Hidden 10 yrs ago Post by notdeadyet
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notdeadyet The en-dankened one

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My character is BORDERLINE gm, and i enjoy multiway fights. Any and all challengers are accepted as of now. Post your character sheet, and as long as you arent COMPLETELY GMing than its cool.
(Will edit post to add cs here)



Wholy Crap devian art made that harder than it had to. I posted a link to my devian art page. Pictures of this character say so in the description, though you should open on a face shot. Im not the greatest artist, but they are all hand drawn.










Im fine with regular T-1 PC rules, but, if you have any request or suggestions, im all ears. I just want to get more invoved in the arena comunity.
Hidden 10 yrs ago Post by Skallagrim
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Skallagrim Walker between Worlds

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I am curious, are you sure you want to do a T1-P/C fight against 2-4 other people? T1-P/C is tough enough in a one v. one, stacking the deck against yourself, leaves you little chance to win because your attacks/defense have to be divided against 2-4 people which means you cannot attack or defend everything. And using T1 rules will constrain your ability to charge your skills while allowing your opponents the ability to charge their attacks by taking turns in their attack rotations.

And what do you mean by GM? You stated a T1-P/C fight which means you may draw some very heavy hitters against you since powered characters mean just about anything.

Skall
Hidden 10 yrs ago Post by notdeadyet
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notdeadyet The en-dankened one

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I understand that the odds are in that sense stacked against my favor. However, most of my more powerfull attacks come from terror arts, which as i have mentioned have cery short charge time. Either way, you may trust that i have done this multitudes of times before and am a suitable person for this. I may not win, but that is not what matters. The big thing here is to have fun, and improve our skills an understandings.

As of GM, i simply mean that so long as a character CAN be defeated, i dont mind fighting them. Reguardless of how hard it may be to defeat a foe, i am satisfied so long as it is possible.
(Also, i am going to add the updated cs soon, replacing the one above with the more specific version)
Hidden 10 yrs ago Post by Skallagrim
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Skallagrim Walker between Worlds

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notdeadyet said
Ive been rping for ages, and never knew that there were sophisticated rules to rp combat! From what I understand, ive been practicing "Ol school" rp combat. Where your rules are:
-Dont Gm
-Dont Auto
-Dont Grief

Id like to keep up to date on this, so i can continue to be a respectable opponent, and may continue earning my share of victories across the board. I just recently was insulted by someone i fought on another site, for not knowing what T-1 is. I hate when friendly spars turn into grief rants, but he had a point. I DONT HAVE A CLUE WHAT T-1 is, or anything related to it.
So anybody wanna trade fist with me and teach me by example with a series of spars? I an gla to make a character sheet to meet any requirements would be entailed.
I request only for somebody patient to teach me, because i cant be on every day.


Well I trust you may have done this many times, but as you remarked in the post above you are not skilled at fighting T1, and that is the problem. You are used to just fighting by some very simple rules, and as you said a scant two months ago you were insulted because you didn’t know T1.

Now I am sure in that time you have read the various T1 rules (there are a few variations but all adhere to the same basics premise) and feel you are confident that you can hold your own against 2-4 people. I have been doing this for an extremely long time and even the very best I have ever seen at T1 never wanted to face more than 2 people at once, even two would be a hard thing to manage. Especially if they were highly adept at T1.

In my very humble opinion, you should fight a single opponent in a T1 fight so you can learn the ins and outs of the system and learn some of the tricks that are in T1. Get a handle on how prepping powers works, how interrupts can negate some or all of an attack post, how prepped attacks and defense works in contrasting strength of attacks/defense.
Hidden 10 yrs ago Post by notdeadyet
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notdeadyet The en-dankened one

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Alright than, if you feel i should get in more challenge, would you like to spar?

