Boss:
Title: The Maul
Race: Demon Colossus
Appearance: A towering monstrosity of Death and Destruction, Diabolus stands forty feet tall. Atop his massive, bovine-like head rests thick horns that jut out from just behind his large, lifeless black eyes. The entirety of the demon is covered in thick armor wrought from black iron and covered in spikes and barbs stained in blood. While the helm seems to have no seams, The Beast can tear the iron apart to open its gaping maw. Stretching from one side of its head to the other, the jaws of Diabolus can crush entire buildings in their grasp. Three jagged rows of uneven teeth frame the black abyss that rests in the back of his throat. The thick metal covers every inch of the Demon's body, even down to its massive hooves.
Personality: Diabolus speaks very little, and when he does, he keeps to loud, single words. He cares for one thing, Death. The beast craves death at all times and cannot be reasoned with. It prefers to crush and tear apart smaller beings with his armored hands, or stomping them with his hooves. While it does not show any signs of emotion, it crushes the bones of his victims with an almost joyful enthusiasm.
Weapon: Preferring to dismember and crush his enemies with his limbs, The Beast turns to his signature weapon should that fail. The Demon summons a Great Maul that nearly rivals his own size. The head of the hammer is filled with grooves and jagged pieces of iron to ensure the most damage possible from impact, while the handle boasts thick chains connecting it to the gauntlets of the Demon. Always swung with both arms, the force of the hammer's blow can devastate the Earth beneath it, causing upheavals and quakes that can be felt miles away. Subterranean caverns are sure to collapse, and structures stand no chance when the weapon is used to its full extent.
Armor: Covered from head to hoof in thick black armor, the only openings are to his eyes and when his maw is open. The armor can withstand even the strongest ballistic impacts, refusing to bend or warp. The weight slows the Demon to a crawl, but does not take any extra energy to move in.
Special Abilities: Diabolus boasts immense strength, but little else. He relies on offense and pays little attention to defense.
Base Speed: 15 mph
Run Speed: 30 mph
Max Speed: 40 mph
Grip Force: 600 Tons
Hammer Impact Force: 1 Kiloton
Armor Thickness: 3 Feet
Armor/weapon Max Defensive Force: 4 Kilotons
Weapon Reach: 35 Feet.
Race: Demon Colossus
Appearance: A towering monstrosity of Death and Destruction, Diabolus stands forty feet tall. Atop his massive, bovine-like head rests thick horns that jut out from just behind his large, lifeless black eyes. The entirety of the demon is covered in thick armor wrought from black iron and covered in spikes and barbs stained in blood. While the helm seems to have no seams, The Beast can tear the iron apart to open its gaping maw. Stretching from one side of its head to the other, the jaws of Diabolus can crush entire buildings in their grasp. Three jagged rows of uneven teeth frame the black abyss that rests in the back of his throat. The thick metal covers every inch of the Demon's body, even down to its massive hooves.
Personality: Diabolus speaks very little, and when he does, he keeps to loud, single words. He cares for one thing, Death. The beast craves death at all times and cannot be reasoned with. It prefers to crush and tear apart smaller beings with his armored hands, or stomping them with his hooves. While it does not show any signs of emotion, it crushes the bones of his victims with an almost joyful enthusiasm.
Weapon: Preferring to dismember and crush his enemies with his limbs, The Beast turns to his signature weapon should that fail. The Demon summons a Great Maul that nearly rivals his own size. The head of the hammer is filled with grooves and jagged pieces of iron to ensure the most damage possible from impact, while the handle boasts thick chains connecting it to the gauntlets of the Demon. Always swung with both arms, the force of the hammer's blow can devastate the Earth beneath it, causing upheavals and quakes that can be felt miles away. Subterranean caverns are sure to collapse, and structures stand no chance when the weapon is used to its full extent.
Armor: Covered from head to hoof in thick black armor, the only openings are to his eyes and when his maw is open. The armor can withstand even the strongest ballistic impacts, refusing to bend or warp. The weight slows the Demon to a crawl, but does not take any extra energy to move in.
Special Abilities: Diabolus boasts immense strength, but little else. He relies on offense and pays little attention to defense.
Base Speed: 15 mph
Run Speed: 30 mph
Max Speed: 40 mph
Grip Force: 600 Tons
Hammer Impact Force: 1 Kiloton
Armor Thickness: 3 Feet
Armor/weapon Max Defensive Force: 4 Kilotons
Weapon Reach: 35 Feet.
