Round 2
Boss:x1.14 Power
Challengers:
Eklispe
Schradinger:
drallinix:
Battleground:
Ground Rules:
1. Posts will follow a turn based pattern. Starting with Myself, then in the order of when the votes were placed; Drallinix, Laliman, then Schradinger.
2. Each person will be given Two Days to post.
3. Upon the third day, the person will be skipped and the battle will continue.
4. In the event of requiring an outcome from a missing person's post, the outcome is to be decided by the active player to whom the action is targeted.
5. After Three consecutive missed posts, or a cumulative of Ten during the battle, the character will be considered forfeit, and ejected from the match.
6. If an ejected player was the last/only remaining character on a team, then victory will be given to the opposing side.
7. In the case of extreme circumstances, missed posts and ejection can be challenged and vetoed by unanimous vote from participating players.
8. If a player is ejected from Three cumulative matches, they will not be allowed to participate in any further matches.
9. Address any concerns about the battle or the rules in the OOC, or PM me if you want it kept private.
10. Rules are subject to change if requested by majority vote.
Boss:x1.14 Power
Title: The Impaler
Race: Demon Vampire
Appearance: Clad in the most expensive of silks and velvet, Dracula stands as a noble figure of society. Looking quite aged, his wrinkled face, white hair, and beard give more legitimacy to his appearance as a frail old man of great wealth. He keeps his Victorian suit well tailored and proper and only drinks the finest of wines. To his friends and enemies, he is the epitome of High Class Nobility. However, underneath his frail demeanor lies the heart of a wicked beast. When threatened, his form can shift. His skin grows pale and his teeth turn sharp, as claws stretch out from his fingertips. A demon of nightmares and the source of countless legends, Dracula has buried himself in the Human race's lore.
Personality: Known to the mortal world as Vladislavs Dracvla, he has kept his true identity wrapped in mystery for centuries. Preferring deception over brute force, he sows seeds of betrayal and doubt into the hearts of his opponents. Well dressed and well spoken, he speaks with a cryptically vicious tone.
Weapon: Normally, Dracula is not one to fight, choosing to send someone else to do so in his stead, but when such a situation arises he carries an ornate Pike into battle. The weapon is of masterwork craftsmanship, made of the purest silver. However, the metal is linked with the Demon's energy, preventing it from bending, breaking, or dulling without extreme force.
Armor: None
Special Abilities: Dracula can alter the flow of the wind to his advantage. Using it to increase his speed, blind his enemies, achieve flight, and even teleport. This control stems from his own energy, but requires freely moving air to use. Exceptionally strong winds or the vacuum of space would render those powers unusable. Along with control of the wind, he has a powerful, but limited control over the human mind. While he cannot outright control their thoughts, he can place subconscious triggers and idea into the target's mind. Such a change is nearly unnoticeable to the weak minded, and they can be convinced of almost anything the Demon says to them.
Base Speed: 6 mph (7)
Run Speed: 20 mph (23)
Dash Speed: 60 mph (68)
Flight Speed: 80 mph (91)
Max Speed: 150 mph (171)
Teleport Distance: 30 Feet (34)
Casting Time: 1 sec (.88)
Max Thrust Force: 75 Tons (86)
Pike Break Force: 150 Tons (171)
Race: Demon Vampire
Appearance: Clad in the most expensive of silks and velvet, Dracula stands as a noble figure of society. Looking quite aged, his wrinkled face, white hair, and beard give more legitimacy to his appearance as a frail old man of great wealth. He keeps his Victorian suit well tailored and proper and only drinks the finest of wines. To his friends and enemies, he is the epitome of High Class Nobility. However, underneath his frail demeanor lies the heart of a wicked beast. When threatened, his form can shift. His skin grows pale and his teeth turn sharp, as claws stretch out from his fingertips. A demon of nightmares and the source of countless legends, Dracula has buried himself in the Human race's lore.
Personality: Known to the mortal world as Vladislavs Dracvla, he has kept his true identity wrapped in mystery for centuries. Preferring deception over brute force, he sows seeds of betrayal and doubt into the hearts of his opponents. Well dressed and well spoken, he speaks with a cryptically vicious tone.
Weapon: Normally, Dracula is not one to fight, choosing to send someone else to do so in his stead, but when such a situation arises he carries an ornate Pike into battle. The weapon is of masterwork craftsmanship, made of the purest silver. However, the metal is linked with the Demon's energy, preventing it from bending, breaking, or dulling without extreme force.
Armor: None
Special Abilities: Dracula can alter the flow of the wind to his advantage. Using it to increase his speed, blind his enemies, achieve flight, and even teleport. This control stems from his own energy, but requires freely moving air to use. Exceptionally strong winds or the vacuum of space would render those powers unusable. Along with control of the wind, he has a powerful, but limited control over the human mind. While he cannot outright control their thoughts, he can place subconscious triggers and idea into the target's mind. Such a change is nearly unnoticeable to the weak minded, and they can be convinced of almost anything the Demon says to them.