As for the multi v 1, i understand you thoughts, but ive built this char specifically to specialize in these multi v 1 situations.
Hidden 10 yrs ago Post by Skallagrim
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Hmm..I don't think you actually understand T-1. You may have 'built' that character for multiple opponents in your system but in T-1 its is nearly impossible unless you are cheating. Tell you what get another fighter or two and I'll join in a fight against you to see if you actually understand how to fight T-1.

You might see if LeeRoy, Tantalum, Vordak, Lalliman and maybe if he has time Schradinger to be part of this. You'd have to PM them and explain the fight, That it's everyone against you and I would be joining them in this.
Hidden 10 yrs ago Post by LeeRoy
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I'll take the bait, though I feel like I'm swallowing a hook here.

What Tier of PC are we going for? I've got a few who I haven't used in a while.
Hidden 10 yrs ago Post by Skallagrim
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High, he wants a powered fight and is using at least a tier 6 character.If no one else responds within the next two days, I think we should start this.
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Gimme a few minutes, I'll have a CS written up. I might scrape the rust off of one of my most aggressive characters.
Hidden 10 yrs ago Post by Skallagrim
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Skallagrim Walker between Worlds

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Agressive is good. You will be allied with Skallagrim in his Dreamer role.
Hidden 10 yrs ago Post by LeeRoy
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I'll have my CS in about an hour or so. I had to fill out a few Job Apps, so I didn't finish it last night.
Hidden 10 yrs ago Post by Skallagrim
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Skallagrim Walker between Worlds

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Alright, well here is mine:

Full name: Skallagrim
Title: Cughtagh, the Walker Between Worlds.
Race: Xindhi
Age: Ageless

Random Descriptors:
Height: 6’5” Weight 210

Character Tier: High.

Character Type: Critical Character- Active Multiverse Participant,

Physical Description: Skallagrim is tall and skeletal, standing a little over 6 and a half feet tall. His eyes glow with a hideous amethyst light. His face is covered with only his eyes showing. He wears the dusky black plate and mail of the Cughtagh and Aeryn, the queens own explorers and bodyguards. He wears the crimson lined heavy cloaks that signify a Champion and rarely reveals his form unless he has a measure of respect for his opponent..

Personality: Cold and aloof, he has very little patience for most beings. He is a good ally and better friend but he has few of those. He is the favored Walker Between Worlds of the Dreaming Queen, traveling through the vast multiverse seeking experiences and understanding for the eternal sleeper. Though he is a loyal subject, he has his own desires to dream a place where he can become flesh and blood again to marry and raise a family free of war and strife. Indeed since the multiverse is a strange place where the impossible is limited only by the desire to challenge it, his dream may yet come true.

Skills, powers and abilities:

Inherent Powers:

(Intermediate) Being Xindhi, when damaged he can slowly regenerate himself, however the extent of the damage dictates the amount of time it takes him to reassemble. However even Xindhi regenerative power is limited as overwhelming damage, either magical or physical can be more than the regeneration process can handle. Healing only happens when out of combat. Surprisingly he is able to move with grace and agility. He has the increased strength bestowed upon him by the very nature of the Xindhi, equal to 20 human men, (able to lift/press roughly 2,600 pounds).

(Intermediate) He can summon his shadow mount by touching his necklace and calling it from the dreaming realms, the space between worlds via his galdhr mastery.

(High) Inherent Skills: He is a master of sword combat as well as close-quarter-combat skills involving both weapon and weaponless combat techniques. Having trained through the aeons of existence in these styles.

Xindhi Esoteric Powers, the Galdhr and Seidhr, Patterns of Aesr (Resonance).


What are the patterns of Aesr? According to the Gothi of the Xindhi, the whole universe is composed Aesr, the energy of life, both seidhr (visible) and galdhr (invisible).

The Aesr is the energy that courses through everything. It is the electromagnetic surge that is the firing discharges between synapses that produce thoughts in the brain; the impulses that race through nerve endings and is the aura that surrounds all creatures. Since all living animals and plants have the aura, they have some aspect of Aesr residing within them.

