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Thread: Grey Area

  1. #1
    Passing nobody Greyman's Avatar
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    Mar 2013
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    England
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    Grey Area

    Name: Prime (ARENA)




    Race: Outer dimensional shape shifter. The BETA creation.



    Appearance: Prime's appearance is very simple thanks to being the BETA creation. It may best be summed up by imagining a single and transparent sphere around the size of a human torso being risen up to the height of around 8 feet before being given a trio of cylinders and three rectangles to match for legs with the latter acting as the feet. A cone resides on top of his head about the same size in width and height as a traffic cone while remaining totally empty of any color or insides, in fact this goes for all of the previously mentioned attributes the only thing that exists within him is the lines belonging to each respective shapes, he looks like frame work to put it bluntly but despite his visual aspects he does indeed have walls and skin to the body itself, it just totally invisible to the eye.

    The final and most lively aspect to Prime is the fact that he three cubes equal to hands in there mass that constantly hover around his head(or rather his cone) in a slow and serene fashion while the cubes themselves slowly rotate, each of these cubes are partially depleted in terms of opacity along with there insides whom each house a primary color: Red, Blue and green.

    When assuming a shape, he will house blue, red and green in his entire frame and the cubes will withdraw. These cubes can't be physically touched in any manner be the method supernatural or not since they are purely visual constructions.


    Powers: Alternating his own dimensional existence from a 3D being to a 2D being although he may only do this momentarily (a couple a of seconds) as to do this he has to cause a imbalance in the current universes physical structure and it will force him to struggle to remain in this form, a lot like how gravity and physics will work against a muscle holding something up. Shape shifting into 2D and 3D shapes momentarily, while he can assume these forms (besides the 2D ones) for as long as he likes it is not a very good form to take a battle in one of these forms outside of a brief action. He can only assume 3D and 2D shapes.

    Examples being the rectangle, the cube, the sphere, the hexagon, Helix and ectr ectr.

    Weight manipulation: which allows him to jump higher and become heavier, after assuming a new weight he will remain in it for a required action before returning to his standard weight. He will suffer with the physical changes of these weights as well while in them.

    Max weight: 1 ton (at this point his movement is slowed to a complete halt)

    Normal weight/standard form weight: 14 stone

    Minimal weight: 20 grams (at this point he may jump extra high and move faster since his standard form is still strong enough to move at his standard weight but he will suffer extreme weakness to pushes of physical force. He may glide in the air at this point while assuming a 2D dimensional shape, hover his way to the ground instead of landing normally and tread on water without breaking the surface. This is obviously a not a viable tactical move in a harsh or windy arena.

    Moderate speed: Can move just as fast as any normal human while in his standard form.

    advanced endurance: Going at this guy with a dagger and a hammer will barely make him twitch and while a gun may not be as critical to him as it is for a human it does hurt him, you just need a good clips of ammo on stand by though. Stun based attacks, disorientation and knock downs will be recovered pretty quickly-in a second or two-

    Magic manipulation: he may call upon magic. This magic is primitive such as the shape he uses and will normally only produce a violent arcane blast or a simple barrier or enchanting itself or parts of its current form to burn at the touch. The magic he uses is skill-less and unrefined and purely works effectively at all because it has such an immense power supply coming from its master.

    (none combat)Dimensional Travel: Serves no real purpose in battle but it basically how he gets about from place to place once has been summoned from his pocket dimension.

    Strengths:

    Is not affected by disease or poisons of a physical nature at all nor does conditions such as sub zero temperature or radiation effect him in any form. None the less he is capable of being hurt by elemental attacks, magical or otherwise.

    Suffers no damage or ill effects from being in hazardous universe where physics or reality is considered unstable, and in fact is capable of living in total voids.

    Weakness:

    Chaos(directly powered by the forces of chaos or is a force of the element of chaos): Prime is base creation, he was the very first steps to order. He is the first basic building blocks in a broad manner to all known visual and physical existence. His essence is order and he is not properly incubated to a level he can withstand against chaotic reality manipulation.