Base Speed: 6 mph (7)
Run Speed: 20 mph (23)
Dash Speed: 60 mph (68)
Flight Speed: 80 mph (91)
Max Speed: 150 mph (171)
Teleport Distance: 30 Feet (34)
Casting Time: 1 sec (.88)
Max Thrust Force: 75 Tons (86)
Pike Break Force: 150 Tons (171)
Challengers:
Eklispe
Name: Kitsune
Sex: Male
Species: Werefox
Age: 250, Immune to aging
Physical Appearance:
Skills: Master of all Martial arts styles
Powers: Kitsune has spent nearly 100 years training and little real combat expeirnece. His strength allows him to punch with a force equal to half a ton and kick with force equal to one ton. Kitsune can easily move at 40 mph, able to briefly sprint up to 80mph at maximum.
Ablities:
Iron tails- Kitsune's tails harden becoming nearly unbreakable and elongate allowing him to either bash his foes with them or use them as a shield, they can resist forces up to two tons. If used together they can block a maximum of six tons however doing so will revert them to normal and he is unable to use this power for 12 hours.
Phase- Kitsune's otherwordly powers allow him to breifly shift into another plane of existence before returning, this ablitlty takes roughly 10% of his stamina
Ki orbs- Kitsune can acces his Ki using it to create bubbels of force either to shield himself or hurl at on opponet to attack. They contain a force of 500 pounds and are more for being disruptive then actually dangerous. Can only have one out at a time
Foxfire- He can emit a brillant blast of light within a 50 meter raduis that is powerful enough to blind even through human eyelids, although looking away will almost completly negate it. Using this weakens Kitsune for a short period of time in addition he is unable to use it for one day.
Will-o-wisp- He leaves a brief afterimage when moving making it hard to pinpoint his location, doing so constantly minorly drains his energy(Bascially he can't do it forever)
Focus energy- Kitsune concentrates all of his energy refining it for use to greater effect, all of his physical abilities are increased by 50%. Requires 3 post prep
Equipment
Bells- Kitsune's bells are constantly softly ringing at an very low frequancy allowing him to instantly dectect any nearby movement
Robes- Kistune's robes are made of an etherweave material partialy dissapating any magic that comes near him
Fur- is made of a dense thickly matted material that serves as a tough layer of physical defense
Nails- Kitsune nails are made of an material that is very difficult to break and can cut through soild stone with ease.
Weaknesses:
Noise-High pitched noises of a large enough volume can hurt Kitsune's sensitive ears stunning for a duration depending on the strength of the noise
Silver- Silver burns intensely on contact and weakens kitsune to the strength of a normal human while he is in contact with it.
Sex: Male
Species: Werefox
Age: 250, Immune to aging
Physical Appearance:
Skills: Master of all Martial arts styles
Powers: Kitsune has spent nearly 100 years training and little real combat expeirnece. His strength allows him to punch with a force equal to half a ton and kick with force equal to one ton. Kitsune can easily move at 40 mph, able to briefly sprint up to 80mph at maximum.
Ablities:
Iron tails- Kitsune's tails harden becoming nearly unbreakable and elongate allowing him to either bash his foes with them or use them as a shield, they can resist forces up to two tons. If used together they can block a maximum of six tons however doing so will revert them to normal and he is unable to use this power for 12 hours.
Phase- Kitsune's otherwordly powers allow him to breifly shift into another plane of existence before returning, this ablitlty takes roughly 10% of his stamina
Ki orbs- Kitsune can acces his Ki using it to create bubbels of force either to shield himself or hurl at on opponet to attack. They contain a force of 500 pounds and are more for being disruptive then actually dangerous. Can only have one out at a time
Foxfire- He can emit a brillant blast of light within a 50 meter raduis that is powerful enough to blind even through human eyelids, although looking away will almost completly negate it. Using this weakens Kitsune for a short period of time in addition he is unable to use it for one day.
Will-o-wisp- He leaves a brief afterimage when moving making it hard to pinpoint his location, doing so constantly minorly drains his energy(Bascially he can't do it forever)
Focus energy- Kitsune concentrates all of his energy refining it for use to greater effect, all of his physical abilities are increased by 50%. Requires 3 post prep
Equipment
Bells- Kitsune's bells are constantly softly ringing at an very low frequancy allowing him to instantly dectect any nearby movement
Robes- Kistune's robes are made of an etherweave material partialy dissapating any magic that comes near him
Fur- is made of a dense thickly matted material that serves as a tough layer of physical defense
Nails- Kitsune nails are made of an material that is very difficult to break and can cut through soild stone with ease.
Weaknesses:
Noise-High pitched noises of a large enough volume can hurt Kitsune's sensitive ears stunning for a duration depending on the strength of the noise
Silver- Silver burns intensely on contact and weakens kitsune to the strength of a normal human while he is in contact with it.