Why is it called the Patterns of Aesr? The patterns of aesr refer to the vibrational energy that resonates and emits from all living creatures. It is this pattern, this thrum of life that weaves its way through the multiverse and can be felt, tracked and manipulated by anyone who has learned the twins aspects of aesr. Aesr manipulation provides control over more conventional paradigms, such as the origin of life, consciousness, the observable laws of probability, and the nature of subjective experience. Aesr creates a shared experience between the user and those who are recipients of the effects, be it a living organism or an area where a discharge of vibrational energy (aesr) imprints itself into the landscape. These events are called occurrences. Occurrences are recorded in the vibrational patterns of the aesr and it can be drawn upon at a later date and “replayed” for understanding. Those skilled in aesr are adept at reading the events, the occurrences of experience to glean understanding of their surroundings.

(This is also know commonly in real world magical theory as the principles of Vibration, Polarity, Rhythm and Causation.)


So aesr refers to a collective field of consciousness (resonance/vibration) that manifests in any perspective, context or occurrence Aesr can also be referred to as self-moments which organize themselves as a holos ( a Greek word meaning whole) or complete occurrences that are imprinted in the greater whole of the multiverse. A holo is both a part within a larger whole and an individual event comprised of smaller parts of separate events or occurrences. Thus the occurrence exists as a unique event within a larger collective; and the occurrence also exists as the larger collective within which the individuals experiencing the event in question exists. The Multiverse is an example of a holos, or a whole system and every holos we are aware of is a part of this larger holos.

So what is the seidhr? It is the manipulation of the aesr energy that becomes the bodies of all living creatures and plant life. At the end of the cycle of all things; the solids, the liquids and the gasses all melt and coalesce into the aesr again. This is part of the law of the conservation of energy. Those adept at manipulation of seidhr can convert energy of aesr from one form to another, but the energy itself cannot be created or destroyed. Seidhr created effects are usually seen along the electromagnetic spectrum.
Since the adept possess aesr within themselves, they can convert their own energies to create effects from energy on the electromagnetic spectrum. It includes radio waves, visible light, electricity, magnetism, microwaves, and radiation. They can also draw the energy from other objects and creatures via electrostatic induction. By creating an electrical field of their seidhr, an adept can create some immense effects.

(Intermediate) Seidhr Sense- At the most basic level, the adept can sense different forms of energy, "seeing" up and down the EM spectrum. This ability is the basic "senses" of the adept, they can "hear" and detect sound waves. They can see in the infra, ultra and visible spectrum of light as well as x-rays. While seemingly powerful it is limited by objects which can obscure their vision. An adept can also spread their senses across the EM spectrum, they can search for specific objects or creatures as they extend their senses to look in the various parts of the EM spectrum at once! The adept senses everything going on along the entire electro-magnetic spectrum. The greater the mastery of the seidhr the greater the range the adept has.

At this most basic training he can infuse the “runes” on his sword with some aspect of the EM Spectrum.

(Intermediate) Seidhr Induction- This ability allows the adept to create an induction field around them that can fuel their other abilities. An adept can overload or shut down electrical equipment, jam radio signals, bend or negate light, create shimmering images that “ghost” around them and other similar effects.

By generating a field of electrical energy they can create these effects which can be expanded to encompass a radius out to a minimum range of 300 meters effectively. Further mastery increases the range by a 1000-fold every level of mastery, and it can only obscured by objects hardened or capable of defeating this field. This induction field allows the adept to use their powers in a nearly limitless manner as they are not using their own aesr to fuel their effects, rather the electrical field is drawing energy from the area and converting it for use by the adept.

At the next level of mastery this field is 300,000 meters in size, then 300,000,000 meters etc.

