most fabric. > > Consecrated Shield :: As the name implies, this standard heater shield has pentagrammic wards, runes, sigils and litanies of prayer inscribed on the interior of the steel-plate and it's wood backing. Though generally inoffensive to the diabolic sort, these prophylactic measures are meant to disrupt Warp-manifested abilities, and ultimately extinguish them, as well as effects of arcane disposition -- a panacea, as it were. Unfortunately, this requires direct contact with Aetheric and arcane power, and for each ability countered, inscribing will melt and fail. The shield can counter at maximum three Warp-related anomalies before the structural integrity of its measures become impaired. In all else and measure, this piece of equipment functions as a normal shield. It is made up a half-inch plate of steel over oak-wood with an iron bar handle and a leather strap. After using the spell-sheilding three times, the steel sloughs off and it's just a normal wooden shield at that point. > > Roen can choose to dismantle the shield and reapply prophylactic measures between matches if he chooses/if the shield is intact. > > Revision addendum: The warding works against both warp magic and typical magic. > > Unguents of Warding :: Pungent, noxious vials of psy-detrimental oils squeezed from the brain-matter of psychic blanks and mixed with other solutions, Roen utilizes these unguents in his prosecution of the psionically inclined. Can be thrown on his enemies to impair their psionic gifts, or he can douse himself in them for a layer of protection. They are also flammable, and will burn at a low-heat to fill the air with acrid, psy-debilitating smoke particles that disrupt psychic manifestations. Roen has three vials in his jacket. The effect of being doused by the oils lasts for three rounds; this effect is diluted to a single round if the oils catch flame.The oils burn at 1500 F. Has a throwable range of 15ft. When doused, psychics feel as if they're burning, and their psychic abilities stack up at only half strength. > > Revision addendum: Roen’s Warp-related abilities are affected by the oil. > > > Steel-Plated Boot :: Just a simple pair of knee-high boots. Capped at the knee with a plate of steel with steel shin-guards and a steel tip, these boots are made for walking and curb-stomping. > > []Supernatural Abilities/Qualities[] :: Force Sword, Resist Psyker, Wall Walk, Weapon Jinx, White Noise, Warp Lightning, Toxic Siphon, Call Flame, Douse Flames, Fire Bolt, Sculpt Flame, Fling, Fireball, Magic Missile, Whirlwind of Teeth, > > Supernatural Abilities/Qualities Information :: > > > Wall Walk :: Taking half a turn to manifest, Roen reaches into the Aethyr and pulls just enough power to bend the forces of gravity to his will to make a transition from walking on the floor to walking onto the surface of a wall with no adverse effects. He can only move half as fast across such surfaces, and cannot make a transition to another wall or ceiling without first focusing entirely on this ability i.e not using other abilities. This effect lasts for three rounds. This has a cool down of two rounds. The effect lasts an additional round if Roen uses his Force Sword as a psy-foci to manifest this ability, but the cool down rate doubles to four rounds before it can be used again. > > Weapon Jinx :: Reaching into nearby machines with his mind, Roen has the ability to jam slides with a pinch of thoughts, scramble circuitry with a thought-pulse, and otherwise impair or hamper devices with his mind. The range of this ability is 10 meters. This ability requires direct line of sight with the targeted weapon. This ability has a trigger of a second, and is not instantaneous. The duration of jamming/hampering is a single round, and the cool down of this ability is two rounds of action. The effect lasts an additional round if Roen uses his Force Sword as a psy-foci to manifest this ability, but the cool down rate doubles to four rounds before it can be used again. > > White Noise :: Reaching into the Warp with nefarious intent, Roen sends out purposeful thoughts that fill the air with psy-static, fouling psychic detection and making sensors that rely on technological and supernatural means less reliable. While active, any attempts to detect his presence, as well as that of anything within range of this ability, using either psychic, technological or supernatural means, becomes difficult and impercise. The range of this ability is ten meters in every direction. In takes several seconds to expand. The duration of this ability is three rounds of action, and the cool down of this ability is two rounds. White Nose becomes headache inducing if Roen uses his Force Sword as a psy-foci to manifest this ability, but the duration of this ability gets cut down to two rounds, and the cool down rate doubles. > > Warp Lightning :: A misnomer, this ability channels infernal life force through the meridians of Roen's body, causing it to crackle with living, writhing energy - electricity, for lack of a better word. At initial conception, this is a reactionary ability, intrinsic to reflex. If Roen feels endangered, he may tense up and flex this ability in defense. However, unfocused, it's unliable to electrify an opponent, but might, maybe, give them a shock. As an at-will ability, Warp Lightning is much more terrifying. Roen may direct this energy to a single target within a range of ten meters with his hand. The sensation is akin to touching an ungrounded electric outlet. The duration of this ability is one round. It travels at 50mph with force, if used as an attack. This does not cause deep tissue damage. This may cause at most 1st to 2nd degree burns, and mild impairment of motor functions. The cool down of this ability is three rounds. If using the Force Sword as a psy-foci, the duration increases to two rounds of action, with a doubled cool down. > > Revision addendum: Removed stun factor, psy-foci doubles duration and cool down. > > Toxic Siphon :: A relatively straightforward ability, Roen concentrates on a specific limb or portion of anatomy he is relative aware of being poisoned, and through psychic meditation draws poison from it. Unfortunately, this takes a full round of action, disabling him from producing any other Warp-related abilities. The effects of Toxic Siphon take place over a period of three rounds of action, the third and final removing poison entirely once his body is done excreting it through medians. The cool down of this ability is two posts. If using the Force Sword as a psy-foci, Roen can make Toxic Siphon a single-round effect and remove the poison entirely on cast, but the duration of the ability's cool down doubles. > > Revision addendum: This is a psychic ability > > Call Flame :: Summoning fire with a thought. Roen can conjure a small flame (about the size and intensity of a burning torch) above the palm of his hand. The primary purpose of this power is not to attack - though if he slaps someone with it, it's liable to burn - but rather it is used to set things alight or as fuel for other Pyrokinetic powers. Roen cannot do anything else with this hand other than manage the flame. This is an at-will cast. This is a sustainable ability, and after initial conception can be held indefinitely, unless majorly distracted. Once doused or expelled, this ability has a two round cooldown. > > Revision addendum: The flame hovers above Roen’s hand. It can be suffocated, smothered, or submerged like regular fire. > > Douse Flames :: Going against the natural tendencies of flames to run out of control, Douse Flames allows Roen to extinguish fires (including his own) within range as well as interfere with fire-based attacks from others, be they magical or technologic inclined. Functioning primarily as a means of controlling his own potent Pyrotechnics, this is an at-will cast with a cool down rate of three posts. The range of this ability is one meter. When used with a psy-foci, the range is increased to three meters, but the cooldown is increased to four posts. > > When used against another user’s flames, he can only diminish their potency by half, and a third if a psy-foci is used. > > Revision addendum: Added a psy-foci element, increased the normal cooldown cost. > > Revision addendum #2: Added clauses for other user’s fire attacks > > Sculpt Flame :: Prerequisite: Call Flame (or!) have flames already at hand. Through will and power channeled through the Immaterium, Roen controls the shape of the fire burning within his hand, or around him. With this ability, he can intensify any flames or shape them to assume any appearance he desires. This includes the ability to double a fire's area (assuming there are combustibles); diminish a fire's area by half; move fire a meter in any direction; create crude shapes to resemble creatures, body parts, people or objects; cause a fire to smoke, filling three times the area of the fire. This is a sustainable ability. Each round Roen can choose a new effect, or apply the same effects to the same source of fire. If using the Force Sword as a psy-foci, Roen can increase the degree of heat the flames give off; become more accurate with his sculpting; increase the spread of flames even further; or cause more acrid, lung-burning smoke, but doing so will force a cooldown on the ability of two posts before Roen can sculpt flames again, be they natural, his, or someone else’s. > > When affecting another user’s casted fire move their flames half a meter, only by using a psy-foci. > > Revision addendum: Imposed a cooldown on the ability, but I’d like to argue against the caveat. It simply isn’t my fault that the tournament is filled with fire users. If the tournament was filled with psykers, the same caveats would be placed on other parts of my kit, but they aren’t. If other tournament goers have no utility outside of their fire abilities, that’s on them, not me. That’s my opinion. > > > Fling :: Reaching into the Immaterium to effect real-space, Roen can telekinetically lift an unattended object from the ground and fling it at a target. He may lift up to ten kilograms with this ability. He can throw the object at a maximum of 60 miles per hour. If the Force Sword is used as a psy-foci, Roen has a choice to either lift an object twice as heavy as normal, or throw two objects at the same time. This is a single round ability with a cool down rate of two rounds, three rounds if psy-foci is used to double projectiles, four rounds if used to double telekinetic lift. > > Fireball :: An at-will casting spell, Roen conjures a fireball and hurls it as his enemy. There is no concussive force, only a 10ft splash of flames with a hot epicenter capable of melting softer metals like copper and silver, with temperatures that drastically decrease closer to the edge of impact. Purely magical in nature, they devour no oxygen to sustain, and consume arcane-creational energy to live. They cannot be smothered, and will burn underwater. These flames last for two posting rounds i.e Roen Casts; Enemy Reacts: Flames Burn; Enemy Reacts; Spell Duration Over. Roen can only cast this spell five times during the tournament. > > 'A glowing, baseball-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point with a spread of ten feet in all directions. (An early impact results in an early detonation.) > > The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. 