Schradinger:
Name: Ahven Maldrich.
Occupation: Demon Hunter.
Age: Early sixties, appears in his twenties.
Race: Former human, current half-breed (demon and human).
Appearance: Tall at 6’4” and slender at 200 pounds, Ahven possessed a lithe strength and speed that made him a formidable combatant even before his transformation, which only increased his physical capabilities further. In addition, the presence of demon blood in his body has turned his hair white, skin pale, and eyes a deep silver-red hue.
History: Born into a world on the brink of war, Ahven was trained from childhood to become a hunter of demons and drive them back to the realm from which they came. This task is not a simple one, as it is the magic, or essence, from the demon realm that powers the technology from the human one, and to seal the breaches entirely would destroy a civilization. Instead, once the effects that demon blood could have on a human were discovered, the hunters were created; humans that have consumed the blood of demons and survived. Doing so granted them access to the essence of the demons power and they became more than human; living conduits for the energy that is drawn from the demon realm to power the expansion of industry. Ahven was sixteen when he and eleven others went through the ritual to become a full hunter; seven of them were killed outright by the process while three more were driven insane. Of the original dozen students, only two passed through the final test unscathed. Since that time, Ahven has worked tirelessly to perfect the gifts his demon blood has granted him and become one of the foremost hunters to date, far surpassing the median life expectancy of forty-two years.
Powers: Demonic Blood.
Granted by his demon blood, Ahven possesses physical capabilities far superior to any human, allowing him to lift one ton of weight above his head, maintain a pace of thirty miles per hour for an extended period of time, react to movements that a human eye would not even perceive, and easily withstand blows from those who are his equal in strength. His eyesight has been altered to see clearly in darkness and at greater distance than a human, while his hearing and smell have become comparable to those of predatory animals. His blood as well has been altered, gaining a corrosive quality due to the demonic essence it is imbued with and rendering him resistant to poison and disease. If injured non-fatally, his body will repair the damage quickly enough to prevent the wound from becoming fatal in time, but only to the point where death is averted. To heal himself fully requires either time or an expenditure of energy.
Abilities: Essence Manipulation.
Due to his connection with the energy of the demon realm (via his now-demonic blood), Ahven has access to several forms of demon magic, though all require a portion of the same energy. He cannot be harmed by his own energy, and any of his own offensive spells he is in range of will have no affect on him.
Essence Shift.
Teleportation would be a more common name for this ability, though in truth it is a method of traversing between dimensions as much as transporting oneself from one point to another within the same realm. This ability is what allows hunters to follow the demons to their own realm to destroy the portals they’ve created, then traverse back due to their human connection with their own realm. A hunter is the only known being that can pass back and forth entirely at will. When used to alter one’s location within the same realm, the range of this ability is limited to roughly 25 meters, though can be increased by using a greater amount of energy. For every five seconds spent charging this ability (one post), its range is double (50 meters after one charge post, 100 after two, and so on). Due to the strain this ability places on the hunter's mind, it is extremely inadvisable to utilize it more than once in succession, as doing so causes great mental fatigue after two consecutive shifts and outright unconsciousness after three.
Essence Binding.
As the name suggests, this spell is a method of attaching one object to another by binding them together with demonic essence. The strength of this bond, as well as the range of it, is determined by the amount of energy put into the spell, with the binding strength doubling every five seconds the spell is charged. At a base level, the binding force is enough to restrain a hunter (barring the use of essence to escape) and slow down even the strongest of demons (enough to hold a being with 2 ton strength), and the radius of the effect is 1 meter. With each charge, both the binding strength and the effect radius are doubled, though range can also be sacrificed for another equal increase in binding strength and vice-versa (4 tons and 0 meters with no charge, 8 tons and 1 meter with 1 charge, or 2 tons and 16 meters with 2 charges). The duration of this spell is 10 seconds (those caught in it will be immobilized for one full post, and two partial posts) by default, though can be increased based upon the same formula as the range and binding force if the potency of one of them is sacrificed. Physical contact is necessary for the activation of this spell, and it is centered on either Ahven himself or the object he is touching.
Essence Transfer.
The transfer of essence allows Ahven to strike much harder, move much faster, and withstand more damage than would otherwise be possible by releasing a portion of his energy into either his physical body or an adjacent object on contact. The rate of transfer is equal to the maximum force/energy he can exert with a purely physical action, multiplied by a factor of 10. With every five seconds of charge, the power of the action is doubled.
Demonic Awareness.
A sixth sense, so to speak, this ability is derived from the essence that Ahven is continuously "leaking" into the world around himself and the way in which it interacts with other objects and energies. Within 25 meters, he can sense any object and most energies around himself with unerring accuracy, though must still focus his attention if he is attempting to perceive any great detail. Within 50 meters, he can sense people and their energy fields, but is unable to distinguish significant detail even when focused. Within 100 meters, he can sense only general shapes and large amounts of energy. Beyond 100 meters this sense is blind to the world. Due to the nature of this energy being tuned to Ahven himself, it is undetectable even to other hunters, though his body's natural energy field can still be detected.