(Intermediate) Seidhr Projection- An adept can project bolts of pure energy, generate electricity, electromagnetic pulses, and so forth. The adept at this point of control begins the transform of their body into pure energy, losing the flesh and becoming skeletal, only powered by their aesr. They no longer eat, sleep or breath and begin losing their humanity. The now flesh-stripped bones are wrapped in the energy signature of the aesr, creating a haunting skeletal being laced with energy tendrils. The adept loses the ability to emphasize with others, and begins seeing and experiencing events that are imprinted in the holos. This loss of flesh is the price of power paid by those adept at using the aesr.

(High) Seidhr Manipulation- The adept can control and manipulate the equivalent electrical power of a small city. They can shed enough light to see for miles. They can drain the heat of an entire forest fire, and convert it to another form of energy. An adept can also suck all the light and sound out of an area and transforming it into heat, the adept then can cause an area within their aspect of control to suddenly burst into all-consuming flames. There are a host of things that an adept can do that at this level that make them dangerous. This coupled with the induction field can create a living dynamo of immense proportions, capable of incredible feats based on the electromagnetic spectrum of energy.

(High) Seidhr Generation- The adept has full control of the energies of the electromagnetic spectrum, generating its various energy fields at will. The induction of energy at this level of mastery is incredible, adepts are like living stars, able to create explosions powerful enough to devastate a planet via scalar wave discharges of energy. Their mastery also allows them to focus on individual particles or waves of energy. An adept at this level can affect a planet or planetary system with their power. With time the atmosphere of a planet can be sucked away or can be ignited to burn everything a chaotic gaseous explosion.

Just as the visible universe is composed of seidhr, the Xindhi Gothi claim that the unseen universe is made of galdhr.

So what is galdhr? Galdhr is the unseen and unsensed dark energy universe. All matter and energy exists in the multiverse and while the visible universe is felt and manipulated by the seidhr. The dark energy can only be sensed by thrum of its patterns, which can be heard, can be felt, can be controlled by galdhr. At the end of the cycle of all things unseen and in the “dark” universe, the dark energy solids, liquids and the gasses all melt and coalesce into the galdhr again. This again is part of the law of the conservation of energy.

Adepts have the ability to sense the dark energy at the most basic and fundamental levels. This "sense" coupled with the ability to "see" along the electromagnetic spectrum is what gives the adept their perceptive senses of the multiverse.

(Intermediate) Galdhr Sense- The adept can sense dark energy and its various and often frightening fluctuations. Among other things, they can sense when others are manipulating this dark energy, and the lingering effects of such manipulations. While perhaps not able to identify the exact nature of the manipulation, the energy signature can be used to trace it back the source. When any magical effect is attempted within the adepts range they may detect the weaving of the etheric threads, i.e. magical energies via this method as it deals with energies that natural seidhr senses would not detect.

(Intermediate) Adepts can create a “mount” from the same foamy dark material, which are often skeletal in appearance and shimmer and shift in and out of reality. These mounts cannot exist in the visible world without focus by the adept. This ability is taught once an Adept has learned to “see” dark energies, as their focus for further understanding of how and why dark energies make up 95.1% of the entire multiverse.

(Intermediate) Galdhr Impression- The adept has a strong sense of spatial relationships and can sense nearby "dark space" without using the normal five senses. The adept can also detect the presence of any spatial anomalies, because of the displacement of dark energy. This perceptive ability can detect things like “worm holes” between dimensions. The adept can detect the sudden displacement of objects into "dark space" out to a minimum range of 300 meters effectively.

As with seidhr perception further mastery increases the range by a 1000-fold every level of mastery. At the next level of mastery this field is 300,000 meters in size, then 300,000,000 meters etc.

(Intermediate) Galdhr Insight- The perception of tracing the dark energy particles as they interact with gravity allows the adept the ability sense the pull of gravity waves. Thus they can detect the displacement caused by objects as they move. The less massive the object, the more difficult it is to detect. (All objects "fall" and this rate of fall and the interaction of dark energy is what is observed by the adept.) Thus a human walking across the face of the earth can be detected by their rate of fall in relation to the gravitational center of the earth. This insight is the basis of how an adept travels between worlds and dimensions as they simply follow the gravity trails along the dark energy paths.

