Hidden 8 yrs ago Post by Holy Soldier
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Holy Soldier Divine Justice

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Also everyone, when you all go to the Fields of Justice, you can have your champions wear whatever skin you want them to wear lol. No matter how silly. Regardless, they'll play throughout the match as though it were a serious battle.
Hidden 8 yrs ago Post by Holy Soldier
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Holy Soldier Divine Justice

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I updated the Champion List with the current reservations and taken champions.
Hidden 8 yrs ago Post by LeeRoy
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LeeRoy LeeRoy Brightmane

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@Holy Soldier
Edits are made.
Hidden 8 yrs ago Post by Holy Soldier
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Holy Soldier Divine Justice

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@LeeRoyYou can move the CS over to the CS thread. :)
Hidden 8 yrs ago Post by WrongEndoftheRainbow
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WrongEndoftheRainbow

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I'll reserve Azir.
Hidden 8 yrs ago 8 yrs ago Post by WrongEndoftheRainbow
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WrongEndoftheRainbow

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WIP

"Shurima! Your emperor has returned!"


Azir, The Emperor of the Sands




K (Kills)/D (Deaths)/A (Assists)

0/0/0


W (Wins): 0 | L (Losses): 0


Affiliation: Shurima

Role: Mage, Marksmen

Attributes: Melee, Ranged

Height: 6'6"

Weight: 220LB

Written Appearance: Azir is an ascended, an armor-bound being of immense power. He stands at an imposing height and weight, always carrying his staff of office. However, due to his avian features, he's not particularly strong, and this shows. His body carries no scars due to his only recent ascension.

Personality: Azir is a benevolent, yet arrogant man. He truly believes that things should be obtained by peace first, and war only as a last resort. However, he's arrogant enough that he thinks Shurima is the highest point of culture, and that everyone should be part of it. He also cares about his subjects greatly.

Friends:
• Sivir
• Nasus

Rivals:
• Renekton
• Xerath
• Cassiopeia

Special Abilities
Passive: Legacy of Shurima
Azir can call upon the sun disk, to place it on any destroyed structure and have it act as a turret.

Q: Conquering Sands
Azir dashes his soldiers in a direction, dealing damage to those dashed through.

W: Arise!
Azir calls upon sand soldiers, raising them from the ground. He can store two sand soldiers and can maintain three at a time, however only for a short amount of time.

E: Shifting Sands
Azir dashes to his soldiers. If he hits an enemy champion during this dash, it ends and instead he gains a shield.

R: Emperor's Divide
Azir calls upon a phalanx of soldiers, who dash forwards and block enemy champions with their shields.
Hidden 8 yrs ago Post by Holy Soldier
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Holy Soldier Divine Justice

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@WrongEndoftheRainbowI reserved Azir for you. I have to go to work, so I'll be back this evening.
Hidden 8 yrs ago 8 yrs ago Post by Mirrodin
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Mirrodin

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@Holy Soldier can I reserve Talon until I can get home and make a CS? I already posted this on the interest check but I figured I would post it here too
Hidden 8 yrs ago Post by FrozenEcstasy
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FrozenEcstasy The Wayfaring Killjoy

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I'll work on As he tonight. Finally.
Hidden 8 yrs ago 8 yrs ago Post by jasonwolf
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jasonwolf Hunter, Trainer, Ranger, Master

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Gnar, The Missing Link




K (Kills)/D (Deaths)/A (Assists)

0/0/0


W (Wins): 0 | L (Losses): 0


Affiliation: Bandle City, Freljord (ancient), Independant

Role: Fighter, Tank

Attributes: Gnar possesses two forms both with greatly different abilities. Gnar, mini Gnar, is fleet of foot and highly dexterous making him a great ranged poke champ who can harass and leave with little issue. Mega Gnar is much more of a tank who can engage hard and stay in the fight.

Height: Mini: 3 feet Mega: 12 ½ feet (on hind legs) 9 feet tall (all fours)

Weight: Mini: 98 lbs Mega: 640 lbs

Written Appearance: Gnar like modern yordles is a small fuzzy creature who more often than not will solicit a “D’awww” upon first sight. He has big round eyes, a button nose, and floppy ears all adding to his adorable facade. Unlike his modern kin Gnar dresses in animal skins and wears a small hat made of bones. His unkempt fur is mostly bright orange but blue at the tips of his ears and tail. He carries a small bone boomerang which he hold very dearly.

Mega Gnar throws all of that, and more, out the window. He becomes a giant outsizing most men. He gains massive tusks and razor sharp teeth. His fur turns a dark red, but retains the blue sections.

Personality: Gnar is clearly of limited intellect. There is debate if it is because he is a child or if it's because of his primordial nature. Despite that Gnar is a joyful small creature somewhat akin to a puppy. He adores playing and running, but he doesn’t seem to know his own strength. He often imitates those around him and treats life like a game. That is at least until you tick him off. Gnar’s rage gene turns the child into a monster. In this form he is far more beast than yordle. While sometimes he can still be calmed in this form more often than not the transformation sends him into a tantrum rampage.