Non-combat abilities.
Meditative Restoration.
By focusing his supply of demonic essence within his own body, Ahven can use it to rejuvenate his own physical energy and well-being, healing wounds and counteracting even the poisons and diseases potent enough to affect him. To do this, however, he must be able to concentrate completely on the task.
Essence Attunement.
Ahven is capable of sensing his own energy over vast distances, allowing him to easily determine the location of any traps he has set or any items powered by his essence.
Equipment: Essence-based technology.
Swords.
Short by most standards (half a meter blade length), these twin blades are nevertheless exceedingly effective at what they are designed to do. Fortified with enchantments that render them wholly unyielding as well as eternally sharp, they are the primary weaponry given to a demon hunter upon graduation, to then be enchanted further as each hunter desires. Ahven decided to forego any further enchantments in favor of the efficiency provided by simplicity, and thus far it has served him exceedingly well.
Pistols.
Powered by the demonic energy his body generates, these twin pistols are designed to store and release that energy on command in short but volatile projectile bursts. The mechanics of the weapon allow it to compress and multiply the force of the energy into a more destructive, yet much more precise attack than Ahven is capable of on his own, and the range of the weapon is also a distinct advantage against purely melee foes. Each projectile will travel for a distance of 1,000 meters before dissipating, and the force with which it strikes is equal to the force of his strongest physical blow multiplied by a factor of ten, then compressed into a space no more than a single centimeter across and fired at a speed of mach 2. Charging the weapon requires both time and concentration, and allows him to fire 7 times before needing to replenish. The replenishment process itself is similar to that of restoration, and cannot be done in combat.
Traps.
Small disks that can easily fit in the palm of a hand, a hunter’s trap is a device designed to temporarily contain demonic essence while in a volatile state. To arm a trap, a demon hunter will simply cast the desired spell into the device, which will then create an appropriate seal to contain the energy. To detonate the trap, the seal can either be altered to decay at a specified rate, resulting in a delayed detonation, or simply destroyed remotely by the hunter who set the trap. When active, a trap will expand to four times its inactive size, making the transportation of more than a handful of armed traps difficult at best. Energy requirements are equal to those of the standard spells, with the only difference being the remote/ranged capability a trap provides. Ahven possesses 12 of these devices.
Armor.
With the exception of his bracers, which are an enchanted metal that can withstand blows from even the strongest of demons, Ahven’s armor is lightly enchanted leather designed to provide maximum agility and an increased ability to blend silently into shadows and darkness.
Weaknesses:
Bright light.
Due to his ability to see in near-total darkness, his eyes are very sensitive to bright light and sudden flashes can disorient and/or blind him temporarily (he generally wears a hood to help compensate for this).
Holy magic.
While his human side does provide some resistance to this, any use of holy magic against him will bypass the resistances granted by his demonic blood and affect him as it would a normal human.
Occupation: Demon Hunter.
Age: Early sixties, appears in his twenties.
Race: Former human, current half-breed (demon and human).
Appearance: Tall at 6’4” and slender at 200 pounds, Ahven possessed a lithe strength and speed that made him a formidable combatant even before his transformation, which only increased his physical capabilities further. In addition, the presence of demon blood in his body has turned his hair white, skin pale, and eyes a deep silver-red hue.
History: Born into a world on the brink of war, Ahven was trained from childhood to become a hunter of demons and drive them back to the realm from which they came. This task is not a simple one, as it is the magic, or essence, from the demon realm that powers the technology from the human one, and to seal the breaches entirely would destroy a civilization. Instead, once the effects that demon blood could have on a human were discovered, the hunters were created; humans that have consumed the blood of demons and survived. Doing so granted them access to the essence of the demons power and they became more than human; living conduits for the energy that is drawn from the demon realm to power the expansion of industry. Ahven was sixteen when he and eleven others went through the ritual to become a full hunter; seven of them were killed outright by the process while three more were driven insane. Of the original dozen students, only two passed through the final test unscathed. Since that time, Ahven has worked tirelessly to perfect the gifts his demon blood has granted him and become one of the foremost hunters to date, far surpassing the median life expectancy of forty-two years.
Powers: Demonic Blood.
Granted by his demon blood, Ahven possesses physical capabilities far superior to any human, allowing him to lift one ton of weight above his head, maintain a pace of thirty miles per hour for an extended period of time, react to movements that a human eye would not even perceive, and easily withstand blows from those who are his equal in strength. His eyesight has been altered to see clearly in darkness and at greater distance than a human, while his hearing and smell have become comparable to those of predatory animals. His blood as well has been altered, gaining a corrosive quality due to the demonic essence it is imbued with and rendering him resistant to poison and disease. If injured non-fatally, his body will repair the damage quickly enough to prevent the wound from becoming fatal in time, but only to the point where death is averted. To heal himself fully requires either time or an expenditure of energy.