50ft range. Travel speed of, well, let's go with Baseball. Average speed of a chucked baseball is 60mph. It takes a second to form the baseball on the tip of his finger to launch, and has a cool down of three posts. > > Revision addendum: Decreased the speed in which the fireball is hurtled, as well as made it as large as a baseball to better see. In return, I’m letting Roen cast it five times during the duration of the tournament, with a cooldown of three posts if he decides to hurl more than one in a single match. Also, got rid of the ‘melting metals’. I’ll let opponents determine the damage they take, and let judges determine if they’re appropriate come grading. > > Magic Missile :: An at-will casting spell, Roen conjures raw kinetic energy and throws with the force of a heavy-handed punch with an impact zone-circumstance of two feet. Roen can only cast this spell two times per match. Takes one second to form, has a cool down of two posts between each use. Seriously not going to take into consideration the effects it will have on what could be thousands of defenses it could come into juxtaposition with. As for range and travel speed, see fireball -- the approximate size of the missile is the size of a human fist. It's a flying fist. Nothing too poetic. > > Whirlwind of Teeth :: A prepared spell that takes one round to pull off, Roen uses a handful of broken, bloody teeth and raw arcane power to conjure an opaque area of swirling energy in the form of roaring, screeching mouths full of teeth 20ft in height and 20ft in cylinder radius. Anyone and anything (save Roen himself, as caster) are susceptible to being grabbed and chewed on by tongue and teeth respectively. The whirlwind moves as the caster mentally directs with a movement speed of 40 feet per round. This spell lasts for three rounds. As a spell that requires a spell-component, it can only be cast once during the tournament -- unless Roen acquires some more broken, bloody teeth. > > As written, this would move at approximately 4MPH…so, about as fast as a normal person can jog/walk briskly. As it is a ritual spell, has a cast time of one round, and requires that Roen gain the material component for multiple uses (after the first use) upon casting the teeth down (and completing the spell), this effect grows to its maximum size over the course of that initial round, beginning to move on the following round. The reach of individual tongues is five feet - they are spaced seven feet apart. The tongues are strong enough to restrain and pull limbs if they find purchase, but the mouth’s bite strength is average human. It requires focus to adequately moved, and cannot be moved if Roen is under great stress or great distraction. > > Force Sword :: Hræðilegr functions as more than a sharpened slab of metal. As a psy-foci, Roen can use it to fuel his already inhuman abilities. This is a single-round perk that gives him a little added physical 'oomph'. Namely, his strength is half again, or double if pushes. Such physical augmentations can only happen twice per match, irregardless of application. The ‘oomh’ ends after a single action, such as a punch thrown, a squeeze made, or something pushed/lifted/pulled et cetera. This has a cool down of one post, and puts strain on the limbs/appendages used. There’s a chance to break bones if the strength is doubled. Additionally, he is able to use it to enhance psychic-related abilities. Such increases are noted with their ability descriptors. Roen needs to be holding his sword to use it as a psy-foci. > > > > []Natural Abilities[] :: Tail, Witch-Sight, Infernal Durability, Outsider Strength, Psyker, Tattoo. > > Natural Ability Information :: > > Tail :: A prehensile, spaded-tipped appendage that weighs about 5lbs. Can be used as a bludgeon, and can coil around objects. It has the same durability and strength as the rest of the Outsider; more specifically, a coiling pressure of up to 90 lbs per square inch. Mainly used as a balance, this gives Roen an uncanny advantage when it comes to distribution of weight and center. Unfortunately, this is a detriment to humanoid anatomy. To compensate for the tail, Roen has a pronounced slouch. It is four feet long. > > Witch-Sight :: The ability to perceive Real Space through the eddies of the Immaterium; a sort-of visual psychometry. Can see 'auras' of emotions, thoughts and intent. Mental based; in constant effect. The effective range of this sight is 20ft. He can gauge emotions only; he cannot read minds with this ability. He's adept at reading these auras, and can typically guage the intentions of those he encounters - which isn't to say he'll know they're about to lob a spell at him, or know specifically how it will happen. He can gauge aggression, fear, anxiety, et cetera. He can see auras through walls, and see imprints of psyches on inanimate objects. He can't get an exact bead on people (via their emotions) through solid objects...it's more like a general area of said emotion. > > Outsider Durability :: As a thing of simulacrum tissue and bone, Roen has an innate damage-soak against mundane attacks. He is difficult to bruise and break; his skin is tougher to puncture and lacerate, his bones have a higher tensile strength. In detriment, he is more susceptible to being wounded by silver instruments. Wounds dealt by silver weapons are slower to heal, bleed more profusely, are more painful and leave lasting marks. He does not need to breathe, sleep, or eat, but can choose to if he likes. He is resistant to poison and mind altering effects. Can be incapacitated through blood loss, head injury, et cetera. > > Revision addendum: Removed ‘redundant organs’, included incapacitation means. > > > Outsider Strength :: As a thing of simulacrum tissue and bone, Roen's threshold for strength is strictly magical. His simulacrum tissue, sinew and tendons flex and surge with with arcane disposition, affording him a pedigree of physicality beyond the scope of humanity. Olympian-class does not come close as an elaboration to what is an aberration and fiend. More specifically, he can bench 600lbs, deadlift 1200lbs, overhead lift 400lbs, and strike at 2000psi. > > Psyker :: Through forbidden lore and mental conditioning, the Outsider has acquired the ability to draw raw, chaotic potential from the Immaterium, or the Warp as it's commonly called. No mere genetic mutation, this ability to pull power is intrinsic and correlates directly to an old-age infernal intellect. > > Revision addendum: Removed fluff. > > Tattoo :: A sleeve on Roen's left arm from wrist to elbow, this tattoo encompasses an eldritch amalgamation of forbidden lore and prophylactic texts dealing with protection from the Warp and other arcane abilities. It includes in small text and designs, but is not limited to: litanies of abjuration; hexagrammic wards; pentagrammic wards; sigils; arcane scriptures; designs of resonance; and scrawls of purity. Like his Shield of Warding, this tattoo will bleed and burn and eventually sear off from Roen's skin after two uses, leaving nothing but weeping sores and oozing second degree burns, functioning as a similar albeit more personal form of protection.

13Supreme Jerk Commander

Red Yusuke Wrote:

> Dropped Out

14Supreme Jerk Commander

Canaan - Truest Valor Wrote:

> Canaan Noble > > > “Wait, I need a catchy quote for this moment. God I’m so ********’ high right now. No, don’t write that down!” > GENERAL INFORMATION > Physical Age: 28 > Birthdate: March > Current Residence: Beach house, Oceanside City > Profession: Self-Employed > Species: Human > Subspecies: Planetouched; possessing both powers and magic > > Build > Height: 6'0 > Weight: 190 > Build: Solid, muscular > Hair: Black-Blue > Eyes: Light blue > Skin: Tanned > Scars: Jagged scar across throat, rib-shaped scar across his right side, numerous healed cuts across his hands, stomach and lower back (from blades of various sizes), scarred over bullet hole on right breast > Tattoos: None > > > General Appearance: > Canaan is tall, broad shouldered and has a solid, toned build. His hair is usually kept short, but on occasion he allows it to grown to about ear-length, and it tends to be wavy and straight. His natural hair color is black, but he likes to keep it dyed black-blue for personal reasons. He has wide-set blue eyes, high cheekbones, and a tapering chin which he keeps cleanly shaved, usually. Despite his general attractive appearance, Canaan’s body is marred with scars from years of fighting. He has damaged skin from exposure, calloused hands and shins, and is almost never without cuts or abrasions on him. > > > ORIGINS > Canaan was born in Oceanside City to human parents, something unusual in a city known for having a majority nonhuman population. Canaan's mother was a former sorceress that had abandoned her coven and eloped with a treasure hunter. > > Growing up, Canaan helped his father on little expeditions while his mother tended the family shop. He had a happy childhood and received an education from his mother. > > As a teenager, Canaan was trained by his father in martial arts, learned survivalist skills, and became a skilled hunter. Together they went on many expeditions together, securing a sizable income for their family. > > The last expedition Canaan went on with his father took them to an abandoned island that had once been the private settlement of an apocalypse cult. While searching for trinkets and valuables to sell in an ancient temple, Canaan stumbled upon a rune-covered book in an underground vault. Intending to take it back to his mother for translation, Canaan took the book and broke the seal on the cover. The forces contained within the book were unleashed, causing the collapse of the temple. > > Canaan survived the collapse because the entity that had escaped transferred itself into his body, using its power to shield him from the debris. His father did not survive. After finding his fathers body, he brought it back home where he was cremated and buried at sea. > > Years later, Canaan's mother passed away from illness and he was left alone. Canaan sold his family shop and decided to travel, unsure of what do, and unable to return to his profession because of the painful memories. > > Some years passed and Canaan made a living by working various labor jobs around in and around the mainland. He became familiar with many nonhuman races, cultures and magic. It inspired him to search for any hidden talents of his own that he might have. He had an awakening to his magic and spiritual abilities one night after a dream, in which he spoke to a blue dragon with a thunderous voice. > > Canaan soon discovered that this beast wasn't something that his mind had conjured up, but a spirit that had taken refuge within him. At first he was terrified, because the entity was so alien, but as time went on the two of them became more and more familiar with each other--eventually being able to live in harmony. Canaan later learned that Tygris power was what caused the collapse, but he could hardly hold blame against the dragon for something outside of its control. > > Second Chapter History: > Following Tygris advice, Canaan decided to ply his developing powers to a trade more suited for them--war. He had always been interested in the martial arts and fighting, but had never considered it for a profession. Canaan joined several fighting organizations and even a few mercenary groups, honing his skills and knowledge. When he wasn't mentally or physically up to the task, Tygris took control for him, allowing his full abilities to come out. > > Canaan made a living this way for years, until his first death. The details were impossible to recall, but Canaan remembered being in a jungle and feeling as though he were hit by lightning, before his world went black. Weeks later he dug himself out of a shallow grave, and discovered that every once in awhile, Tygris power could resurrect him. However, death had taken away his humanity, accelerated his bodily age, and changed his personality to be more like Tygris. > > Canaan eventually found himself soldiering on an island called Black Sands, helping a local militia fight against their corrupt government. It was on the island that he made loads of friends, and even met his future fiance, at a secret community hub called The Black Sands Bar. > > Canaan continued to fight and train everyday, growing stronger and more fearsome. Along with the other Black Sand Bar goers, Canaan picked up his old trade of treasure hunting and helped them explore the more unknown parts of the island. He fought many great battles against demons, monsters and the undead. He even formed a team with the best fighters on the island and took part in a global tournament called Heaven or Hell. Together with his strongest allies, Canaan's team, Shattered Steel, took second place. > > After the tournaments conclusion, Canaan married and fathered a daughter. Unfortunately, after a miscarriage, his wife abandoned him. And he slipped into a deep despair. Canaan continued to fight and treasure hunt, but a piece of him had been torn out forever. > > Many years passed before Canaan found hope again, in the form of his friend Damon Black. Damon offered him a job as a personal bodyguard for his new mercenary organization, Tactical Solutions. Canaan, along with Damon's two children, took part in missions all over the world. They protected businessman, went on expeditions, fought in wars, and even helped Damon and his entire army defeat an evil god. > > Present: > > During a routine mission, Canaan was sent to a remote outpost far in the north to help a sorcerer affiliated with Damon. As it turned out it was a distraction meant to keep him away from his hometown while Damon and his army took control of it. On his trip, Canaan met a young woman named Pandora and her friend Valdis. He helped them on their travels, and in turn they helped him form a militia to take back his home city from invaders--which at the time he didn't know where his own former comrades. > > The revelation that Damon had betrayed him hit Canaan very hard, harder than the telekinetic punches Damon hit him with in their ensuing fight. Despite his years of training and honed powers, Canaan was no match for the psychic warrior, and was defeated handily. Pandora, Valdis and Canaan all retreated, and soon together abandoned their plan to take back Oceanside. > > Canaan spent the next few months traveling with Pandora and Valdis, getting into trouble with them and doing