    Air: Prime is too simple in his shape shifting to make himself able to fly, his only option is to glide and when in the air this makes him totally unable to steer his direction thanks to the rough winds. Being in arena that is in the sky such as an open air blimp for example cuts off a large amount of his mobility.

    Magical Might: Due to primes total lack of skill or craftsman ship in the world of magic when he has to actually clash with an equal magical force he can be easily over powered by counter magic or the use of diverting the flow of his own magical power source. It is also acts as well for the enemy to drain mana from since Prime is too magically inept to actually counter complex moves such as leech/absorb from himself with anything besides a barrier spell which would render him immobile.



    Profile:

    Prime talks in one way, the only way he can talk is through me. The narrator, that is correct. Prime does not actually say anything for he cannot, he is a very dependent soul who when left within the darkness did not even try to escape, when stuck in the void and rightfully deserted by his master, he simply sat in a room where there was as much light as there is humility in a strip joint and did absolutely nothing. He didn't try to endure, to explore or even question anything, Prime is very...very stupid and why I can't blame the father of this badly constructed high school cubic art piece for leaving him, I have to write him off as an evil celestial being for not wiping this thing from the face of all known reality. Prime doesn't exist in a normal manner but then again neither do I, prime and I were the first beings to really be born into reality but while I grew from my simple form, continued on and to function like a good creation, Prime merely acted like a rock for the last millions of years.

    I am cursed, cursed am I to be stuck to this cheap imitation of life, for I have no legs...or arms...or eyes...and woe...does it only burn my soul as much as any flame to skin to be this way...to be stuck with him!

    what...excuse me. You don't like the dramatics?

    Well, now that you are here I won't have to try and spicen things up with one of my theatrical performances. I am the narrator, this is Prime. We are the Prime Narrator of the universe, I am the first sounds ever created and he is the first use of actual physics and visual to ever be although while he sat about like a pile of bricks dumped into a dark hole I grew and verbalized from my meager beeps. Prime here...he...well...look at him...hes an obsolete design in a slick world, hes a failed attempt at...well, you!

    as I said, Prime was abandoned, I was too by default for reasons too complex and not worth going into. The place prime existed was nothing more than a none reality, the outer rim of all perceived and known universes. He was alive for a very long time and sadly the bloody thing doesn't age. It doesn't think either nor does it move or leave without commands to do so despite being fully well able to travel dimensions that are already in place. I could leave, I can do the same but without me to look after this thing there is no telling what trouble it will get itself into, stupid as it may be this little device can do more damage to existence than I would like to admit but so can I in fact although unlike prime I actually have enough working thoughts to recognize that; I'd be lucky if I could get Prime to recognize his own legs. About two thousands years later is it that prime left his home thanks to a small hole between Earth and the void, it was momentary but the act of witnessing something else had caused the creature to finally rise up...up from its pit, up into the wonders of the world...up to mess it all up with his mediocre and hellish existence...


    But in every storm there is a silver lining and in this case it was the monsters own stupidity that acted as its saving grace, too dumb to actually have an objective or direction when his appearance was shortly intervened by some curious god like figures he was enlisted as a servant and prime being the obedient numb skull did what was told of him despite having free agency to do as he pleased but the only thing that pleases him is being coddled and pushed in another direction. His reward after doing some errands for a foreign being was to be stored away into a special pocket dimension, open now to being called forth by different gods and powerful beings that are willing summon him and had the might to do so....how disappointed they must be when they find that all their supposedly great magical abilities only shackled them with this useless junk of a construction.


    Oh...you probably figured this out yourself, champ. I hate Prime.

    Place of origin: Between the gaps of known realities.
    Preferred Category: Advanced (1) Casual (2) and looking to dabble in the arena.

    Preferred Genres: Anything really although I don't blend well with feral/furry (no hate. I just lean heavily to humans alot or weird things in writing)

    Preferred type of play: I prefer groups(unless you've amassed like 20 people then don't, simply too chaotic for me) but 1x1 don't bother me much.

    Extra information: Feel free to PM to get to know me or to talk about role playing possibilities.

  2. #2
    Passing nobody Greyman's Avatar
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    Mar 2013
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    England
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    Name: Kazimir


    Age: 39


    Occupation History: Conscripted researcher. Philsopher and teacher of philosophy along with numeracy and Literacy. Currently Unemployed.