Abilities: Essence Manipulation.
Due to his connection with the energy of the demon realm (via his now-demonic blood), Ahven has access to several forms of demon magic, though all require a portion of the same energy. He cannot be harmed by his own energy, and any of his own offensive spells he is in range of will have no affect on him.
Essence Shift.
Teleportation would be a more common name for this ability, though in truth it is a method of traversing between dimensions as much as transporting oneself from one point to another within the same realm. This ability is what allows hunters to follow the demons to their own realm to destroy the portals they’ve created, then traverse back due to their human connection with their own realm. A hunter is the only known being that can pass back and forth entirely at will. When used to alter one’s location within the same realm, the range of this ability is limited to roughly 25 meters, though can be increased by using a greater amount of energy. For every five seconds spent charging this ability (one post), its range is double (50 meters after one charge post, 100 after two, and so on). Due to the strain this ability places on the hunter's mind, it is extremely inadvisable to utilize it more than once in succession, as doing so causes great mental fatigue after two consecutive shifts and outright unconsciousness after three.
Essence Binding.
As the name suggests, this spell is a method of attaching one object to another by binding them together with demonic essence. The strength of this bond, as well as the range of it, is determined by the amount of energy put into the spell, with the binding strength doubling every five seconds the spell is charged. At a base level, the binding force is enough to restrain a hunter (barring the use of essence to escape) and slow down even the strongest of demons (enough to hold a being with 2 ton strength), and the radius of the effect is 1 meter. With each charge, both the binding strength and the effect radius are doubled, though range can also be sacrificed for another equal increase in binding strength and vice-versa (4 tons and 0 meters with no charge, 8 tons and 1 meter with 1 charge, or 2 tons and 16 meters with 2 charges). The duration of this spell is 10 seconds (those caught in it will be immobilized for one full post, and two partial posts) by default, though can be increased based upon the same formula as the range and binding force if the potency of one of them is sacrificed. Physical contact is necessary for the activation of this spell, and it is centered on either Ahven himself or the object he is touching.
Essence Transfer.
The transfer of essence allows Ahven to strike much harder, move much faster, and withstand more damage than would otherwise be possible by releasing a portion of his energy into either his physical body or an adjacent object on contact. The rate of transfer is equal to the maximum force/energy he can exert with a purely physical action, multiplied by a factor of 10. With every five seconds of charge, the power of the action is doubled.
Demonic Awareness.
A sixth sense, so to speak, this ability is derived from the essence that Ahven is continuously "leaking" into the world around himself and the way in which it interacts with other objects and energies. Within 25 meters, he can sense any object and most energies around himself with unerring accuracy, though must still focus his attention if he is attempting to perceive any great detail. Within 50 meters, he can sense people and their energy fields, but is unable to distinguish significant detail even when focused. Within 100 meters, he can sense only general shapes and large amounts of energy. Beyond 100 meters this sense is blind to the world. Due to the nature of this energy being tuned to Ahven himself, it is undetectable even to other hunters, though his body's natural energy field can still be detected.
Non-combat abilities.
Meditative Restoration.
By focusing his supply of demonic essence within his own body, Ahven can use it to rejuvenate his own physical energy and well-being, healing wounds and counteracting even the poisons and diseases potent enough to affect him. To do this, however, he must be able to concentrate completely on the task.
Essence Attunement.
Ahven is capable of sensing his own energy over vast distances, allowing him to easily determine the location of any traps he has set or any items powered by his essence.
Equipment: Essence-based technology.
Swords.
Short by most standards (half a meter blade length), these twin blades are nevertheless exceedingly effective at what they are designed to do. Fortified with enchantments that render them wholly unyielding as well as eternally sharp, they are the primary weaponry given to a demon hunter upon graduation, to then be enchanted further as each hunter desires. Ahven decided to forego any further enchantments in favor of the efficiency provided by simplicity, and thus far it has served him exceedingly well.
Pistols.
Powered by the demonic energy his body generates, these twin pistols are designed to store and release that energy on command in short but volatile projectile bursts. The mechanics of the weapon allow it to compress and multiply the force of the energy into a more destructive, yet much more precise attack than Ahven is capable of on his own, and the range of the weapon is also a distinct advantage against purely melee foes. Each projectile will travel for a distance of 1,000 meters before dissipating, and the force with which it strikes is equal to the force of his strongest physical blow multiplied by a factor of ten, then compressed into a space no more than a single centimeter across and fired at a speed of mach 2. Charging the weapon requires both time and concentration, and allows him to fire 7 times before needing to replenish. The replenishment process itself is similar to that of restoration, and cannot be done in combat.
Traps.