the same old thing. After some time, Pandora and Valdis went their separate ways--and Canaan decided to stay with Pandora. He helped her rebuild her shattered home and they became close friends. Later, Pandora asked Canaan to go out into the world and find Valdis--so that he could bring him back and some closure could be found. Reluctantly, he agreed. > > To have enough money to make a global trip, Canaan entered himself in a tournament called The Gaian Combat League. This competition put his skills to the test, and in the end he finished as the top ranked fighter in the whole league. With the earnings he made from that, Canaan set off in search of Valdis... > > > > > > > > > EQUIPMENT > Vambraces: Tubular steel arm-guards that end just at the knuckles, used for blocking and parrying edged weapons and (in some cases) projectiles. They are marred by criss-crossing of slash marks and gouges from years of use. Soft leather gloves with armored fingers can be fitted to the hand to increase protection and damage in melee combat. > Muscle Cuirass: A piece of chest armor meant to mimic the idealized male physique. Canaan’s specific armor is bronze and bears many scratches and signs of wear. It protects well against slashing weapons. > > Armored Boots: Armor plated boots which protect the feet and shins. Canaan rarely wears these, but he does have them “just in case.” > > > Magic Battle Clothes: As a primarily close-quarters fighter, Canaan is always having his clothes burned, disintegrated, ripped, shredded or otherwise ruined. To solve this issue he had his friend Rhoslyn make him several pairs of magic shoes, shirts and pants. They don't provide any more defense than normal clothes - they simply don't get dirty and all damage to them automatically repairs itself! So Canaan can get slashed, bitten, bashed, exploded, burned, and otherwise have a nice day ruined without having to worry about a laundry bill! > > > SKILLS > Martial Arts: As a life-long adventurer, mercenary and professional fighter, Canaan has trained extensively in various styles of martial arts. He prefers to fight in the Muay Boran style, making full use of knee and elbow strikes and grappling. He’s capable of holding his own against several supernatural opponents at once. > > Survival: As a life-long adventurer and outdoorsman, Canaan has developed all the necessary skills needed to survive in the wilderness, completely independant. He’s especially comfortable on tropical islands and almost completely out of his element in cold, mountainous terrain. > ACCOLADES > > Distinguished Service Award: Tactical Solutions. INC > > 101-12 Combat Record, Underground Arena > > Top Ranked Fighter, Gaian Combat League > > Heaven or Hell Tournament runner-up, leader of Team Shattered Steel > > > > > POWERS > Canaans soul is intertwined with an interdimensional being, granting him inhuman powers. > Peak Human Stamina/Endurance: Canaan's altered physical condition makes his body extremely efficient at preventing fatigue, allowing him to sprint for miles, fight for hours at a time, and maintain a perfectly alert state of mind even after days without sleep. His pain threshold, both mental and physical, are top-notch. Pain that would send a normal man into shock can be "dimmed" if need be. This keeps Canaan in a fight despite overwhelming injury and stress. [Examples of his pain threshold include being able to stay conscious after having a rib ripped out of his body, not passing out from having limbs torn to shreds, and surviving 40 days of torture] > Peak Human Strength/Toughness: Fitness has been an important part of Canaan's everyday life, and results in him being very strong even for a regular human. His enhanced physical conditioning has pushed his body to the absolute pinnacle of strength, and nothing is required to maintain it. His punches are hard enough to smash concrete and even hurt supernatural foes with considerable physical resistance, such as vampires and demons. Because his bones and tissues are so tough, Canaan has remarkable damage resistance--shaking off punches that could outright kill a normal man, for example. He's survived being shot, stabbed, blasted with magic, having a small building dropped on him, and being telekinetically slammed around. It's safe to say that he's capable of going toe-to-toe with even supernatural foes. > Accelerated Healing: An important part of Canaan altered physiology is his ability to heal from nearly any injury he sustains. This allows him to survive almost anything without medical attention, given enough time and resource (food, water,). Examples include second and third degree burns not hurting within seconds, first degree burns and severe tissue damage healing within days. Small cuts and wounds scab and heal within seconds, whereas severe lacerations can heal within hours so long as bleeding can be stemmed long enough. Bones can heal within one week, but can take up to three weeks depending on severity. Sensitive organs, such as eyes, heart, lungs can heal themselves so long as Canaan can be medically treated. Any severed limbs can be reattached perfectly with full sensation if done so within a few days. Canaan doesn't get sick, as his immune system is extremely strong. His healing factor cannot save him from toxins. > > > > ABILITIES > > Aura Sensing: Canaan is capable of sensing magic and spirit energy, and can even track it reflexively if need be. (such as following someone's life-force when they aren't visible, or gauging the power of their spells.) > > > Dimensional Spirit Energy: Canaan commands both his internal spirit energy and inter-dimensional magic together as a single, mystical force. He has a limited pool of his energy to draw from, that is replenished every twenty-four hour resting period. [260] > > Magical Feats > > > The Eldritch Insight: Canaan can read the “health”, and “magic power”, of living creatures by looking at the aura that surrounds them. A blue aura indicates full health; yellow is injured; and red is critically injured. Magic power is read as white for nearly god-like, blue for far above average, green as average,, and pale grey as mundane; he can see their power drain by watching their aura dim over time. Of course this doesn’t work against totally mundane but physically imposing fighters, or anyone outfitted with high-grade hardware. This ability only works on something within 30 feet that he could see; (it would work in fog or under water, but not if they were behind a wall or inside a building) > > Spirit Armor: Canaan encases himself in 3mm thick plate armor of spirit energy, increasing his durability, toughness and strength by 1.5x in exchange for stamina and speed. His armor can withstand extreme temperatures (800c), immense force (up to 21000 newtons), and high g-forces (14) making him a tank in combat. Despite these great strengths, his armor tires him out quickly, and lowers his mobility by 1.5x. It's built for defense against supernaturally strong foes, but not much else. [Cost: 60] [Duration: 5/5 Posts/Full Actions/6 seconds; this power has a mental ‘inhibitor that turns it off after 35 seconds; afterwards Canaan feels a short-lived soreness and fatigue in his muscles, like he had been lifting weights] [Cooldown: 35 seconds [5/5] Dismissing this power early will not allow it to be used earlier, 35 seconds must pass before his body lifts the mental ‘inhibitor] > [Force of Will: Once per day, Canaan can extend his armor duration by one turn if attacked immediately at the end of the armors time limit (on the 6th post, won’t work on the 7th or after )- an ability developed specifically to combat the tactic of ‘waiting him out’] > > Canaan's Claw: Two forms of this ability exist; one is a clawed gauntlet constructed from pure energy, with the same durability and density as a real platemail gauntlet--but with none of the weight. Each finger ends in a 3 inch pointed nail, making it useful in close combat and climbing. Any attack or force that could otherwise destroy or penetrate a platemail gauntlet would be just as effective against this construct. Since the gauntlet is composed of energy and not actual metal, it has no structural flaws. The second variation of this technique is as 2 foot long ergokinetic blades of energy, which can be released in a ‘slashing’ motion of the hand, and travel up to 5 feet. The travel speed of each blade is 70mph. These blades can be treated as a regular steel blades, and can be parried, blocked or deflected. Anti-magic does not affect them. [Unlike the claws, which is an instant cast, has no cooldown and consumes no points, the blades require a 1 turn cool-down and consume 20 points per cast, per hand] > > Magical Force Wave: A technique that converts magical energy into kinetic force. Two variations of this technique exist; the first form is a punch in the direction of the foe, sending a concentrated kinetic ball at them--the speed and impact of which is equivalent to the strength of the punch itself. It can travel up to 20 feet without losing any momentum. Additionally, if the hand strikes the target at the same time as the wave is released, it’s equivalent to being hit by double the force. Given the right angle and with enough force, Canaan could punch through medium armor (hard leather/stone/wood). The second form is a comet-shaped projectile of raw kinetic force that can blow a two hundred pound object 20 feet. This is by far the strongest form of this ability.[Cooldowns: 4 posts per shockwave, 2 posts per punch-wave] [Energy: 20 base, 60 charged] > > Shattershock: A vibrant violet globe of electrical energy streaks from Canaan’s hand to a point of his choosing within a 100-foot range, where it explodes in a 15-foot-radius sphere. Creatures caught in the blast are electrocuted (non-lethality), receiving second degree burns and often muscle spasms or seizures. Creatures inside metal armor can receive deeper tissue burns from the electricity conducting through the metal. Those standing in water can expect even more severe burns and total muscle seizure. This attack can be aimed directly into the ground for an AOE type effect that radiates away from Canaan (leaving him unharmed, unless he is standing in water). Canaan can overcharge this spell, making it much more powerful and assurdaly lethal to most living creatures - on impact it could disintegrate a full grown human. [Cost: 20 -- 120 for overcharge] [This spell only has two stable forms, any amount applied over 20 but not 120 will cause it to fail, likewise any energy over 120 causes it to backfire and will kill Canaan in the discharge while damaging nothing else around him]

15Supreme Jerk Commander

Grakav - Blade Theory Wrote:

> Name(s): Grakav > > Mode of Combat: Armed [Various: Stances], Unarmed [Constrictor] > > Date of Birth: May 23rd, 28th century > > Place of Birth: Earth > > Race/Ethnicity: Reptilian Humanoid (Serpentine) > > Height: 6ft 8in > > Weight: 300 lbs > > Reach: 80” > > Body Type: Muscular, Broad-shouldered. > > Username: Blade Theory > > -------------------- > > PPNHA > > []Weapons[] :: Vis'st'oks > > Weapon Information :: > > Vis'st'oks :: In its natural form, the Vis'st'oks is a Fullblade approximately six-and-a-half feet in length; from its pommel, to its points. The blade itself has been non-traditionally forged in the likeness of a forked-tongue; with its dual-points angling away from the swords edges, and thus giving the far end of the Vis'st'oks a wider profile than the rest of its blade. However, because of this, the sword lacks a "thrusting point"; with the forked ends meeting in the middle to form an inward V-shape. The blade, from guard to where the points begin to fan, is approximately 12in wide; with the distance between its points being closer to 22in, and the "V" at its furthest point being approximately 8in deep. To offset the sheer size of the weapon, its haft accounts for approximately 20in; having been reinforced both physically, and magically, to make it combat viable. The process that was used to forge the Vis'st'oks has been lost to time, but the metal has all the durability of tool-grade steels and yet retains an exceptionally sharp edge; its surface blending in waves similar to Damascas, but with shades of color teasing themselves to visibility in the shifting light. The weapon weighs approximately 10lbs, and features a bladed pommel; roughly shaped like a spade, with its mirror edges brought to a point. See Stances below for all other weapon configurations, and notes. > > ==== > > []Armor[] :: Manflesh > > Armor Information :: > > Manflesh :: Literally the flayed skin of homo sapiens; treated, and magically hardened, to function in much the same capacity as leather armor. Grakav's scaly hide serves a similar purpose, but the Manflesh also acts as a clothing of sorts. Besides the more mundane aspects of its nature, the macabre outfit also strikes a sort of fear into other sentient creatures; especially