    Place Of Origin: Russia



    Appearance:





    Please excuse the crappiness of this picture. I'm messing around with colors alot lately and finding it hard to draw effectively.






    Personality:

    "For justice, for freedom, for country, for duty. I am a good killer are the screams of a delusioned forces of man"~Kazimir

    Kazimir is a rather sensitive man despite what masculine traits he may let off on a first impression basis to other people, while he is indeed very disenchanted and hard on his impact and thus rather stoic when engaging in a great deal of his endeavors the effect is transparent once the fires themselves from the scenario had gone away.

    It doesn't take a lot to actually effect him even if he chooses to not let others see it visually and this is marginally an attribute born of his insecurity around people, constantly at an unease state thanks to past experience in his childhood it was a an aspect to his personality that rewarded him as he went on with his years yet had grown to be his enemy within the adult world.

    The mans unshaken gaze that curtains his face doesn't hide his actions and while he seem almost totally jaded within his words and gestures it is his notes and writing that deliver the truth about him. A reserved fellow he doesn't share secrets even with his closest friends and nor does he do this with others even if they may be in a position to help due to his mentioned paranoia and forced indepedent self preservation to an almost extreme extent.

    He releases his words on the immaterial via writing and recordings when he can, a habit picked up from constantly documenting his findings in his research reports. While Kazimir is indeed a very drawn back and almost skitterish in his personality when dealing with people in general he is a deep thinker and analyzes things constantly and those who do the same for their own motivations and actions are given a quick detached sense of kindred spirit from him.

    A cold man with a firey heart makes him seem even volatile to get along with and uncomfortably hard to read yet despite his issues and rocky persona he is a fellow that when he connects to someone and considers them an actual friend can be very willing to converse and loyal but as a double edged sword the fires within him can make him seem almost parasitic and aggressive to his comrades when they step on his toes and don't back him up emotionally.

    A lover of free thought and independence in thinking yet a guy who needs close relationships and emotional back up to handle his raging spirit. By no means a fellow who would bow down to the opposite gender in hopes of receiving attention he does yearn for their affection so he may have a close companion who could tame his insecurities thus eliminate his defensive stoic streak and ironically in some ways is still very emotionally dependent despite being an original thinker which lead to his constant conflict of working mind and a untamed heart.

    A hard friend to work besides, it up to others to read Kazimir because he won't tell you making him a mine field but can be a dedicated force for good if offered a sensitive but respectful hand at the right time.


    Powers: (A 6 Sided dice will be rolled to determine his mode change every 8 posts. This condition is activated automatically and can't be ignored)

    1(starting form):

    Enhance mobility: will passively by default utilizes a magical boost to his jumps and dashes. His jumps are capable of reaching five foot high while he can commit short dashes at the speed of 20 miles an hour instantly. After each instant dash he will have a brief cool down between each dash, meaning he can't continuously utilize this over and over directly after each move.

    Arcane shield: Activates a magical barrier that covers roughly five feet of Kazimir's front although doesn't reach over his head or around him. This barrier is capable of taking immense pressure(around a tank blast worth of pressure and damage) before breaking. after this shield has been broken it will dispel any other magical abilities Kazimir has for a brief moment and leave him immobilized for a single turn. Once this turn is over he may use this ability again.

    Zonu (immediate): a large flash the size of a chest will emit from Karisimr's hand, this will produce an immense physical hit equal to that of a rhino charge while having a slight burning sensation to the touch. The range of this attack is immediate and can reach up to two feet away from Kazimir, once it goes further than that it automatically turns into a Zonu De.

    Zonu De (Range): The same force will utilized like normal Zonu although this one will travel forth and loses power in exchange for becoming a projectile, the ball of energy travels at the speed of ten miles a hour and deals enough force to be equal to that of a head butt from a physically fit human and produce a slight burning effect, leaving a minor burn scar in its location.