Because of the Galdhr insight ability an adept can easily translate their perceptions into accurate measurement units such as amperage, volts etc. This ability of quantification includes kinetic energy, which allows an adept to determine an object's speed in relation to them if they know the mass.

(High) Galdhr Manipulation- The adept can manipulate dark energy particles to "fuel" the creation of matter or energy out of the unseen multiverse. An adept of Galdhr Manipulation can also change how certain elements interact with other elements through infusion of dark energy or matter. He can make one element unable to interact with another element, he can create material that's insubstantial to certain substances. Thus a sword can pierce body armor or could pass through the epidermis without breaking it. The adept can also make matter take on the properties of some other matter or take on entirely new properties, so a piece of matter could be made superconductive, incredibly strong and somewhat ductile, despite originally being a sheet of paper.

The adept at this level can essentially create a “things” out of "nothing." One of the most commonly created objects are the dreaming gates. It is via these gates that the adept can travel between worlds and dimensions. Travel between dimensions is dangerous and the traveler can easily get lost by the rapidly changing nature of the space between worlds. The dark universe is a type of “foam” that bubbles and vanishes in such rapidity that it seems as if they never had existed at all. Travel along this foam which can be viewed as a torus in space that intersects with all spaces and times in the multiverse. The dark foam folds and twists and provides "paths" which can be ridden between dimensions. An adept cannot walk between worlds until they have mastered this level of control.

(High) Galdhr Understanding- The adept can “read” and “imprint” experiences in the vast dark energy multiverse. This makes use of the incalculable energy that resides in the unseen multiverse as a repository of knowledge. While seidhr imprints exist in the visible world, an aesr adept often scribes messages, histories or other information within the dark universe. This is akin to the akashic records theory of a vast database of cosmic knowledge and experiences accessible by those who know how. This is the Grand Master level of Galdhr control. A Grand Master of the Galdhr can affect things on a planetary scale easily.

A Grand Master can connect their psyches with any other Dreamer living or dead, even those in the stasis of Slumber. By doing so they can harness the experiences of the Dreamer to better understand a current problem. Grand Masters can connect too many Dreamers, but the more they connect too, the greater chance they will enter the Slumber themselves as their energies become entwined with those of others.

The idea of the Seidhr and Galdhr is comprised in the saying of Hermes Trismegistus, "As Above, So Below" . The visible and invisible universe work in conjunction to create the greater whole. Mastery of both aspects of Aesr allows an adept incredible powers over creation.

While all Xindhi have Aesr as part of their structure and form, not all Xindhi are skeletal horrors. The more adept and powerful the user is the less human-like they look until they are ghastly skeletal beings with the Aesr evident in their skulls and coursing along their bones in arcs and flashes of energy. Naturally if a Xindhi no longer uses or employs the Aesr they will slowly revert back to their flesh forms over a number of months until they are fully flesh and blood again.

Limitations to Powers:Limitations: If pushed beyond their limits, Dreamers will begin slowing and ultimately falling into what is called the Slumber. They will not wake until 12 hours minimum have passed in which their bodies have recouped lost energies. Some Grand Masters have Slumbered for several of Eons.

Character Equipment: His sword and dagger also confer some powers to him.

(High) His sword Keefe is a war sword. The 36” long black blade is nicked and notched through years of use, the heavy steel hilt has runes carved into it from a language long forgotten, the 8” handle allows for both a single or two-handed grip. The sword is 44” long giving him a very effective reach. The runes allow for aesr effects to be enacted upon the sword, creating a thin sheen of seidhr that rides as a shimmering glow a few millimeters above the actual blade. The seidhr-enhanced sword can affect preternatural creatures as easily as it can slice through armor plate.