humans, half-humans, or pseudo-humans (elves, and creatures that appear similar to humans). The effect isn't mind-numbing, but the normalcy with which Grakav wears the Manflesh is absolutely unsettling to other creatures; tantamount to being noticeably unnerved. This effect is to be handled at the discretion of the individual affected. Includes: a sleeveless tunic, a thigh-length Pteruges, bracers, thigh, and ankle guards. Each piece appears to have been tattooed, or perhaps branded, with serpent motifs; the snakes coiling around, and around, and giving the illusion of independent motion as Grakav moves. > > ==== > > []Natural Abilities[] :: Sense Vibrations, Physical Traits, Constrictor, Slippery, Anointed, Shed, Serpentine, Stance > > Natural Ability Information :: > > Sense Vibrations :: As long as Grakav's feet, and tail, are touching the ground he possesses tremor-sense out to 15ft; fanning out from his immediate person in all directions, and allowing him to pinpoint the source of movement exactly. This does not allow him to discern specific details about a target, but the effect does ignore obstructions such as walls(so long as their thickness does not exceed 5ft). > > ==== > > Physical Traits :: Standing at 6’8“, and weighing in at around 300lbs, his frame is solid; built for speed, endurance, and flexibility! Normally, he is capable of benching approximately 450lbs, dead-lifting nearly 900lbs, and overhead pressing roughly 250lbs; Striking around 1600 psi with a solid hit. Additionally, his sprinting speed maxes out near the 15MPH mark; while his relaxed run, or jogging, speed is much slower(approximately 10MPH). His jump height/distance is 6ft/12ft (20ft horizontal while running).He can coordinate his body with exceptional balance, flexibility, and dexterity; possessing reflexes that border on the superhuman level. His reaction speed is easily sufficient to contend with, and respond to, the rigors of supernatural combat. Such feats, however, represent the absolute pinnacle of his physiology. > > ==== > > Constrictor :: While Grakav prefers to fight with his weapon in hand, he is skilled in the Constrictor style of his people; a form of martial arts similar to Judo, Greco-Roman Wrestling, and BJJ. > > ==== > > Slippery :: Grakav's scaly hide is sleek, and ill-suited to being bound by restraints of any sort. Paired with his serpentine flexibility, and the ability to safely dislocate his joints, he can easily escape from all but magical binds. This effect does not make him immune to grapple attempts, but does give him a degree of defense against such actions. > > ==== > > Anointed :: Servants of Vis'st are, in fact, servants of Entropy; or the eventual collapse of order, into disorder. On a more fundamental level, however, Grakav's people believe that creation is a thing of fire, and light; with their almighty God poised at the furthest extremes of existence...slowly consuming it. They believe that Vis'st created them to feel cold, and that warmth is weakness; having Anointed themselves for war against those forces. The priesthood of Vis'st cover themselves in a salve that grants them protection from fire; giving them temporary immunity to damage from heat, or flame, for up to two rounds (approximately 12 seconds). This defense does not, in any way, apply to secondary effects imparted by fire abilities; such as knock-back, temporary blindness, or the like. However, the flames are not simply smothered; instead filling the area around Grakav with thick, acrid, smoke; extending out 10ft from his person in all directions, and dissipating over the course of two(2) rounds. Grakav is not immune to these effects, but is aware of them; granting him an opportunity to close his eyes, and hold his breath, for the duration. Those who do not shield their eyes within the area of effect will immediately tear-up, the wetness causing a stinging pain in and around their eyes. Likewise, any creature that breathes within the area will begin to cough, and retch, uncontrollably so long as they remain within the cloud. Any effects imparted by this ability end immediately when a person removes themselves from the cloud. This effect can only activate so long as he is still under the protection of Anointed, with the smoke vanishing completely on the second-post after being activated by fire. > > ==== > > Shed :: Grakav can willfully Shed his skin once per fight; opting to do so in sections, or as a whole. In addition to the criteria listed below, the following rules apply to this ability. First, he must declare his intention to Shed in the round prior; reflecting the natural mechanisms required to do so. Next, Shed removes any/all remaining benefits provided by Anointed. Finally, Shed nullifies the benefits of Grakav's Scales(See below) in any area to which this effect is applied; i.e. shedding his torso scales removes any armor-like qualities that he previously had there. However, Shed does have several benefits that make it worthwhile. To start, Grakav can Shed any part of his skin to escape from traps, bindings, or similar such cage-like effects; even those created by supernatural abilities. Naturally, he must physically be able to maneuver his body in such a way as to slide free of his excess skin. Secondly, Shed can immediately be used to remove persistent effects from his body; such as flames, ice, acid, parasites, or the like. Finally, Shed gives his newly exposed skin an almost oily residue; further enhancing the effects provided by his Slippery ability as though he were greased. > > show spoilerhide spoilerHead - Upon declaration of Shed, Grakav's eyes become milky; the separation of skin occluding his vision until the Shed is completed at the start of his next round. However, this effect also immediately clears any foreign substances from Grakav's eyes; purging him of any negative effects imparted by spit, spell-effects, or the like. > > Torso - No additional notes. > > Arm(s) - May designate one, or both. > > Leg(s) - May designate one, or both. > > Tail - No additional notes. > > ==== > > Serpentine :: Grakav is a Reptile-Humanoid; having evolved with primarily serpentine qualities, but possessing arms as well as legs. His hands do feature opposable thumbs, but are limited to four fingers instead of five (with the absence of a little or 'pinky' finger). He is able to unhinge his jaw, which possesses two rows of sharpened teeth as well as a larger pair of folded fangs; which allows him to deliver venomous bite attacks to his enemies. Grakav is also covered, head to toe, in a layer of scales; with thicker plates covering his torso, and the far extremes of his limbs. His feet are, like his hands, limited to four digits; with both fingers and toes lacking the presence of any visible keratin-based nails. In addition to this, he possesses a highly dexterous tail; approximately as long as he is tall (6ft), and comprised of thickly corded muscle. As a reptile, Grakav is naturally cold-blooded and his joints are easily more-flexible than those of a human being. > > Jaw :: Grakav is able to unhinge, or dislocate, his jaw to greatly increase the size of his mouth. In this way, he is easily able...given enough time...to fit his head around another humanoid's shoulders. However, as Grakav's digestion is not exactly like a snakes, he does not use this feature exclusively for feeding; often employing it as a threat display, or as a way in which to deal more-damage with his sharpened teeth. > > Fangs :: In addition to his visibly sharpened teeth, Grakav's jaw possesses a larger set of 6" fangs that fold flat against the roof of his mouth; only becoming visible when he unhinges his jaw for a bite-attack. > > Venom :: Grakav's full bite attack carries with it a dose of Venom; injected through his Fangs upon successfully penetrating a target creature's skin. The compound does not immediately take effect; its first effects occurring after three rounds, and then continuing from there. Subsequent bites will, first, reduce the number of rounds to incubate (with a second bite immediately after the first dropping the round counter by two, instead of one); followed by increasing the severity of an effect on additional bites delivered during the Venom's active phase. Finally, while Grakav is immune to his own Venom, he also has a passive resistance to other venoms/poisons/toxins; culminating in a flat 50% reduction to the effects of those compounds, even if produced via a magical source. > > show spoilerhide spoilerPhase One - Starting on the fourth post after a successful bite attack, and lasting two-rounds. An icy numbness quickly spreads from the bite area, to affect the entire body; greatly dulling any ongoing pain, but causing the target to shiver uncontrollably(making gesture-based spellcasting difficult). If an additional bite is made during this round, these effects are extended by +1 round; the shivering becomes more extreme, and is paired with a chattering of the teeth (making gesture, or verbal, spellcasting nearly impossible). Any bites inflicted after a secondary instance will immediately progress the target into Phase Two. > > Phase Two - Starting immediately after Phase One, and lasting one-round. The numbness is suddenly replaced by full-body muscle aches; originating at the most recent bite-point, and surging outward in waves. The pain greatly impacts precise actions; such as throwing knives, aiming a bow, performing acrobatic maneuvers, or handling reagents/small objects. A second bite during Phase Two will immediately progress the Venom into Phase Three; otherwise the effects end, and the target is freed from any ongoing penalties associated with Venom. > > Phase Three - Only reachable if Grakav continues to bite a target, and inject them with Venom, during Phase Two; resulting in pain equivalent to being stabbed by a sword at the most recent bite-point, and muscle spasms in the target's legs or arms (whichever is nearest to the bite-point). After one round of activity, Phase Three ends; freeing the target from the muscle spasms, but leaving them with the pain. > > Scales :: Grakav is covered in scales of varying thickness; with some being little thicker than human skin, and others being almost as thick as bone. His torso (chest, back, and back of his neck up to his skull), forearms, shins, calves, and top-most ridge of his tail are all topped by much thicker scales; equivalent in toughness to lamellar scale armor fashioned from bone plates. Meanwhile, his stomach, thighs, upper arms, and remainder of his tail are shielded by a more-leathery hide; with the unlisted parts being equivalent in toughness to normal human skin. > > Bones :: Much like his Jaw, Grakav can also dislocate his joints as needed. In this way, he can safely reduce his body profile to a much slimmer state; allowing him to pass through openings normally too small for a creature of his size/stature. This feat is aided by the natural flexibility of his bones, which do not break as easily as human bones would under tension. > > Tail :: While Grakav's tail is suitably muscled to be used as an impromptu club, it is also amazingly dexterous; functioning in the same way that any normal snake's tail might, and allowing him to constrict opponents...or push off from the ground with it for a strike. The tail is six-feet(6ft) long, easily strong enough to support Grakav's weight, and durable enough to contend with the rigors of battle. Should 50%-or-more of Grakav's tail somehow be removed from his body, his balance will suffer greatly; forcing him to tip uncontrollably any time that he attempts to run, and causing him to have to recover with his hands. Grakav's tail greatly impacts his jumping ability, and when not using it to assist his jump potential is halved (3/6/12). > > Cold-blooded :: Grakav is an Ectotherm; meaning that his body temperature is more drastically affected by his environment, as opposed to self-regulating. In this regard, extremes of cold are approximately 50% more harmful to him then they would be to any other creature. > > Regurgitate :: Grakav can safely hide various objects within the upper portion of his digestive tract, and regurgitate them as needed. Carrying something in the fashion does not limit his range of motion, unless otherwise stated in the description of a specific item. The process to retrieve an object takes one post of concentrated effort, or approximately 6 seconds, and requires that Grakav contract the muscles in his stomach to move the item up and into his mouth. From there, he must be able to either spit the object out or retrieve it by hand. Only one object may be held in his gullet at a time, and must be designated at the beginning of battle. In addition, Grakav can not enter battle with one of these items unless they are swallowed; meaning he is unable to carry additional items into battle, or start the fight with one of these items already in play. > > [::] Dismembered Limb - Grakav regurgitates a dismembered arm from one of his recent meals. The limb is always humanoid, and somewhat digested; weighing approximately 8lbs. The limb always emerges hand first, and can be used as an impromptu club or missile. > > [::] Waterskin - Fashioned from a humanoid bladder, Grakav can regurgitate this item without emptying its contents. Typically, it is filled with water but can also hold an equal quantity of oil. 20 fl oz. > > [::] Kila - Kept in a tight sheath for safety, Grakav sometimes chooses to hide this extra weapon in case of emergencies. The knife, which is shaped like a three-sided peg, is not especially useful for cutting. However, it is perfect for stabbing or piercing; leaving wounds that do not close well, or heal properly. 