Friends:
• Everyone who gives snacks.

Rivals:

•Everyone who does not share snacks.

Special Abilities

Rage Gene

While in combat Gnar generates Rage. At maximum Rage his next ability will transform him into Mega Gnar, granting increased survivability and access to new spells.

Gnar will be capable of transforming into Mega Gnar every 3rd turn. On the third turn, Gnar will be able to retain his rage form for 1 turn.

Boomerang Throw/Boulder Toss

Gnar throws a boomerang that damages and slows enemies it hits before returning to him. The maximum range of the boomerang is 10 meters. If he catches the boomerang its cool down is reduced, allowing Gnar to cast Boomerang Throw every 5 posts as opposed to waiting 1 full turn.

Mini Gnar: Throws a boomerang that deals physical damage and slows enemies for 1 turn duration. The boomerang returns towards Gnar after successfully hitting an enemy.

Mega Gnar: Throws a boulder that stops when it hits an enemy, dealing physical damage and slowing enemies within 3 meters of the impact site for 1 turn. Picking up the boulder allows Mega Gnar to use the ability once more on the next turn without cool down penalty.

Cooldown: 1 turn

Hyper/Wallop

Gnar's attacks and spells hype him up, dealing bonus damage and granting him Movement Speed.

Mega Gnar is too enraged to be hyper and instead can rear up on his hind legs and smash down on the area in front of him, stunning enemies in an area.

Mini Gnar - Passive: Every 3rd successful attack or spell on the same target will shatter 1 piece of enemy champion's magic resistance gear.

Mega Gnar - capable of stunning enemies 3 meters in front of him, stunning all those caught within wallop's path for 1 turn. Mega Gnar wallops so hard that he cannot be interrupted by stuns during his windup. Mini Gnar is capable of using wallop as a surprise transformation into Mega Gnar when all other abilities are in cool down.

Cooldown: 1 turn

Hop/Crunch

Gnar leaps to a location and bounces off the head of any unit helands on, traveling further.

Mega Gnar is too large to bounce and instead lands with earth-shattering force, dealing damage in an area around him.

Mini Gnar - capable of dodging and evading an opponent, an opponent's attack, ability, or ultimate, depending on the nature of the ult. Gnar can only use this move once before facing cool down consequences. If Gnar lands on a minion, monster or enemy champion, then he will not only damage them, but bounce off and travel further.

Mega Gnar- jumps and crushes or "crunches" enemies caught within 3 meters of his impact site. Enemy champions caught directly beneath Mega Gnar during a crunch can die instantly if not wearing proper gear. Otherwise, 1 piece of physical armor is damaged if Mega Gnar successfully deals damage to enemy champions.

Cooldown: 1 turn

GNAR!

Mega Gnar throws everything around him in a chosen direction, dealing damage and slowing them for 1 turn duration. Any enemy that hits a wall is stunned for 1 turn duration, killed instantly if not wearing proper gear, or left in a near-death state.

cooldown 3 turns

Mini Gnar - Passive: Grants Boomerang Throw an even lower Cool Down, allowing Gnar to cast Boomerang Throw after every second post. Mini Gnar's movement speed is dramatically increased.
Hidden 8 yrs ago 8 yrs ago Post by Holy Soldier
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Holy Soldier Divine Justice

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@MirrodinYes, I'll reserve him for you.

@jasonwolfWhoops. I didn't see that you were still working on it.
Hidden 8 yrs ago Post by jasonwolf
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jasonwolf Hunter, Trainer, Ranger, Master

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@Holy Soldier Probably should have been more blunt about that I suppose.
Hidden 8 yrs ago Post by Holy Soldier
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Characters Currently on Reserve:

Ashe
Azir
Blitzcrank
Braum
Ekko
Gnar
Katarina
Kled
Leona
Miss Fortune
Talon


Time Left:

Ashe - Last Day
Azir - 7 days left.
Blitzcrank - 5 days left.
Braum - 4 days left.
Ekko - 7 days left.
Gnar - 4 days left.
Katarina - 7 days left.
Kled - 3 days left.
Leona - 7 days left.
Miss Fortune - 1 day left.
Talon - 7 days left.

@FrozenEcstasy@WrongEndoftheRainbow@Sol@CGinger@Jersh@jasonwolf@BreakingMe@PatrickDrummer@Elegance@Sailorsadie@Mirrodin

This is just to let you guys be able to keep track of the time hack on reservations.
Hidden 8 yrs ago Post by Jersh
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Jersh Black Market Memer

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Awesome. Thanks.
Hidden 8 yrs ago Post by Kaalee
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Kaalee That Single Moment Between Clarity / and Insanity

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Would you mind if I reserved Sona? I'd hopefully be able to have her up by tomorrow at the latest.
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Hidden 8 yrs ago Post by Mirrodin
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Mirrodin

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"Have you anything to offer but weakness?!"