(High) His dagger Rhiannon is wide with its blade measuring 17” long and two inches wide, the blade is shrouded in a black pulsating mist that seems to have a life of its own. The thick 5” handle is covered in hide from an animal that only legends only speak of. The pulsating mist is an aspect of galdhr with a simple thought from Skallagrim the dagger can transform into a shield of dark energy/matter. This shield can blunt energy and preternatural forces as easily as it can mundane.
Hidden 10 yrs ago Post by LeeRoy
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LeeRoy LeeRoy Brightmane

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Name: Shincoco

Age: 320

Sex: Male

Race: Human/Godslave

Height: 5'8"

Weight: 210 lbs.

Physical Description: Shin is a man of average height, however, that is the only thing average about him. Beneath his clothing is a body coated from top to bottom in thick scar tissue, this tissue hides an inhumanly fit body. His shoulders are rather broad, though not unnaturally so. Should one see behind his mask they would see a hand shaped scar on his face, splitting his top and bottom lip and crossing over where his right eye used to be. Where his right eye should be is not but an empty socket.

The handprint overlaps his hairline and leaves two large chunks of hair missing from the right half of his head.

Shin dresses simply, a pair of creased black pants adorns his legs. The cuffs are damaged just slightly from wear and tear. He wears a long sleeved, button up, cuffed and collared shirt. It is tucked into his pants. Over the shirt is a brown button up vest.

Adorning his head is a black iron mask with several leather straps that hold it into place. Behind the mask you can see his left eye, the sclera of it is stained red from an eye injury in the past.

Psychological Description: Shin is an aggressive man. Especially when he is tasked with bringing the head of a target back to the benefactor of his payment. Behind the veil of aggression, Shin is a man of class with a long history of lving the high life due to his numerous escapades into the 'unsavory' task of assassinations. Shin thinks highly of himself, and with good reason, he has only ever failed once to bring home his mark.

When his target can fight back he mocks them, intentionally causing them mental distress during the ensuing fight. This mocking often pushes them into situations where they cannot think clearly.

Tier: High

Abilities:
Physical-
Biological Immortality: Granted to him by his godly master, Shin's body has become immune to the effects of aging and disease. Every cell in his body is cycled out as soon as they die, allowing his body to survive grizzly wounds and not fear the consequences of death unless Shock were to set in. Within a few minutes, Shin can regenerate a third degree burn or similarly grievous wound.

Durable Hide: Hardened through innumerable battles, countless scars, and endless regrowth. Shin's skin has become hardened to the same density and strength as leather. This allows him to survive significantly greater beatings than normal men.

Beyond Peak Human Ability: Shin's body has been tempered with countless years of training, without the ability to age or succumb to exhaustion he has gone beyond the limitations of Human ability. Able to lift 1 soft ton with a good deal of effort, his muscles are toned beyond those of even the most professional fighter. Able to sprint at 45 mph, he can cross huge tracts of land faster than any mortal man.

Mental-
Accelerated Thought: Shin's thoughts come at nearly four times the speed of a normal human, critical on the fly analysis in combat is his forte. Able to know where an enemy is going before they arrive, spot subtle differences in behavior, and calculate just how much weight to put behind a strike. On the battlefield, when you can think faster than your opponent, you are sure to win.

Instant Sight: Shin's singular eye is blessed with a great power, though to some it may seem useless. To Shin it one of his most invaluable assets. Shin's eye can keep track of objects moving faster than his own thoughts, the only thing that outstrips his sight is Mach 5 and higher.

300 years of Training: Shin has become a master of his weapon, a master of his martial art, and a master of his body through 300 years of training on and off. While it wasn't a consistent 300 years, it was still 300 years of training. Shin knows how to kill a man without a weapon, without his hands, and without his eyes. He just prefers to be armed and at his absolute best.