13” overall; with an 8” steel blade. > > [::] Intestines - A section of the small intestines of a sentient humanoid, measuring 6ft in length. The fleshy remains are coated in stomach acid, and extremely slick. The first quality makes the object difficult to grasp for non-scaled creatures; with Grakav’s much rougher skin acting as a natural defense. Unprotected flesh that interacts with this natural acid will first develop an uncomfortable rash, with an additional round of contact resulting in painful chemical burns. The acid is not strong enough to outright destroy flesh, but has enough concentration to erode it. > > [::] Fetish of Vis’st - A charred idol to the Serpent God. It appears as an infinity sign, but fashioned from the body of a snake biting its own tail. Grakav benefits from reduced Devotion cost to any stance of his choosing so long as he holds the Fetish in one of his hands. He must designate his stance via prayer at the time of regurgitation, and can not change it for the remainder of the battle. If used in this way, the Fetish lowers the cost of all Devotion-based abilities within the chosen stance by one (-1); but never reducing them past 1. > > Enhanced Senses :: Vision (Has thermal-based dark vision out to 60ft, and can track via heat-signature), and Scent/Taste (Can somewhat track via sense of smell, and through tasting the air; however, especially putrid smells can overpower his nose). > > ==== > > Stance :: Grakav's greatsword can be split down its middle to create a pair of falcata, or connected opposite one another to become a double-bladed sword. Each of these primary forms represents one of three Stances practiced by followers of Vis'st. Each Stance is unique, and carries there own Devotion and Zealot abilities; making Grakav a highly adaptive warrior, and allowing for diverse means of combat. There are no limits on how frequently Stances may be shifted, but Grakav MUST be capable of altering his weapon to the appropriate primary form in order to do so. This means that, should one of his falcata be displaced during Slithering Shadow, then he will be unable to exit that stance until he has both weapons back in hand. Typically speaking, the following chart should be referenced for the amount of time required to switch between stances. > > -> : Transitioning to listed stance only. > = : Both transitions take an equal amount of time; from one to the next. > > + CT -> SS :: Immediate (Must have both hands free, excluding the sword). > + SS -> CT :: (3)Three seconds approx. > + CT = SH :: (3)Three seconds approx. > + SS = SH :: Immediate (Must have both hands free, excluding the sword). > > In addition to the primary weapon forms (greatsword, dual falcata, and double-bladed sword) each stance has a secondary weapon form that can alter the sword's physical properties by utilizing (1)one point of Devotion. These secondary weapon forms will automatically take the place of the primary form, but adds an additional (3)seconds to the amount of time required to switch stances there-after. Grakav can choose to return his weapon to its primary form (within Stance) at any time, and without any additional cost; requiring that the Devotion be paid again should he wish to return to the secondary form. Switching from secondary, to primary, forms within stance occurs instantly. > > show spoilerhide spoilerCoiling Threat :: A primarily defensive style that focuses on controlling the field with his massive blade, and taking cover behind it when necessary. While practicing Coiling Threat, successfully blocking/avoiding spell effects generates double (x2) devotion, but damage received provides none. > > Primary - A Fullblade approximately six-and-a-half feet in length; from its pommel, to its points. The blade its self has been non-traditionally forged in the likeness of a forked-tongue; with its dual-points angling away from the swords edges, and thus giving the far end of the Vis'st'oks a wider profile than the rest of its blade. However, because of this, the sword lacks a "thrusting point"; with the forked ends meeting in the middle to form an inward V-shape. The blade, from guard to where the points begin to fan, is approximately 12in wide; with the distance between its points being closer to 22in, and the "V" at its furthest point being approximately 8in deep. To offset the sheer size of the weapon, its haft accounts for approximately 20in; having been reinforced both physically, and magically, to make it combat viable. > > Secondary - A Tower Shield formed from the already massive blade of the Vis'st'oks, which widens outward as a sign of Grakav's Devotion. The swords height goes unchanged, while its width blooms out to 30" at its midpoint; with it's "pronged" top being wider still. While Grakav -can- carry this shield, by lifting it two handed, it is extremely heavy; functioning more like a Pavise, and thus designed to be stuck fast into the ground. The shield retains its bladed edges, and pommel spade; with straps and handles manifested on the inward-facing side nearest Grakav. This form is approximately 3" thick, and weighs nearly 30lbs. > > ++++ > > Slithering Shadow :: Grakav's most mobile Stance, and one that specializes is tactical evasion; rewarding him for his cunning, and cleverness in battle. While practicing Slithering Shadow, Grakav gains one point of Devotion even while not in active combat; guaranteeing him at least one post worth of cool down reduction per round. > > Primary - The Dual Falcata are made manifest by splitting the Vis'st'oks down the center of its blade; the mechanisms that hold the sword together clicking free with an audible hiss. Both swords retain a singular cutting edge that continues past the weapons' points, and partially onto the upper spine; giving the swords a degree of piercing potential at their ends. Even the spade-points on their pommels have been split down the middle; giving each falcata a small, cleaver-like, addition. Each sword is half-as-heavy as its Fullblade form, making them weigh approximately 5lbs. > > Secondary - Through an act of Devotion, Grakav can cause the Falcata to shrink drastically; transforming them into a pair of Kukri knives. More suited to the abilities, and styling, of the Slithering Shadow stance; these smaller blades allow for much faster strikes, and unseen weapon maneuvers. Overall, the knives look much like the Falcata; only smaller. They are approximately 16" long from point, to pommel; with 10" of that being purely for the blades. They are also relatively lightweight, being only about 1lb each. > > ++++ > > Striking Hunter :: Of the three Stances, this is the most purely offensive; focusing on rapid assaults, and bypassing a target creature's defenses. While practicing Striking Hunter, damage dealt by Grakav generates double Devotion (x2), but blocking/avoiding spell-effects provide none. > > Primary - Like his falcata, Grakav can split the Vis'st'oks and reverse it; forming his brutal Double-sword; an offensive monster designed for dealing death en masse, and carving up any foe that tries to stand in his way. Fundamentally, it features the same qualities as the dual falcata; but connected at the handle, with their cutting edges facing in opposite directions. The spade-point blade on the pommel now rests snugly against the spine of either sword side; locked into place just above the handle on either end. The double-sword is absolutely terrifying; measuring over 11ft long from point-to-point, and 58" of that on either side being ALL blade. The sword still weighs 10lbs, but with the heft distributed evenly between both sides; making it surprisingly easy to handle, and maneuver, despite its size. > > Secondary - His Devotion to the spirit of battle allows Grakav to alter his weapon into the exquisite Double-Glaive; trading blade size, for a longer handle. The transformation is not exact, with the haft being 8ft long and the blades being approximately 12" each. Because of this, the weight is drastically reduced as well; the much smaller blades dropping it to around 6lbs total, and with that equally distributed. > > ==== > > []Supernatural Abilities[] :: Devotion, Acts, Zealot > > Superatural Ability Information :: > > Devotion :: As a servant of the Entropic Serpent God, Vis'st, Grakav may call upon supernatural powers; aiding himself in battle by showing Devotion to his deity, and acting in accordance with his beliefs. Greatest among these are the rites of "Worshipful Warfare"; blending combat and ritual together as blood is shared by Grakav and his foes. Devotion itself is not so much a pool of energy as it is a means to access said power; represented by Grakav's abilities going on "Cool-down" until he has sufficient Devotion to use them again. As an example, if he utilized an ability with a Devotion cost of (4)four, then he would need to generate (4)four points of Devotion in order to come off of "Cool-down", In this way, all of Grakav's abilities share global cool-downs between his three stances; meaning that in order to use an ability from any of the three schools he must be off cool-down, and thus not negative in any amount of Devotion. Typically, his cool-down feature functions like normal; with one point of Devotion being recovered at each of Grakav's combat turns. However, in order to gain that point, he and his opponent must be engaged in Active Conflict; with additional points of Devotion available if the other criteria are met(see below). Finally, Grakav cannot generate Devotion from effects caused by his Acts; such as using Throne of Vis'st to gain +2 Devotion on blocked supernatural attacks. > > show spoilerhide spoiler[Active Conflict] - Both Grakav, and his opponent, actively engaged in battle: swinging "weapons", using targeted spell effects, grappling, or charging at one another. +1 Devotion > > [Bloodshed] - Grakav inflicts damage upon foe via physical source. +1 Devotion > > [Wounded] - Grakav injured by physical source. +1 Devotion > > [Heresy] - Block/avoid opponent's spell-like effect in full. +1 Devotion > > [Entropy] - Injured by any source of cold, be it mundane or supernatural. +1 Devotion > > ==== > > Acts :: Each Stance grants Grakav access to one Act, or supernatural ability; where-as entering the Zealot state of a particular Stance grants him an additional Act within that Stance, and alters his physical body in some way. > > show spoilerhide spoilerCoiling Threat :: Throne of Vis'st > > Throne of Vis'st - Usable as long as Grakav is within the Coiling Threat stance, this ability summons an effigy of Vis'st; his giant, ghostly, green body coiling around Grakav like a transparent cocoon. The visual effect is purely theatrical, but extends out 5ft in all directions around him; topped by a weaving, hissing, serpentine head. Physical objects may pass into the effigy, but small projectiles are slowed by 50%. Magical/supernatural/energy/elemental effects however treat the effigy as though it were completely solid; granting Grakav total protection from such effects so long as he is within the Throne of Vis'st. Any ongoing Magical/supernatural/energy/elemental effects (such as the ground being on fire, or a sheet of ice) are pushed out to the edges of this effect upon its activation and may not pass through the barrier while Throne remains active. If a creature has active spell-like abilities on their person, or if they should attempt to activate such abilities within the active throne, they(the character) are immediately pushed outside of the Throne‘s area..This ability costs four(4) Devotion, and remains active for only one round; vanishing immediately if Grakav attempts to move himself in any direction. > > ++++ > > Slithering Shadow :: Cloak of Vis'st > > Cloak of Vis'st - Usable as long as Grakav is within the Slithering Shadow stance, this ability causes Grakav's form to blur and vanish; magically blending him into his surroundings, and making him much harder to see. While motionless, he is practically invisible; but moving at all greatly reduces the effect, and makes his silhouette visible. In addition to being invisible, Cloak of Vis'st also masks any noises, smells, or heat signatures that might otherwise reveal his presence; with