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

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@LeeRoy@PatrickDrummer@Stern Algorithm@jasonwolf@WrongEndoftheRainbow@Mirrodin@Kaalee@BreakingMe@Sol@CGinger@jasonwolf@BreakingMe@Elegance@Mirrodin

I'm still out and about everyone because I have a friend who is visiting me on his way to Alaska and he leaves tomorrow, so I'll get on to go over those CSes that have been submitted to me soon.

Tomorrow I'm going to put up the Ball IC. If you haven't PMed Me your second character ideas, then...I guess you don't want second characters. I, however, plan to adopt Jarvan for GM plot-purposes as my second. But yeah, the ball is going up tomorrow. If you haven't gotten your CS finished by now (not to include you submitting it to me so I can go over your abilities), then I don't know what to say to you because you've had seven days. Maybe the weekend will give you a chance but if it takes you 7 days + 2 days 9 days to get 1 CS up...this game may not be a good idea. You have too much on your plate - just accept it.

I know this website has a trend of games failing before they start, but this isn't that game and I also won't have people who are biting off more than they can chew, and who don't have TIME to be in this game holding it up. So if you know you don't have time for this game, then just please go ahead and say so. It'll be better to do that then hold the game up in the future.

Actually, once this game starts, I'm not going to really be policing who is posting and who isn't. There is an activity rule for a reason. How I roll is outlined over in the rules, so be sure to refresh your memory on it to understand how participation and activity is going to be handled. If you decide to disappear, either way, I'll learn about it. But the game won't be held up due to laziness, procrastination, etc. You will be skipped if you can't post at least once a week unless the person you RP with really cares to wait.
Hidden 8 yrs ago Post by LeeRoy
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LeeRoy LeeRoy Brightmane

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@Holy Soldier
Oh I didn't even notice the second character thing.

Once I'm home and caught up in my other three roleplays I'll send you a character sheet for another character.
Hidden 8 yrs ago Post by Holy Soldier
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@LeeRoyRoger. Yeah, I've been trying to implement mass-message announcements. I am currently mentally-working on a GM announcement section on the OOC that people can refer to so they don't miss anything important I might put out.
Hidden 8 yrs ago Post by LeeRoy
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Well I'll take Jax as my second, due to his floaty nature and ability to be at events regardless of alignment.

I've even got his ability balance already figured.
Hidden 8 yrs ago Post by Holy Soldier
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@LeeRoyI'll reserve it.
Hidden 8 yrs ago Post by Holy Soldier
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Hidden 8 yrs ago Post by WrongEndoftheRainbow
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@Holy Soldier By the way, I finished my app. I'd have had it done earlier but I didn't want to mix 5 hours of sleep with writing.
Hidden 8 yrs ago 8 yrs ago Post by Holy Soldier
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@PatrickDrummerKled

Skaarl, the Cowardly Lizard

Change: Kled rides his trusty steed, Skaarl, who takes damage for him. When Skaarl's health depletes, Kled dismounts. In this case, Skaarl can be affected by champion abilities that normally would destroy 1 piece of physical armor.

While dismounted, Kled's abilities change and he deals less damage. Kled can restore Skaarl's courage by fighting enemies to include their turrets and last-hitting minions. At maximum courage, Kled remounts with a portion of Skaarl's health. Kled can remount Skaarl after: a) killing 3 minions total, b) killing or assisting in killing an enemy champion, c) taking down or assisting in taking down a turret, or d) recalling to the fountain.

Bear Trap on a Rope

Add: Enemies that Kled's bear trap passes through will suffer severe damage (not quite near-death). The enemy champion that the bear trap clamps will have 1 piece of their physical armor ripped off when Kled retracts his bear trap. If the enemy champion wasn't wearing the proper gear or any gear, then the bear trap being retracted will be the equivalent of Kled ripping out a chunk of flesh or organs. The ill-prepared enemy champion will be reduced to a near-death state. When Kled retracts his bear trap, a slow is applied to the enemy champion affected for 1 turn.

Add: Dismounted: The kick of Kled's pocket pistol grants him one dodge/evasion, allowing him to dodge an enemy's ability if timed right.

Add: Cool Down: 1 turn

Violent Tendencies

Add: The fourth attack will destroy 1 piece of physical armor if Kled successfully deals the strike. An enemy champion not properly equipped with the right gear, or not equipped at all, can suffer severe damage from this attack.

Add: The short cool down for Violent Tendacies is after every 5th post made by any of the players' champions.

Jousting

Add: Jousting is only available while Kled is riding Skaarl.

Add: If Kled manages to land a hit with Jousting, he is given a boost in movement speed that allows him to reposition and attempt a second hit with Joust a second time before it goes into a 1 turn cool down.

Add: Jousting, when timed right, gives Kled the ability to dodge/evade 1 ability from an enemy champion. By dismounting Skaarl to jump to safety, he can evade danger, but at the risk of becoming vulnerable.

Add: Cool Down: 1 turn

Chaaarge!!!

Add: Movement speed for allies around Kled when he uses his ability is increased until Skaarl slams into an enemy.