Small disks that can easily fit in the palm of a hand, a hunter’s trap is a device designed to temporarily contain demonic essence while in a volatile state. To arm a trap, a demon hunter will simply cast the desired spell into the device, which will then create an appropriate seal to contain the energy. To detonate the trap, the seal can either be altered to decay at a specified rate, resulting in a delayed detonation, or simply destroyed remotely by the hunter who set the trap. When active, a trap will expand to four times its inactive size, making the transportation of more than a handful of armed traps difficult at best. Energy requirements are equal to those of the standard spells, with the only difference being the remote/ranged capability a trap provides. Ahven possesses 12 of these devices.
Armor.
With the exception of his bracers, which are an enchanted metal that can withstand blows from even the strongest of demons, Ahven’s armor is lightly enchanted leather designed to provide maximum agility and an increased ability to blend silently into shadows and darkness.
Weaknesses:
Bright light.
Due to his ability to see in near-total darkness, his eyes are very sensitive to bright light and sudden flashes can disorient and/or blind him temporarily (he generally wears a hood to help compensate for this).
Holy magic.
While his human side does provide some resistance to this, any use of holy magic against him will bypass the resistances granted by his demonic blood and affect him as it would a normal human.
drallinix:
name: Arnok Jensari (goes by the name of Free)
race: human
age: 27
height 6'1
weight 185 pounds
apparel: He wears a chainmail shirt over a white tunic. He wears leather pants and all is covered by long white robe with a hood. The trim of this robe is a brilliant and shining gold. The robe provides protection from elemental damage of all kinds but does little in the way of physical protection. On the fingers of his left hand he wears three magical rings.
rings
-ring of the wolf: this ring allows him to speak to and command wolves. The ring has the appearance of a sliver band with a sapphire that has a wolf head emblazoned in it.
-ring of the king: this ring is gold with an emerald with a lions head emblazoned upon it. The ring grants him unearthly presence and charisma. It also allows him to form a sword from water, the sword has the qualities of a regular longsword.
-ring of the raven: a gold ring with a purple gem that has a raven emblazoned on it. This ring boosts his prescience and wisdom. It also allows him to perceive things much faster than a normal man could hope to.
weapons:
-staff of the magus: this staff is an indestructible tool used to channel magical energy. Has the appearance of a tall wooden staff with a white crystal affixed to the top. The more magical energy that is gathered the brighter the crystal glows. The staff is used to muster magical energies and in desperation as a melee weapon.
-elixir of flame: a flask filled with a liquid that when he charges with magical energy literally becomes liquid fire like lava. He uses it by putting magical energy as a catalyst then throwing it when the flask shatters the lava like liquid is unleashed. unlike the lava the liquid has a low viscosity more resembling water so it can flow freely. He carries two of these.
-estus of mutation: a flask containing a potion that is a 50/50 chance of doing what he wants. When this mutagen is charged and contacts something it drastically heightens one attribute while at the same time gives the target an extreme drawback. He only carries one of these flasks.
-essence of frost: literally a liquid blizzard. This liquid when charged and thrown will freeze whatever it hits over time making them get colder and colder. it slows their movement proportionately and stops flame based attacks.He carries two flasks of these.
-elixir of restoration: a potion of healing that he carries one of. This can be used to heal all minor wounds or one extremely serious wound. Must be drunk directly to have effect and must be charged by his energy first.
abilities:
one turn of charging
-fireball: an intense ball of fire is gathered in the hand and launched at the enemy. The fire is hot enough to burn a normal man to the bone upon impact.
-transmutation: may change an object into a similar object of different composition
-wind shear: wind is launched at the opponent in a long line at high velocity. This wind forms a blade of extreme cutting magnitude and power. This can be used to cut through steel beams.
-shadow snare: Can create a whip or claw from a shadow and grab an opponent to throw or choke them with it. There must be a shadow within five feet for him to use this move.
-blazing light: He fires an orb of intense light into the sky bathing everything in an extremely bright white light. When the orb is destroyed it forms a small rip in the fabric of space and time that can be used to transport to a similar hole made by another of these orbs. This rip in space goes away after three turns.
two turns of charging
-dragons gift: his palm is extended and white flames are shot forth from it. These flames extend twenty feet in front of him and can be moved with his hand. The temperature of these flames is high enough to melt treated stone.
-tornado drill: a point is made of rapidly circulating wind around the end of his staff. He can plunge this "drill" into an object and it will bore through with little resistance. He can bore through stone walls with this ability easily.
-precision beams: his fingers are extended and beams of hard light are shot forth from them however they travel at around the speed of a bullet.. These beams are manipulated and aimed by moving his fingers and can melt their way through steel instantly as if it were a hot knife through butter.
three turns of charging
-inferno control: He makes a wall of fire and fires it at the opponent. If the attack hits it encircles the target and sets it ablaze from all sides. These fires burn at the same intensity as his dragons gift.
-rebelling earth: A line of spikes is formed out of the ground in a line to the target. Each of these spike fires forth from the ground at breakneck speed and remain there after the attack whether it misses or fails. Each spike measures eight feet in length and three feet in width at the base.