these effects persisting even if he moves. This ability costs four(4) Devotion, initially, and an additional one(1) point of Devotion for every round that he maintains it (up to a limit of three(3) rounds at six(6) Devotion). Grakav can not generate additional Devotion while hidden beneath the Cloak of Vis'st. > > ++++ > > Striking Hunter :: Lash of Vis'st > > Lash of Vis'st - Usable as long as Grakav is within the Striking Hunter stance, this ability summons an energy construct in the form of a serpent; which is launched like a projectile towards a target, and then attempts to wrap around whatever it hits like a living bolas. The Lash of Vis'st manifests around whichever arm Grakav wishes; appearing as a ghostly green python approximately 8ft long. While it does have a physical presence, and even weight, the snake has no physical effect on Grakav at all. The snake is launched by Grakav pointing his hand in whatever direction he wishes, and then mentally willing it to fly; there-after causing the effigy to leap from his appendage, up to 30ft, at approximately 30MPH. The Lash pf Vis'st will attempt to lead with a painful, albeit superficial bite attack, upon contact with its target; immediately attempting to coil around any limbs it can reach. The snake weighs around 30lbs, and is approximately as strong as being bear-hugged by an adult heavy-weight wrestler. Overall, the Lash of Vis'st can be summoned by paying four(4) Devotion; there-after staying on Grakav's arm for up to three(3) post rounds, or until he switches to another Stance...whichever happens first. Once "fired" the snake persists for two rounds; to include both the initial round of it latching onto a target, and one round of constriction.The snake's durability is equivalent to that of high-quality woven rope. > > ==== > > Zealot :: By fully embracing a particular Stance, Grakav can enter his Zealot state; locking out access to Stance switching, and the abilities in those Stances, in favor of stronger variants of the abilities within his Zealot state. While each Stance gains individual benefits from the Zealot state, there are certain features that remain static across all schools. > > show spoilerhide spoiler[Undying Devotion] - While Grakav is unable to switch stances, his primary Act cost within his locked Stance is reduced by half(1/2); with no ability being able to drop below one point of Devotion, and any partial reductions being rounded up(5 being rounded up to 3). This does not apply to ANY Act gained from the Zealot state, such as Viper's Lance. > > [Slithering Style] - Switching between primary, secondary, and Zealot weapon forms becomes free; allowing Grakav to transition his weapon whenever he wishes, but only within stance. > > [Vis'st's Gaze] - Grakav's connection to his faith grants him a gaze attack that works on any creature that attempts to interact with him supernaturally; either via targeted spellcasting, spell-like abilities, area-of-effects, or indirect compulsory effects. A target must be within 15ft of Grakav, and both parties must be facing one another. At that point the spell-effect activates, is consumed, and is there-after dispelled immediately; forming a bridge between the caster, and Grakav. That connection immediately locks out all of the caster's supernatural abilities for two(2) rounds, and returns Grakav's Devotion count to zero. This ability can only activate once per target per day, and the target is there-after immune to the effect of this ability for a twenty-four hour period. There is a very brief tell as Grakav's serpentine eyes flash with an inner glow, and should a target creature manage to look completely away in that moment they will avoid the gaze attack; rendering them immune as listed above. However, due to the nature of this ability, the effects can benefit a victim indirectly; literally placing ALL abilities on a two-post cool down, and thus automatically reducing abilities that might have been on cool down for a much longer duration. So, for example, an ability with four rounds of cool down remaining would suddenly be reduced to two posts of cool down instead. > > Coiling Threat :: Axe and Shield, Viper's Reply, Fortress of Scales > > show spoilerhide spoilerAxe and Shield - Grakav's Axe and Shield form a deadly combination when his faith to the Coiling Threat is at its most extreme; one half of his Fullblade growing into a single-bladed battleaxe, and the other widening out into a thick crescent-shaped bastion. The axe head, while only three feet long, features a wide head that mimics the curve of Vis'st'oks Fullblade; but with a large gut-hook sweeping down its rear-side. Overall, the head of the axe is approximately 10" wide at its thickest point; featuring a long handle[20"], with its characteristic bladed pommel. The shield, is also bladed on the upper, and lower, hooks of its crescent; with those sharpened edges meeting at the moon-shaped center to form a pair of snake-tongue prongs. Those points act in a similar fashion to punching daggers when used in that capacity, and the edges can be used to slash at nearby targets. Unlike the Tower shield, this version is meant to be carried into battle; with the wide, crescent-shaped, opening allowing for greater range of motion with his axe. The shield is 20" wide at the shallowest point of its cut-out, and closer to 28" wide at its thickest point; measuring in at about 3ft long from its bottom, to its top. Finally, due to the nature of its transformation, the shield is approximately 2 1/2" thick from its slightly outward curving face, to the buckles and straps that hold it to Grakav's arm. The Axe weighs approximately 6lbs, while the shield is nearer to 12lbs. > > Viper's Reply - Usable only while in the Zealot state for the Coiling Threat stance, this ability generates all the effects of Throne of Vis'st; while also pairing it with a sudden strike attack. During the first round, treat this ability as though it were Throne of Vis'st; but, at the start of the following round, the effigy uncoils in whatever direction Grakav chooses. He need only be facing the direction he wishes to strike in, and when the effigy moves he will be thrown forward by up to 30ft. The ghost snake will continue to provide the benefits of Throne of Vis'st during this attack, but will in no way deal additional damage to an object or creature targeted by Grakav. Typically, he pairs this ability with either a strong swing from his Fullblade, or a bash attack with his Tower Shield. This ability costs six(6) Devotion, and has a duration of two rounds. > > Fortress of Scales - When Grakav enters the Zealot state for Coiling Threat, he becomes one with the unyielding armor of Vis'st; his natural defenses becoming even hardier. Grakav's Scales undergo the following changes: Any use of Shed is immediately reversed, Shed becomes unusable, Bone-tough scales become plate-mail tough, leather tough scales become chain-mail tough, any previously skin tough scales become leather tough, Slippery provides no benefit, and any instance of Anointed that has already been lost is NOT regained. Grakav's weight increases by 50lbs, and his strength traits increase by 25%. In exchange, his speed and jump traits are reduced by 50%. > > Slithering Shadow :: Throwing Knives, Viper's Kiss, Sidewinder > > show spoilerhide spoilerThrowing Knives - As a sign of Grakav's unfaltering faith, the Vis'st'oks transforms into a set of ornate Throwing Knives; five such weapons forming from each falcata, or kukri. Unlike those weapons, however, these small daggers feature a more prominent point, as opposed to the typical forward curve. Their mid-points are barbed, and designed to become stuck fast in whatever they hit. In addition to this, so long as Grakav keeps one throwing knife from each set on his person, these weapons will replenish themselves; meaning he need not retrieve his thrown knives to reuse them. This replenishing effect actives every two posting rounds; automatically generating a new dagger in the set sheaths as long as there is at least one dagger present there-in. He can never have more than 5 daggers per sheath, or physically on his person; meaning that if he recovers one of his daggers from a target, or location, then his sheath will automatically remove one dagger from its self. So long as he has at least one dagger in each sheath, Grakav can transform the throwing knives into any other form within the Slithering Shadow stance. Otherwise, these knives are approximately 8" long; featuring a smaller spade-shaped blade on their pommel, and weighted for accurate throwing out to 30ft. Due to Grakav's abilities, and training, he can hurl these weapon at approximately 35mph. > > Viper's Kiss - Usable only while in the Zealot state for the Slithering Shadow stance, this ability coats Grakav's blades (or any two throwing knives) with his venom for two rounds; allowing those weapons to deliver the same effects as his bite attack during that time. This ability costs six(6) Devotion, and has a duration of two rounds. > > Sidewinder - When Grakav enters the Zealot state for Slithering Shadow, he embraces his serpentine heritage in full; both legs fusing into his tail, as that singular appendage doubles in length. In addition to this, all of his scales take on a leathery toughness and adjust their color to more closely match his surroundings. Any previous use of Shed is reversed, and may be used again; with his scales recovering after five rounds, and thus allowing him to Shed multiple times. He loses any enhanced protection provided by bone-toughs scales, but is covered completely by leather-tough scales. He can not regain any lost uses of Anointed, and any damage inflicted to his legs is transferred as directly as possible to his tail. His weight, bulk, and strength, decrease by 1/4; but his speed increases by 50%. > > Striking Hunter :: Spear, Viper's Grip, Predator > > show spoilerhide spoilerSpear - The ultimate expression of the Striking Hunter stance is Grakav's Spear; as ruinous, and lethal, as any weapon ever forged. The primary blade resembles the spear-point shape of Slithering Shadows' throwing knives; with dual edges forming a razor-sharp blade, and barbs beneath for trapping the blade in a target creature. The shortest of the three forms, his spear is 9 1/2ft long; with 12" of that devoted to the blade, 8ft for the haft, and 6" for the spade-shaped pommel blade at its back-end. Finally, if Grakav manages to stab a foe with the blade of his spear, he may violently twist the haft and pull; disconnecting the point from the handle, and leaving the spear point lodged there-in. He can then flip the spear over, and fight with the pommel-blade as an alternate. If used in this fashion, Grakav can NOT switch back to the other forms within Striking Hunter until he is able to touch the haft to the discarded spear blade for at least three seconds. > > Viper's Grip - Usable only while in the Zealot state for the Striking Hunter stance, this ability functions similarly to the Lash of Vis'st; summoning a ghostly python on Grakav's arm. However, this version can be used like a magical grappling hook; with Grakav launching it a target and either pulling himself towards it...or dragging it to him. The snake, if used to pull Grakav, need only be aimed at a secured object (or creature with a weight at least double Grakav's) within 60ft; the snake launching out at 20ft/second, and extending, until it reaches its destination and latches on. From there, it will pull Grakav to its end point at 20ft/second. In this way, the ability takes approximately a full post to move him from his origin, to his target. If used to latch onto, and drag a target to himself; the snake launches at its full speed, but does not retract...instead relying on Grakav's strength to pull his target in. This ability costs six(6) Devotion, and has a standard duration of two rounds; an additional point of Devotion can be paid per post round to maintain the snake, up to four total rounds at eight[8] Devotion. The snake's durability is equivalent to that of high-quality woven rope. > > Predator - When Grakav enters the Zealot state for Striking Hunter, he awakens his most primal killer instincts; washing his body, and mind, in the Predator aspect of his species. Cruel spikes of sharpened bone erupt all over his scaly hide, and Grakav's senses become even more acute than before. His shoulders, elbows, and knees all sprout 8" long horn-like barbs; reinforced for impact, and ending in sharpened tips. Likewise, his spine and tail sprout a row of the same spikes approximately 6" apart; with the end of Grakav's tail sprouting several around its end, and becoming almost like a spiked club. In addition to this, his tremor sense doubles in size, and his sense of smell intermingles fully with his sense of taste (allowing him to track targets based purely off of scent, and pick out their specific odor among a jumble of others).