Add: Kled's shield grants him and Skaarl invulnerability to Crowd Control abilities such as stuns, slows, knock ups, etc. while charging toward the enemy target.

Add: Cool Down: 3 turns



Thank you for being patient. Sorry that took so long.
Hidden 8 yrs ago Post by Holy Soldier
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@WrongEndoftheRainbowAzir

Will of the Emperoer
(Passive 1)

Add: Will of the Emperor grants Azir bonus attack speed based on the percentage of his cool down reduction, granted by gear.

Disc of the Sun
(Passive 2)

Change: A turret made of sand is erected over a destroyed turret and takes on the properities of the destroyed turret for 1 turn. The turret can be damaged by enemy champions, granting them 10 gold.

Add: Azir can erect a sun disc on any destroyed turret except for enemy inhibitors and nexus turrets.

Add: Azir if he strays too far from the sun disc will cause it to weaken in defense to the point that enemy minions can bring it down.

Add: Azir reaps the benefits of his turret killing or assisting in the death of enemy champions and minions.

Add: Cool Down: 1 turn

Conquering Sands

Add: Sand Soldiers deal magic damage to each enemy they pass through and apply a slow for 1 turn duration.

Add: Enemies hit by multiple Sand Soldiers will not take additional damage.

Add: If multiple soldiers successfully hit the same target, then the slow stacks, increasing the slow duration to 2 turns, but reducing the overall magic damage afflicted on the enemy.

Add: Cool Down: 1 turn

Arise!

Add: The only ability Azir can learn at level 1 and crucial to the rest of his moves.

Add: If more than one soldier attacks the same target, then the damage of the other soldiers is significally reduced upon that enemy champion.

Add: Azir's sand soldiers cannot be harmed or destroyed. After 1 turn, they vanish.

Add: Azir's sand soldiers benefit from Azir's attack speed bonus and ability power.

Add: Sand Soldiers can hit up to three enemies in a straight line.

Add: Sand Soldiers can apply on spell hit affects such as popping spell shields, apply rylai's scepter, liandry's torment, and spell vamps, but not red buff, Nashir's Tooth, or Lichbane.

Add: When Azir uses his sand soldiers, his attack range is increased only up to a point. If Azir moves too far away from his soldiers, then one by one, they'll stop attacking and then eventually vanish.

Add: Sand Soldiers are afraid of enemy turrets and will not attack them or go near them. When around an enemy turret, an enemy soldier will disappear much faster. Sand soldiers will disappear around enemy turrets after the 2nd post.

Add: Arise can be cast directly on an enemy turret to deal magic damage to the enemy turret.

Add: Cool Down: 1 turn.

Shifting Sands

Add: Shield Duration 1 turn.

Add: Azir can dash to any active soldier, even if they're on the otherside of a wall or obstacle. Azir can use this ability to dodge/evade 1 enemy ability.

Add: Azir can cast spells, mid-dash to reposition his soldiers without affecting his destination of travel.

Emperor's Divide

Add: The phalanx summoned by Azir will knock back enemy champions on collision.

Add: The phalanx will remain standing in the path of enemy champions preventing them from advancing, while allowing allied champions to pass through to safely attack and harass the enemy. Even if an enemy champion tries to dash through or jump over the wall, the soldiers will knock back that champion. Unfortunately, spells like Flash (aka teleporting spells and abilities/to include flash-like abilities) can penetrate the phalanx's defenses. The unstoppable force of the ultimate's of certain champions can also pass through the phalanx.

Add: Movement speed boost granted to allies for 1 turn duration.

Add: Cool Down: 3 turns
Hidden 8 yrs ago Post by PatrickDrummer
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@Holy Soldier So do I just replace what I currently have written with what you wrote?
Hidden 8 yrs ago Post by Holy Soldier
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@PatrickDrummerIf it says "Change" then you replace it. If it says "Add" then you just add it.
Hidden 8 yrs ago 8 yrs ago Post by Holy Soldier
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"There is only one truth, and you will find it at the point of my lance."


Jarvan IV, The Exemplar of Demacia




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

0/0/0


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


Theme Song: Carolus Rex - Sabaton






Affiliation: Demacia

Role: Tank, Fighter

Attributes: Melee, Initiator, DPS

Height: 6'4"

Weight: 210 lbs

Written Appearance: Jarvan is a fierce and stern-looking man with long raven hair that extends down to his shoulders. He is most notably recognized when wearing his golden armor, donning the colors of the Lightshield Dynasty, and wielding his enormous lance. He is a tall warrior with blue eyes that burn like a blue flame with assertion and bravery. Those eyes have seen defeat. Those eyes have seen failure and death. Those eyes have become infused with wisdom.