    2:

    Obsessive Earth: Kazimir will point at the ground at the enemies feet where a brief purple zap will take place from his hand and on the enemies feet. This move is roughly half a second when cast and so hard to dodge due to its speed as its nearly an instant. When this move makes contact it will causes an extreme magical magnet between the character and the ground, making jumps and movements from ones foot from the floor much harder than normal, crippling dashes and making movement hard. Jumps will have their distances halved.


    vang: Kazimirr concentrates a mound of visual energy that when it impacts its foe leaves them splattered in a blood like substance on them. This will stay on the target until it is removed by a dispel or the spells own conditions. If this spell hits the enemy 3 times then they will be covered in red and immediately be forcefully evicted out of a large sum of health which will be returned to Kazimir as a minor health drain, restoring weak wounds. The damage on the enemy will agonizing and considerable, leaving the enemy bones or at least the sensation of having bones like they have been rattled and chewed up (not literally) from the inside.

    This move can be used to deal damage at 1 or 2 but in both cases it doesn't absorb health to Kazimir and the damage is much weaker, causing only intense inflammatory sensation on the flesh on 2 and aches and pains on 1. The projectile of this attacks moves in a single shot and travels at 25 miles an hour. Once it reaches past 30 feet it evaporates while in its projectile form. If it is on contact and in stain form then it will stay on until the conditions are utilized are is dispelled.

    Notorious: A red ball of energy will be generated that moves at walking distance at the size of a 3 foot in height and width. This ball is slow but will naturally home in to the target for the next seven seconds before dissipating. If this ball hits it target it will stun the enemy by causing a agonizing pain within their bodies to the point it takes them off guard. If the ball hits the enemy and Vang is currently on the target then it will deal additional damage to its stun. 1-hits the enemy with the force of a charging bull 2-hits the enemy with small explosion 3-hits the enemy with a bigger explosion of magical powers while granting the health recovery still of third vang conditions.

    Negative: When in this mode Kazimir is under the effect of restrictive physical energy and as such will be burdened and compressed, making it hard to breath or assert his body in any physical feat, mundane tasks will be the most he can do. Running is possible along with dashing but the overall effect will make him slow and constantly exhausted.


    3:

    False Divine: Kazimir will let forth a shinning light that falls in a manner of vertical stripes near the enemy, this move has a half a second the cast and the spell it self is instant. The indication itself is a clear bright light within his palms when done so. If this move hits it will remove any past conditions caused by Kazimir and heal him minorly of scratches although in effect it will start a fill meter. The meter requires that this move ben enacted 3 times for other moves in this mode to be open.

    Shadow of the sun (3 hits): Once the enemy is afflicted with false divine three times within the match he will be able to be hit by shadow of the sun. This move can't be dodged and is an instant although depletes the metre, meaning that if Kazimir wanted to replenish his false divine meter he would have to cast them again, thus getting rid of the effects of this move. Shadow of the sun totally absorbs light from the foes eyes and makes them effectively blind. This will stay in play for ten posts before being dispelled naturally.

    Trickery (five): The character afflicted with this will not be able to cast magic, in fact any spell they utilize will turn against them or outright just back fire in the casting process violently. The same conditions apply to this for shadow of the sun. This move last seven posts and depletes meter.

    Karma. (ten): This move effectively takes back all the healed damage that has been done over time and applies it to Kazimir, healing him massively at once and dealing extreme damage to the enemy. The spell still counts if the enemy could not be healed due to being perfectly healthy, this stacks up calculated healing overall.

    Shield: Kazimir can summon a barrier to cover his torso, head or lower legs in this phase although the barrier doesn't nullify damage but merely numbs it. Even if you hit the barrier your attack will still do half damage to Kazimir and this shield can be broken if pressured immensely.

    Negative: In this mode Kazimir will slowly start to build up an overload meter. If he doesn't release a False divine spell(and confirmed hit) within ten posts and still remains in this mode then he will let out an abrupt explosion of magical energy. This deals considerable damage and knock back to Kazimir as well as to anyone near.