Grakav - Blade Theory Wrote:

> First of all, thank you very much for your honest opinions of my character! It means a great deal to have his theme appreciated for what it is, and I am earnestly glad that the flavor came through. Hopefully you’ll get more of the same when the whoop-a starts! Anyway, you will find below my revisions as marked in RED; I bolded the judge remarks, and included the original ability at the start for direct comparison. Should the changes be finalized per my revisions, then I will copy those over to my main profile for resubmission…If, like, that’s what I need to do. > > Honestly, I’m playing all of this by ear. o-o’ > > ==== > > Manflesh** :: Literally the flayed skin of homo sapiens; treated, and magically hardened, to function in much the same capacity as leather armor. Grakav's scaly hide serves a similar purpose, but the Manflesh also acts as a clothing of sorts. Besides the more mundane aspects of its nature, the macabre outfit also strikes a sort of fear into other sentient creatures; especially humans, half-humans, or pseudo-humans (elves, and creatures that appear similar to humans). The effect isn't mind-numbing, but the normalcy with which Grakav wears the Manflesh is absolutely unsettling to other creatures; tantamount to being noticeably unnerved. This effect is to be handled at the discretion of the individual affected. Includes: a sleeveless tunic, a thigh-length Pteruges, bracers, thigh, and ankle guards. Each piece appears to have been tattooed, or perhaps branded, with serpent motifs; the snakes coiling around, and around, and giving the illusion of independent motion as Grakav moves. > > Manflesh – There is nothing wrong with this armor, as armor. This clarification is sort of a reverse clarification where instead of asking you to clarify something I'm providing clarification. Being that HoH is a tournament full of creatures of various races, origins, and histories, least of which are human – the fear effect of this armor is likely going to have very little effect. Now you've left that up to player discretion and that's good or this would have to be a ruling. The clarification here is to make sure you know that if everyone of your opponents is completely unaffected by the nature of this armor – the judges will not intervene and it will likely never negatively impact their score. The amount of people in this tournament who would create, and wear such a thing far outnumbers the amount that would be sympathetic towards it. > > Honestly, this is something I included strictly for the gross-out factor (you‘ll maybe notice I had a few of those in here). It‘s designed for those moments when Grakav is trying to squeeze someone into submission, and their face gets pushed into the dead face sewn on his vest…or, maybe they get a wrinkly belly-button in their eye. I don‘t expect anyone, regardless of species, to immediately start vomiting or anything extreme like that. But I completely understand your point, and to that end I fully comprehend that this is strictly flavor…Nasty, horrible, flavor! > > ==== > > Slippery :: Grakav's scaly hide is sleek, and ill-suited to being bound by restraints of any sort. Paired with his serpentine flexibility, and the ability to safely dislocate his joints, he can easily escape from all but non-magical binds. This effect does not make him immune to grapple attempts, but does give him a degree of defense against such actions. > > Slippery - If I’m understanding you correctly, you might want to change “non-magical” to “magical” for clarity- that bit makes it read like he can easily escape magic restraint, but might struggle with a bit of rope, though I’d say the rest of this is plenty clear. > > Yeah, this one was definitely a typo on my part. Very embarrass. > > Slippery :: Grakav's scaly hide is sleek, and ill-suited to being bound by restraints of any sort. Paired with his serpentine flexibility, and the ability to safely dislocate his joints, he can easily escape from all but magical binds. This effect does not make him immune to grapple attempts, but does give him a degree of defense against such actions. > > ==== > > Anointed :: Servants of Vis'st are, in fact, servants of Entropy; or the eventual collapse of order, into disorder. On a more fundamental level, however, Grakav's people believe that creation is a thing of fire, and light; with their almighty God poised at the furthest extremes of existence...slowly consuming it. They believe that Vis'st created them to feel cold, and that warmth is weakness; having Anointed themselves for war against those forces. The priesthood of Vis'st cover themselves in a salve that grants them protection from fire; giving them temporary immunity to damage from heat, or flame, for up to five rounds (approximately 30 seconds). This defense does not, in any way, apply to secondary effects imparted by fire abilities; such as knock-back, temporary blindness, or the like. However, the flames are not simply smothered; instead filling the area around Grakav with thick, acrid, smoke; extending out 10ft from his person in all directions, and dissipating over the course of two(2) rounds. Grakav is not immune to these effects, but is aware of them; granting him an opportunity to close his eyes, and hold his breath, for the duration. Those who do not shield their eyes within the area of effect will immediately tear-up, the wetness causing a stinging pain in and around their eyes. Likewise, any creature that breaths within the area will begin to cough, and retch, uncontrollably so long as they remain within the cloud. Any effects imparted by this ability end immediately when a person removes themselves from the cloud. This effect can only activate so long as he is still under the protection of Anointed. > > **Anointed – Every single part of this is good, with the exception of immunity. Immunity is not generally allowed. Even the fire elementalists are not allow fire immunity. Now, this ability only grants that immunity for a set amount of time which could be likened to a simply blocking an attack – except that the duration is far too long for that. With an average fight being 15 rounds, 5 rounds of immunity means if your opponent is using fire then their kit is mostly nerfed for a whole 3rd of the fight and that's too long. I see two options here. One – the duration is lowered to at most 2 posts – much like blocking an attack. The cloud can still fill the area similar to using a smoke bomb, and maybe that can have the 5 post duration without the immunity. Or Two – the immunity is lowered down to a resistance, instead of outright negating heat damage as a whole. > > Next, clarification. You've written that these effects last only so long as he is still under the protection of Anointed. And from what I can see, you have listed Shed as one way of ending the effect. > First, is that the only way? Does it end after it's used, by burning off? > Second, what is done to actually apply the Anointed effect? Is simply active all the time from the moment the fight begins? > Third, if Shed is used, is there way to reapply it? > There may be more rulings depending on the clarification provided. > > Anointed - Immunities to broad effects like flame are not permitted this year- and while this is a temporary ability, 5 posts is too much- a full quarter of the fight if it runs all the way to timeout, assuming your opponent attacks with flame every single turn. Please reduce this to 2 turns of immunity, or reduce the resistance to 50-75%. Otherwise, my assumption is that using the final post of protection from the oil likewise ends the smoke effect, but wouldn’t mind a confirmation. > > I imagined this as something similar to the thermal protective coating used on space shuttles, though obviously greatly reduced in scope. He enters the fight already “anointed“ for battle, and then looses the coating if he interacts with fire OR if he sheds. Once it‘s gone, he can’t reapply it mid battle. Reducing the duration, especially based on what you said about total fight duration, makes perfect sense. I feel like having it drop to two uses, or two posts, will be easier to manage than trying to figure up how burned he would be by 75% fire or so forth. Best case scenario for the smoke effect would be if he were hit with fire one round, and then was hit again two rounds later. That would destroy the coating, and give him four full rounds of smoke. > > Anointed** :: Servants of Vis'st are, in fact, servants of Entropy; or the eventual collapse of order, into disorder. On a more fundamental level, however, Grakav's people believe that creation is a thing of fire, and light; with their almighty God poised at the furthest extremes of existence...slowly consuming it. They believe that Vis'st created them to feel cold, and that warmth is weakness; having Anointed themselves for war against those forces. The priesthood of Vis'st cover themselves in a salve that grants them protection from fire; giving them temporary immunity to damage from heat, or flame, for up to two rounds (approximately 12 seconds). This defense does not, in any way, apply to secondary effects imparted by fire abilities; such as knock-back, temporary blindness, or the like. However, the flames are not simply smothered; instead filling the area around Grakav with thick, acrid, smoke; extending out 10ft from his person in all directions, and dissipating over the course of two(2) rounds. Grakav is not immune to these effects, but is aware of them; granting him an opportunity to close his eyes, and hold his breath, for the duration. Those who do not shield their eyes within the area of effect will immediately tear-up, the wetness causing a stinging pain in and around their eyes. Likewise, any creature that breaths within the area will begin to cough, and retch, uncontrollably so long as they remain within the cloud. Any effects imparted by this ability end immediately when a person removes themselves from the cloud. This effect can only activate so long as he is still under the protection of Anointed, with the smoke vanishing completely on the second-post after being activated by fire.. > > ==== > > Venom :: Grakav's full bite attack carries with it a dose of Venom; injected through his Fangs upon successfully penetrating a target creature's skin. The compound does not immediately take effect; its first effects occurring after three rounds, and then continuing from there. Subsequent bites will, first, reduce the number of rounds to incubate (with a second bite immediately after the first dropping the round counter by two, instead of one); followed by increasing the severity of an effect on additional bites delivered during the Venom's active phase. Finally, while Grakav is immune to his own Venom, he also has a passive resistance to other venoms/poisons/toxins; culminating in a flat 50% reduction to the effects of those compounds, even