Personality: Jarvan rules with an iron fist and isn’t a fan of change when it comes to Demacian and Noxian relations. There’s a grudge that has buried itself deep in his pride and spirit, spurring an eternal anger that has carried from one Lightshield ruler to the next. He will see Noxus burn before he ever sees Demacia surrender or allow Noxian guests into the kingdom. Unlike most emperors, Jarvan is always present on the battlefield, fighting alongside his men. There has never been a war where he sat back and watched. Jarvan has participated in all wars, and has learned from each one. Perhaps, secretly, he loves the death and destruction brought by it or perhaps he takes dark pleasure in crushing Noxians beneath his glorious feet? It is uncertain, but if you’re allied with Noxus, you can expect Jarvan to be your supreme enemy.

Jarvan will always exclaim how he doesn’t care about the will of the gods, but in the end, he obeys. When he is called to the Fields of Justice, he attends. Perhaps he is a god-fearing man after all.

Friends:
• Garen
• Shyvana
• Quinn
• Xin Zhao
• Lux

Rivals:
• Swain
• Urgot
• Sion
• Any Noxian

Special Abilities

Martial Cadence

Jarvan IV's initial basic attack on a target deals bonus physical damage (severe damage). This effect cannot occur again on the same target for 1 turn. However, Jarvan can change targets to deal the initial bonus damage against enemies he has yet to strike.

Dragon Strike

Jarvan extends his lance, dealing physical damage and lowering the enemy champion's physical defense for 1 turn duration. Jarvan's lance can strike up to four enemies in a straight line. Cool Down: 1 turn

Golden Aegis

Jarvan calls upon the ancient kings of Demacia to shield him from harm and slow surrounding enemies for 1 turn duration. The shield grows stronger the more enemy champions are nearby. Cool Down: 1 turn

Demacian Standard

Jarvan IV carries the pride of Demacia, passively granting him bonus Attack Speed for 1 turn. Activating Demacian Standard allows Jarvan IV to place a Demacian flag that deals magic damage on impact. The flag grants nearby allies bonus physical armor and attack speed.

When Jarvan uses Dragon Strike upon the banner of the Demacian Standard, he will be pulled to the flag, knocking up enemies in his path.

Jarvan can use Dragon Strike and Demacian Standard to escape the suppressing ultimates of certain champions if timed right. He can also use the combo to dodge/evade 1 ability of an enemy champion. Cool Down: 1 turn

Cataclysm

Jarvan heroically leaps into battle at a target with such force that he terraforms the surrounding area to create an arena around them. Nearby enemies within 3 meters are physically damaged at the moment of impact. The upheaval creates an impassible ring that all champions regardless of enemy or ally cannot enter. If activated again, Jarvan can collapse the ring.

Allied champions with skills that allow them to pass through barriers such as blinking, pouncing, charging, etc. can use an ability to enter the ring to help Jarvan gank the enemy champion caught in his arena.

When combined with Dragon Strike and Demacian Standard, Jarvan can use Cataclysm to trap an enemy champion and pull himself out of the arena to safety. Cool Down: 3 turns
Hidden 8 yrs ago Post by Holy Soldier
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@LeeRoy@PatrickDrummer@Stern Algorithm@jasonwolf@WrongEndoftheRainbow@Mirrodin@Kaalee@BreakingMe@Sol@CGinger@jasonwolf@BreakingMe@Elegance@Mirrodin@Archangel89

So I am currently working on the IC ball thread to start us off, and we have SEVERAL characters who have yet to update the edits to their CSes so that their profiles can be approved and added to the Character Section. I hope you all can get that done as soon as you can because you won't be able to post in the IC until that is done.

Since we also have some players who haven't really been keeping active with me, I'm going to give those players who have yet to make the edits until August 27 to get that done. Sunday, I will be dropping those character sheets and reservations that have not been approved and added to the Character Thread.

Hidden 8 yrs ago Post by Holy Soldier
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@LeeRoy@PatrickDrummer@Stern Algorithm@jasonwolf@WrongEndoftheRainbow@Mirrodin@Kaalee@BreakingMe@Sol@CGinger@jasonwolf@BreakingMe@Elegance@Mirrodin@Archangel89

All right; the IC is up. You guys can get around to that when you find the time. However, be sure to use the Tag system please. It will clarify all posts. If your character is not yet in the character thread, then your goal is to make sure you make the edits I sent you, go, "Hey HS! I made the edits!" And then I'll go, "Okay, post her/him up!" and Boom. Done. Simple.
Hidden 8 yrs ago Post by PatrickDrummer
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@Holy Soldier Well I may have miss understood something, but I definitely made the edits... And uh oops got a little trigger happy and posted him in the Char tab.
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@PatrickDrummerThat's fine I guess. As long as the corrections were made, I don't have an issue.
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Hidden 8 yrs ago Post by jasonwolf
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So many possibilities of how a small cave yordle could ruin this lovely ball.
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Hidden 8 yrs ago Post by PatrickDrummer
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@jasonwolf So many ways a crazy yordle and a lizard could too.
Hidden 8 yrs ago Post by Holy Soldier
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@PatrickDrummer@jasonwolfThis is going to be one crazy party.
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@Holy Soldier I'm thinking Gnar finds the kitchen on one of his "hunts" and proceeds to be "served" when he sneaks onto a platter with a big roast pig on it.
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