    4:

    Cold Bile: A mist of arcane power will emit from Kazimir lungs. This mist will chase after the enemy in a very slow but unrestricted pace, traveling at a walking pace at best. This will dispel at around 6 posts naturally. If this move hits the target then it will stick onto him and deal burning damage as well as mild sickness which entails stressed breathing and a displeasing sensation of needing to vomit along with weak lethargy due to horrid smells its produces. This will last five posts. The damage each turn is none existent but in total at the end does minor damage.

    Corrosive: Kazimir will simply sling a large splash of energy at his enemy in a similar way someone would fling water off their hands. This will spread out out into a series of liquid like spits at the target. If it hits it will deal burn and decay on contact to the target, acting like acid. This is moderate damage overall but has only the range of ten feet and gets more wide and inaccurate the further it goes.


    Harmful tendencies: If attacked by the front Kazimir may enact a green aura around him that will absorb the enemies damage. All damage done to him will be returned as a spit of pure black goo that deals magical damage onto the attacking target. The counter attack is obvious to see when in action and requires a prep move after the attack has been absorbed before spitting out the counter attack itself.



    Negative: When in this mode Kazimir is not immune to being affected by his own cold bile, on top of this he is immune against poisons and illness but resists any healing effects that may be produced by others or in his own environment and have increased aggressiveness along with being afflicted by the typical symptoms of a common cold.

    5:


    Directions: When this spell is cast him and his opponent will switch locations although their current actions will still be in affect. So if your character currently punching his face and he does this, while they switch positions on the field he would still be getting punched. If you are at the end of the arena he will take that place and you would take his at the other end of the map. This move requires a few seconds to cast. This move can be defended against although it is an instant when cast and It activates around the character but magical resistance disrupts the grip of the spell.


    Holan: A helix pattern of purple energy will spiral out from the ground. If it hits an opponent at the feet it will be dispelled but still deal minor damage to the enemies legs. If the enemy gets caught in the helix while in the air the spell will constrict around him and turn into a pillar of pure arcane force, dealing horrific damage. This move reaches up to eight feet when in effect and has a brief two seconds between being cast by Kazimir and actually manifesting. The casting itself is instant and is a simple purple point to the floor.



    Halo Damnation(Olim): A ring will be spawned in the air by the words of Kazimir, being Olim. When this halo is on the field it will drift around the air and actively harm any one(including Kazimir) with a cutting damage. This item will continue to be present until it either gets a grip (by being thrown into the hole of the halo or actively going straight into its beams) where it constricts around the target and rapidly spin in a saw like manner, dealing both magical and physical damage. If it doesn't catch anyone within ten post it will evaporate. It wanders at around seven foot off the ground.



    6:

    Enhances Kazimir's overall strikes are stronger but requires a charge up rate, when his hands or legs are charged up for the attack his blows will carry immense harmful magic powered by hate and anger, the result is that not only are the blows equal to that of being kissed by a sledge hammer but they also offer a magical pushing field that will grant effective knock back.


    psychotic tantrum: Spawns up to four beams of magic powered by hate, these beams follow in a single guided direction although the pattern that they move is in spirals. If hit by one beam it is most likely you'll be hit by others due to there pattern and close proximity to each other except when they reach over 20 feet and spread out. This move does moderate damage with one beam. If caught in the middle the enemy will be picked up and travel with the beam up to ten feet while taking damage. If you are caught in the middle of these spiraling powers then the damage overall is devastating. This moves has to be charged up twice and each time Kazimir glows red so the indication of when he is planning to use it is obvious.

    Tantrum: Kazimir will release one beam like that of psychotic tantrum which travels at the pace of 30 miles an hour. Fast and offers moderate damage, if caught directly by the spiraling energy then the target will be lifted and carried by the beam for 4 feet as well as taking damage.



    Past: (I'll reveal this later)
    Last edited by Greyman; 03-27-2013 at 11:58 PM.
    Preferred Category: Advanced (1) Casual (2) and looking to dabble in the arena.

    Preferred Genres: Anything really although I don't blend well with feral/furry (no hate. I just lean heavily to humans alot or weird things in writing)

    Preferred type of play: I prefer groups(unless you've amassed like 20 people then don't, simply too chaotic for me) but 1x1 don't bother me much.

    Extra information: Feel free to PM to get to know me or to talk about role playing possibilities.

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