if produced via a magical source. > > show spoilerhide spoilerPhase One - Starting on the fourth post after a successful bite attack, and lasting two-rounds. An icy numbness quickly spreads from the bite area, to affect the entire body; greatly dulling any ongoing pain, but causing the target to shiver uncontrollably(making gesture-based spellcasting difficult). If an additional bite is made during this round, these effects are extended by +1 round; the shivering becomes more extreme, and is paired with a chattering of the teeth (making gesture, or verbal, spellcasting nearly impossible). Any bites inflicted after a secondary instance will immediately progress the target into Phase Two. > > Phase Two - Starting immediately after Phase One, and lasting one-round. The numbness is suddenly replaced by full-body muscle aches; originating at the most recent bite-point, and surging outward in waves. The pain greatly impacts precise actions; such as throwing knives, aiming a bow, performing acrobatic maneuvers, or handling reagents/small objects. A second bite during Phase Two will immediately progress the Venom into Phase Three; otherwise the effects end, and the target is freed from any ongoing penalties associated with Venom. > > Phase Three - Only reachable if Grakav continues to bite a target, and inject them with Venom, during Phase Two; resulting in pain equivalent to being stabbed by a sword at the most recent bite-point, and muscle spasms in the target's legs or arms (whichever is nearest to the bite-point). After one round of activity, Phase Three ends; freeing the target from the muscle spasms, but leaving them with the pain. > > Venom – This feels fair and balanced, this notice is for a similar reason to the notice on Manflesh. While you have a good, safe amount of detail on all three phases of envenomation it is impossible for you or the judges to dictate exactly how this will effect the various physiologies present in HoH or how your target will be effected by pain – if at all. This means that while you can confidently list how this venom works on an ordinary human – these exact effects and durations are not guaranteed and cannot be enforced simply because the target was bit, or bit the required number of times. Unlike with Manflesh, if an opponent completely ignores the effect of the venom without something in their profile stating a clear reason why it will likely negatively impact their score. > > Venom - The bites must be clear, separate instances, not fluttering the jaw at a single point to stack it up (though you’re probably better off tearing and using the teeth to your advantage over doing that anyway). As long as that isn’t abused, this was balanced remarkably well. Good job. > > Understood! I don‘t think you actually wanted me to re-write anything here, but I can add a direct explanation that the bites must be full bites; not grazing hits, or the like? > > ==== > > Tail :: While Grakav's tail is suitably muscled to be used as an impromptu club, it is also amazingly dexterous; functioning in the same way that any normal snake's tail might, and allowing him to constrict opponents...or push off from the ground with it for a strike. The tail is easily strong enough to support Grakav's weight, and durable enough to contend with the rigors of battle. Should 50%-or-more of Grakav's tail somehow be removed from his body, his balance will suffer greatly; forcing him to tip uncontrollably any time that he attempts to run, and causing him to have to recover with his hands. Grakav's tail greatly impacts his jumping ability, and when not using it to assist his jump potential is halved (3/6/12). > > Tail - How long? I almost ignored this, but with Sidewinder it seems more relevant. > > Oh, shoot, uhm…I‘m not 100% sure how long a tail should be? I feel like, being that Grakav is 6‘8“, his Sidewinder form would be at least double that? Meaning he would be 13‘4“ from snout to tail tip, or something like that. This will likely require additional clarification, but I‘m going to try and simplify this a little. In Sidewinder form, Grakav is 16ft long (6ft of “torso“, 10ft of tail.). So his tail is normally five ft long. > > Tail :: While Grakav's tail is suitably muscled to be used as an impromptu club, it is also amazingly dexterous; functioning in the same way that any normal snake's tail might, and allowing him to constrict opponents...or push off from the ground with it for a strike. The tail is five-feet (5ft) long, easily strong enough to support Grakav's weight, and durable enough to contend with the rigors of battle. Should 50%-or-more of Grakav's tail somehow be removed from his body, his balance will suffer greatly; forcing him to tip uncontrollably any time that he attempts to run, and causing him to have to recover with his hands. Grakav's tail greatly impacts his jumping ability, and when not using it to assist his jump potential is halved (3/6/12). > > ==== > > Regurgitate :: Grakav can safely hide various objects within the upper portion of his digestive tract, and regurgitate them as needed. Carrying something in the fashion does not limit his range of motion, unless otherwise stated in the description of a specific item. The process to retrieve an object takes one post of concentrated effort, or approximately 6 seconds, and requires that Grakav contract the muscles in his stomach to move the item up and into his mouth. From there, he must be able to either spit the object out or retrieve it by hand. Only one object may be held in his gullet at a time, and must be designated at the beginning of battle. > > Regurgitate - I need to know if he can bring any of these items in on his person, be it in hand or otherwise held, by any means except as his one regurgitation item- if the answer is ‘yes’ that has a notable impact on the power of the Fetish of Vis’st, as it no longer has the opportunity cost of another item nor requires him to have a post of being left alone to retrieve it. > > Nope! He only gets one, and he HAS to spit it up. That was part of the balancing act I went through with Fetish of Vis‘st; since he can‘t just walk on the field with a passive power buff. Well, that and him being forced to choose what single item he can “bring“. > > Regurgitate :: Grakav can safely hide various objects within the upper portion of his digestive tract, and regurgitate them as needed. Carrying something in the fashion does not limit his range of motion, unless otherwise stated in the description of a specific item. The process to retrieve an object takes one post of concentrated effort, or approximately 6 seconds, and requires that Grakav contract the muscles in his stomach to move the item up and into his mouth. From there, he must be able to either spit the object out or retrieve it by hand. Only one object may be held in his gullet at a time, and must be designated at the beginning of battle. In addition, Grakav can not enter battle with one of these items unless they are swallowed; meaning he is unable to carry additional items into battle, or start the fight with one of these items already in play. > > [::] Kila - Kept in a tight sheath for safety, Grakav sometimes chooses to hide this extra weapon in case of emergencies. The knife, which is shaped like a three-sided peg, is not especially useful for cutting. However, it is perfect for stabbing or piercing; leaving wounds that do not close well, or heal properly. 13’ 6” overall; with an 8” steel blade. > > Kila - You said total length is 13 feet and six inches? That seems like a typo. Not a big concern, just clarifying this is a knife and not a spear he’s coughing up. > > Yep. There I go again. > > [::] Kila - Kept in a tight sheath for safety, Grakav sometimes chooses to hide this extra weapon in case of emergencies. The knife, which is shaped like a three-sided peg, is not especially useful for cutting. However, it is perfect for stabbing or piercing; leaving wounds that do not close well, or heal properly. 13” overall; with an 8” steel blade. > > ==== > > [::] Fetish of Vis’st - A charred idol to the Serpent God. It appears as an infinity sign, but fashioned from the body of a snake biting its own tail. Grakav benefits from reduced Devotion cost to any stance of his choosing so long as he holds the Fetish in one of his hands. He must designate his stance via prayer at the time of regurgitation, and can not change it for the remainder of the battle. If used in this way, the Fetish halves the cost of all Devotion-based abilities within the chosen stance; but never reducing them past 1. > > Fetish of Vis’st – On the surface this seems harmless but it's potentially the most broken thing in Grakav's whole kit. Realistically looking at his Devotion, if Grakav is in combat with any of the majority of the HoH roster he will be able regain 2-3 devotion a turn. If he happens to be fighting somewhere cold, it's a full 4. So with that in mind he could use a devotion ability every other turn, that's strong but acceptable. With this he's able to most definitely use it every turn. More over, this item would allow him to use the Zealot variant of any of his moves literally every turn while in a fight. For the majority of his moves, that's not too big of a problem. But with Throne of Vis'st able to nerf projectile attacks and remove magical effects, he will effectively be able to keep that ability on perpetually letting him completely shut out caster characters, or anyone doing anything other than coming directly at him – and this is his defensive form, so even that is an uphill battle. And that's too much. > > I don’t want to outright say no though. I'll allow the Fetish if instead perhaps it provided -1 Devotion cost instead of half, it would stay effective so long as Grakav can stay in combat without being a perpetual loop. > > Fetish of Vis’st - At the cost of one hand (sort of, he can still punch or do close-fisted things without dropping the fetish) and a post of hacking and coughing, Grakav gets a serious discount. Interestingly, this prevents him from doing some stance shifts unless he puts it down or into his mouth temporarily, and may weaken his usual tactics by limiting him to a single hand for weapon usage- though this is less significant than it might be for a humanoid who didn’t have his physical stats, or natural weapons. The varying cooldown system of Devotion works well on its own and seems pretty well balanced as is, making the Fetish exceedingly powerful if he has a power that functions as a counter to a foe. I’d advise swapping the half cost for a -1 to cooldowns instead to prevent being able to chain an ability that counters a foe. > > It seems like the major concern here is that it will damage the synergy of my devotion system, which I worked REALLY hard on! In that case, I think you aren‘t asking for anything unreasonable by changing the effect to -1 devotion on one selected Stance‘s abilitie