Equipment:
The Black Staff: A weapon, crafted in the hands of a god, concieved by Shin himself. The black staff is a simple weapon, with a not so simple enchantment. the staff itself only measures 5 inches long with a a one and a quarter inch diameter. It weighs 2 lbs. However, when Shin holds it, its size and weight are vaiable up to 140,000 its original weight and size. In Shin's hands it becomes a tool of perfect offense. Allowing him to morph it into any shape and size that he needs to use for combat. To Shin, however, it weighs no more than its original weight. Allowing him to wield it, despite not being strong enough to do so normally.

The weapon can grow as fast as human thought, reaching up to 180 mph when it extends in any direction. Making its changes seem instant to any human he faces. Its weight changes, however, are significantly faster. The density of the material he holds is entirely dependent on his will. Should he so choose, the staff would instantly weigh up to 280,000 lbs, or 140 soft tons.

Its composition is suspect, as it has similar strength to Tungsten Carbide. However, the fact that its weight and length are variable spells that it is of otherworldly origin. The actual truth is that it is a weapon of pure spiritual essence, specifically Shin's. That is why it reacts so strongly with his will, because it is an extension of his very soul. As well, its make up allows it to strike objects of otherworldly origin, beings of pure energy, and elementals with ease. Because it does not simply transfer the strikes into them, it transfers his intent to kill them.

The final trait of the staff is its ability to have portions of it simply cease to exist. When the staff is extended, and a portion of it were to be stuck in a wedge or caught by another warrior. In defense, he can erase the section of the staff that is caught. Everything after that section of the staff ceases to exist, and the staff is now free to move once again.

Metal Mask: To hide the grizzly scar upon his face, Shin wears a mask cast from a civil war era cannon ball. The mask has just one eyehole, on the left side. As his right eye does not exist anymore. Its weight is laborous, strapped to his head with four leather bands. The weight serves as a reminder to why he is immortal, and as a reminder of who gave him his scar. Its also a decent shield for his face, protecting him from gunfire and the like.
Hidden 10 yrs ago Post by notdeadyet
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Hey guys, gimme till tomarow to start. Rl im overloaded with work.
Hidden 10 yrs ago Post by Skallagrim
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Skallagrim Walker between Worlds

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Alright, so we will fight using basic T-1 Eden era rules, you establish the post order, and we'll have ourselves a little dust up.LeeRoy and I are allies in this fight.
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I went through the arena locations (arena forums) and i feel the subway would make for a cozy little showdown. Do you to agree? Or shall we pick another stage?
(I know that traditionally, whoever post a stance first normally chooses, but there are several of us, so lets just agree now. The first stance, likely me, will determine specifics.)

My recomended post order: (options)
A)1 post per team takig turns (advantage me)

B)I post, Skall post, Lee post, repeat

C) same as B bu we change the order

D) You guys propose a more efficient order of post
-- reghardless of above, I am fine.
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Skallagrim Walker between Worlds

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Subway is fine. Although I fail to see a subway unless you mean the Infinity Express setting. You, me then LeeRoy is fine. Begin when you are ready.

Also for our clarification would you mind posting the version of the character you are using so if there are questions we can examine the sheets to resolve them.
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notdeadyet The en-dankened one

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Here is the character after all the edit's that you two requested.

My apologize for mistaking the name
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Skallagrim Walker between Worlds

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notdeadyet said
Here is the character after all the edit's that you two requested.My apologize for mistaking the name


So you are using the one in the first post because I don't see a CS or a link in your sentence.
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notdeadyet The en-dankened one

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Skallagrim said
So you are using the one in the first post because I don't see a CS or a link in your sentence.


Oops. My apologize. HERE is the character, with the updated corrections and edits you requested earlier.



Wholy Crap devian art made that harder than it had to. I posted a link to my devian art page. Pictures of this character say so in the description, though you should open on a face shot. Im not the greatest artist, but they are all hand drawn.

-whew- glad thats over with
Edited to add specific and vital information that may not have been clearl above, or wa simply missing.















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