-wind cleave: An enormous version of wind shear that doubles its cutting power and speed.
four turns of charging
-magma direction: A gout of magma is shot from the ground at the opponent.
-wind reaper: The most massive version of wind shear he can muster. It triples the cutting power of wind cleave and is twice as fast.
-apocalypse preparation: this is not an attack it is a set up for a larger attack. His had is extended with the palm open and pointed at the target where a multicolored ball is formed in the palm.
five turns of charging
-apocalypse: his most powerful move, This fires an enormous blast of every elemental type of energy at the target in a beam. The beam is fired in a cone from the ball in his hand and spreads at a 45 degree angle in all forward directions. This attack packs enough raw energy to demolish a castle and hits with all elemental types so there can be no resistance granted to it. It can only be fired the turn after apocalypse preparation was used. When it is fired the ball of energy in his hand turns white and then fires as previously described.
-dragon form: He transmutes either himself or an ally into a massive dragon. The color and elemental type of this dragon are determined by him. The target of the spell gains all benefits of being a dragon and wields an enormous greatsword the size of a tree. The dragon can also fire an elemental breath attack of its type.
biography: Since he was five he was trained in the arts of alchemy and sorcery. He holds limitless potential in both and is a star pupil. His teacher is a 300 year old wizard of great stature. Free excels in poisons in alchemy and destruction magic, but can master spells and potions of any kind given enough time. Unless killed he will live forever due to an elixir of immortality that was given to him by his master and even if killed he shall merely be reincarnated with all of his memories intact.
race: human
age: 27
height 6'1
weight 185 pounds
apparel: He wears a chainmail shirt over a white tunic. He wears leather pants and all is covered by long white robe with a hood. The trim of this robe is a brilliant and shining gold. The robe provides protection from elemental damage of all kinds but does little in the way of physical protection. On the fingers of his left hand he wears three magical rings.
rings
-ring of the wolf: this ring allows him to speak to and command wolves. The ring has the appearance of a sliver band with a sapphire that has a wolf head emblazoned in it.
-ring of the king: this ring is gold with an emerald with a lions head emblazoned upon it. The ring grants him unearthly presence and charisma. It also allows him to form a sword from water, the sword has the qualities of a regular longsword.
-ring of the raven: a gold ring with a purple gem that has a raven emblazoned on it. This ring boosts his prescience and wisdom. It also allows him to perceive things much faster than a normal man could hope to.
weapons:
-staff of the magus: this staff is an indestructible tool used to channel magical energy. Has the appearance of a tall wooden staff with a white crystal affixed to the top. The more magical energy that is gathered the brighter the crystal glows. The staff is used to muster magical energies and in desperation as a melee weapon.
-elixir of flame: a flask filled with a liquid that when he charges with magical energy literally becomes liquid fire like lava. He uses it by putting magical energy as a catalyst then throwing it when the flask shatters the lava like liquid is unleashed. unlike the lava the liquid has a low viscosity more resembling water so it can flow freely. He carries two of these.
-estus of mutation: a flask containing a potion that is a 50/50 chance of doing what he wants. When this mutagen is charged and contacts something it drastically heightens one attribute while at the same time gives the target an extreme drawback. He only carries one of these flasks.
-essence of frost: literally a liquid blizzard. This liquid when charged and thrown will freeze whatever it hits over time making them get colder and colder. it slows their movement proportionately and stops flame based attacks.He carries two flasks of these.
-elixir of restoration: a potion of healing that he carries one of. This can be used to heal all minor wounds or one extremely serious wound. Must be drunk directly to have effect and must be charged by his energy first.
abilities:
one turn of charging
-fireball: an intense ball of fire is gathered in the hand and launched at the enemy. The fire is hot enough to burn a normal man to the bone upon impact.
-transmutation: may change an object into a similar object of different composition
-wind shear: wind is launched at the opponent in a long line at high velocity. This wind forms a blade of extreme cutting magnitude and power. This can be used to cut through steel beams.
-shadow snare: Can create a whip or claw from a shadow and grab an opponent to throw or choke them with it. There must be a shadow within five feet for him to use this move.
-blazing light: He fires an orb of intense light into the sky bathing everything in an extremely bright white light. When the orb is destroyed it forms a small rip in the fabric of space and time that can be used to transport to a similar hole made by another of these orbs. This rip in space goes away after three turns.
two turns of charging
-dragons gift: his palm is extended and white flames are shot forth from it. These flames extend twenty feet in front of him and can be moved with his hand. The temperature of these flames is high enough to melt treated stone.
-tornado drill: a point is made of rapidly circulating wind around the end of his staff. He can plunge this "drill" into an object and it will bore through with little resistance. He can bore through stone walls with this ability easily.