Talon, The Blade's Shadow




K (Kills)/D (Deaths)/A (Assists)

0/0/0


W (Wins): 0 | L (Losses): 0


Affiliation: Noxus

Role: Assassin

Attributes: Stealth melee

Height: 5'8

Weight: 155lbs

Written Appearance: Talon has brown hair and brown hair with an average build. He often wears a dark outfit with a dark cape that he uses to blend in with the shadows while stalking his targets. In everyday life he often wears jeans and a t-shirt. His blades are always nearby regardless of what he is wearing just in case he needs them.

Personality: Talon is a loose cannon and will do anything he has to in order to make sure he finishes off his target. He is desperate to please his mentor, the man who saved him from living in the streets of noxus and trained him with his own daughters. After his mentor went missing on a mission he became obsessed with finding him as well as protecting his mentor’s daughters.

Friends:
• Katarina
• Cassiopia

Rivals:
• Quinn
• Garen
• Jarven IV

Special Abilities

Passive: Mercy- Talon deals extra to enemies who are stunned, slowed, immobilized, or suppressed.

Active: Noxian Diplomacy- Talon’s next attack does bonus damage and causes enemy champion to bleed for damage over time and sight of the enemy for the duration

Active: Rake- Talon sends out a volley of daggers that then returns back to him dealing damage and slowing enemies the blades pass through

Active: Cutthroat- Talon appears behind an enemy champion and slows them as well as placing a mark that amplifies damage he deals to that champion

Active: Shadow Assault- Talon releases a ring of blades and turns invisible gaining bonus movement speed while invisible. Talon reappears upon attacking or activating another move and the ring of blades converge on his location, dealing damage to all they pass through
Hidden 8 yrs ago Post by Holy Soldier
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Holy Soldier Divine Justice

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@MirrodinHey, I see your profile and I'll get to it as well as any others that are finished after work. So just in the meantine proofread.

Everyone, I'm going to be waiting (or dropping) for those character sheets that are still being worked on (or have expired). From what it looks like, I may be allowing people to have second characters so in a PM, again a PM, send me who you would want your second character to be. Because I need to get a census on how many Demacians, Noxans, Piltoverers, Bandlers, etc. Will be in this game because if I need to design threads specifically for those nations, I rather start doing it while we're waiting for all these CSes to get in.

I already have Demacia designed. But I haven't put it up. It was created as a just in case.

If we do wind up having more than one thread, there will be links to each one. Also, Valoran will be used as the "travel" thread for all situations taking place between nations and for those small towns or kingdoms outside the kingdom's jurisdiction.

But as I said, this is just a "possibility" don't take it and run with it just yet.

Just send me who you would want your second champion to be in a PM.
Hidden 8 yrs ago Post by BreakingMe
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BreakingMe My whole existence is flawed.

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@Holy Soldier Do you want first char sheets in this thread or PMd to you?
Hidden 8 yrs ago Post by Kaalee
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Kaalee That Single Moment Between Clarity / and Insanity

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@Holy Soldier I don't know if you noticed this but in your Garen description, he can literally just silence the whole fight with the one turn cooldown on his silence. I don't think that's what you meant, but that's how it comes across.
Hidden 8 yrs ago 8 yrs ago Post by Kaalee
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Kaalee That Single Moment Between Clarity / and Insanity

Member Seen 12 mos ago

Accurate, like a metronome


Sona

The Maven of the Strings




K (Kills)/D (Deaths)/A (Assists)

0/0/0


W (Wins): 0 | L (Losses): 0


Affiliation: Demacia/Ionia

Role: Support/Mage

Attributes: Ranged

Height: 5'6

Weight: 140 pounds

Written Appearance: Sona is a bit on the curvier side, with her trademark blue hair and blue dress. She doesn't often change out of her dresses, ready to give a performance at any moment. Unless, of course, she's been invited to DJ. She always has her Etwahl on hand, though, as her only means of communication.

Personality: Many think of Sona as meek, with her lack of speaking, however the adversity she faces has just made her that much fiercer. Born and raised in the Ionia orphanage, but finding a home in Demacia, has made her wary of most. She has found that many underestimate her abilities and she uses that to her advantage often. Still, if you find a friend in Sona, you find a friend for life.

Friends:
• Taric
• Xin Zhao
• Lee Sin

Rivals:
• Khada Jhin

Special Abilities


Power Chord


After casting three abilities, Sona's next attack does increased damage with an additional effect depending on the last basic ability cast.

Hymn of Valor

Sona sends out two bolts of sound that deal magic damage to the nearest enemies, prioritizing champions. Active

Sona and tagged allied champions deal bonus magic damage on their next basic attack. Aura

Sona does increased magic damage with her next basic attack. Power Chord

Aria of Perseverance

Sona heals herself and the most wounded nearby allied champion. Active

Sona and tagged allied champions receive a shield. Aura

Sona's next attack causes it's target to do reduced damage. Power Chord

Song of Celerity

Sona gains bonus movement speed for a period of time, which is extended if she doesn't take damage. Active

Tagged allied champions gain bonus movement speed. Aura

Sona's next attack slows it's target. Power Chord

Crescendo

Sona plays an irresistible chord in a line, dealing magic damage to enemy champions and stunning them, forcing them to dance for the duration. Active

Reduces the base cooldown of Sona's basic abilities. Passive

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