-precision beams: his fingers are extended and beams of hard light are shot forth from them however they travel at around the speed of a bullet.. These beams are manipulated and aimed by moving his fingers and can melt their way through steel instantly as if it were a hot knife through butter.
three turns of charging
-inferno control: He makes a wall of fire and fires it at the opponent. If the attack hits it encircles the target and sets it ablaze from all sides. These fires burn at the same intensity as his dragons gift.
-rebelling earth: A line of spikes is formed out of the ground in a line to the target. Each of these spike fires forth from the ground at breakneck speed and remain there after the attack whether it misses or fails. Each spike measures eight feet in length and three feet in width at the base.
-wind cleave: An enormous version of wind shear that doubles its cutting power and speed.
four turns of charging
-magma direction: A gout of magma is shot from the ground at the opponent.
-wind reaper: The most massive version of wind shear he can muster. It triples the cutting power of wind cleave and is twice as fast.
-apocalypse preparation: this is not an attack it is a set up for a larger attack. His had is extended with the palm open and pointed at the target where a multicolored ball is formed in the palm.
five turns of charging
-apocalypse: his most powerful move, This fires an enormous blast of every elemental type of energy at the target in a beam. The beam is fired in a cone from the ball in his hand and spreads at a 45 degree angle in all forward directions. This attack packs enough raw energy to demolish a castle and hits with all elemental types so there can be no resistance granted to it. It can only be fired the turn after apocalypse preparation was used. When it is fired the ball of energy in his hand turns white and then fires as previously described.
-dragon form: He transmutes either himself or an ally into a massive dragon. The color and elemental type of this dragon are determined by him. The target of the spell gains all benefits of being a dragon and wields an enormous greatsword the size of a tree. The dragon can also fire an elemental breath attack of its type.
biography: Since he was five he was trained in the arts of alchemy and sorcery. He holds limitless potential in both and is a star pupil. His teacher is a 300 year old wizard of great stature. Free excels in poisons in alchemy and destruction magic, but can master spells and potions of any kind given enough time. Unless killed he will live forever due to an elixir of immortality that was given to him by his master and even if killed he shall merely be reincarnated with all of his memories intact.
Battleground:
Size: 85,000 square feet
Properties: The grand hall of a mighty cathedral made of Iron. What was once a place of holy worship, it has dropped into obscurity. Forgotten by time, it has been abandoned for centuries. Pristine acoustics cause sound emanating from the pulpit to double in volume, carrying to all corners of the main hall. Iron pews stand bolted to the floor, filling most of the floorspace.
Player Capacity: 6
Description:
Flavor Text: "Blessed be those who walked these halls when alabaster tiles graced its form, for now the age of reckoning is upon us, and the gospel preached from this once holy site speaks not words of redemption, but words of fear. Beware the darkened and empty halls, for they bring forth the hatred of sin and no light shall shine from them forevermore." -Saint Grenor of Paal.
Properties: The grand hall of a mighty cathedral made of Iron. What was once a place of holy worship, it has dropped into obscurity. Forgotten by time, it has been abandoned for centuries. Pristine acoustics cause sound emanating from the pulpit to double in volume, carrying to all corners of the main hall. Iron pews stand bolted to the floor, filling most of the floorspace.
Player Capacity: 6
Description:
Flavor Text: "Blessed be those who walked these halls when alabaster tiles graced its form, for now the age of reckoning is upon us, and the gospel preached from this once holy site speaks not words of redemption, but words of fear. Beware the darkened and empty halls, for they bring forth the hatred of sin and no light shall shine from them forevermore." -Saint Grenor of Paal.
Ground Rules:
1. Posts will follow a turn based pattern. Starting with Myself, then in the order of when the votes were placed; Drallinix, Laliman, then Schradinger.
2. Each person will be given Two Days to post.
3. Upon the third day, the person will be skipped and the battle will continue.
4. In the event of requiring an outcome from a missing person's post, the outcome is to be decided by the active player to whom the action is targeted.
Players A, B, C, and D are fighting in that order.
A posts to attack B.
B posts to defend against A and attack C.
C posts to defend against B and attack A.
D posts to charge an attack.
If A does not post, B can decide the outcome of the attack, and C's attack is registered as successful.
If D does not post, the charge does not count for that round.
A posts to attack B.
B posts to defend against A and attack C.
C posts to defend against B and attack A.
D posts to charge an attack.
If A does not post, B can decide the outcome of the attack, and C's attack is registered as successful.
If D does not post, the charge does not count for that round.
5. After Three consecutive missed posts, or a cumulative of Ten during the battle, the character will be considered forfeit, and ejected from the match.
6. If an ejected player was the last/only remaining character on a team, then victory will be given to the opposing side.
7. In the case of extreme circumstances, missed posts and ejection can be challenged and vetoed by unanimous vote from participating players.
8. If a player is ejected from Three cumulative matches, they will not be allowed to participate in any further matches.
9. Address any concerns about the battle or the rules in the OOC, or PM me if you want it kept private.
10. Rules are subject to change if requested by majority vote.