Challengers:
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.
Lalliman:
Name: Shen (last name unknown)
Race: Demonkin (formerly human)
Gender: Male
Age: 26
Height: 6’6
Weight: 350 lbs
Appearance: http://fc06.deviantart.net/fs71/i/2010/354/8/c/orc_blade_master_by_heewonlee-d35b1xt.jpg
(minus the huge beads)
Personality: Shen is a man with a torn personality. While he’s originally a well-intentioned person with a strong sense of honor and justice, the Usurper has corrupted his mind with violent tendencies and a thirst for power and blood. For now, he’s managed to convince himself that he does what he does for the good of mankind, but deep down even he must wonder how long this will last before it all goes amiss…
Abilities and powers
Physical enhancements – Shen’s mutated body brings with it a variety of advantages. He can deadlift 2200 lbs and sprint at 80 mph. Despite his size and weight, he can jump superhumanly long distances, do a wide variety of acrobatics and is overall extremely agile. His bones are reinforced, requiring three times as much force to break as before, and his wounds heal at 5 times human rate. His sight and hearing are both roughly twice as powerful as a normal human’s. He also has advanced low-light vision, allowing him to see in near-full darkness. As a downside, very bright lights or sudden flashes can blind him more easily.
Demonic blood – Shen’s corrupted body grants him a passive resistance to fire. Flames and other heat-based attacks are generally shrugged off, but due to his human side, the resistance is not perfect. He can still suffer scorching wounds and internal damage if exposed to common fire for a long time or when hit by exceptionally powerful flames (3500+ °F). On the flip side, divine magic deals increased damage to him and healing spells that draw from a divine source are ineffective. Holy water and certain other divine items will hurt him on touch, as if he was an actual demon.
Iron will – Shen was born with an exceptional mental fortitude, which was further enhanced by his mental training as a monk. All but the most powerful of mind-altering effects will be shrugged off or at least partially resisted, such as the mind-controlling effect of the Usurper.
Martial arts – Shen is trained extensively in a mixture of elite fighting techniques, focusing on unarmed combat. These techniques focus on dealing fast and precise strikes with hands and feet, as well as preventing damage to oneself by dodging or countering.
Swordsmanship – While sword fighting wasn’t part of his training as a monk, his skills with a sword developed at a supernaturally fast pace from the moment he began using the Usurper, as if he absorbed the knowledge and muscle-memory of the sword’s previous owners through use. He’s not the greatest swordsman in the world, but he’s close, capable of slashing and parrying at near-superhuman speed.
Pyromancy – Shen can generate and control fire to a certain extent. It can only be generated in direct contact with his skin before being able to control it further away from him. Any part of his skin will do, but the hands are easiest. Fire that stays within three feet of him remains under his control and doesn’t go out by itself as long as he’s actively maintaining it. Once the fire leaves that radius, it will continue moving in the direction it was already going and will naturally snuff out after a few seconds unless it hits something flammable. For the purpose of pyromancy, Usurper is considered a part of Shen’s body as long as he’s holding it. His pyromancy based attacks include, but are not limited to:
- Firing a cone of flame from his hand, similar to a flamethrower, about 40’ long and 20’ wide at the end. The fire is 2500 °F at the center and gradually drops down to 1500 °F near the edges. This requires no charge but is fairly energy draining. When used at full power, it drains about 1% of his total stamina every second.
- Creating a fireball in his hand and throwing it. When done without charge, it’s simply a basketball-sized sphere of flame that scorches things on contact. When charged, the fire becomes compressed and will explode on impact. With a 5 second charge, it has an explosion radius of 20’ and enough force to send humans flying for several yards. The fire is 2500 °F at the center and 1500 °F near the edges. On max charge, 10 seconds, the radius, force and temperature have all doubled. A half-charged fireball costs 5% of his total stamina, a full-charged one costs 15%.
- Channeling the heat of the flames into Usurper’s blade, gradually heating the metal to 2500 °F within about 10 seconds, at which point it will glow bright orange. If the ability is no longer sustained, the sword loses its heat over the course of one minute. The energy cost for this is ignorable.
Equipment
Usurper – The source of most of Shen’s powers. A large 5’ long katana of unknown origin, made of a non-reflective dark grey metal that is indestructible by conventional means. It’s surprisingly heavy for such a slender weapon, only able to be wielded efficiently by someone with superhuman strength, and has a razor-sharp edge that never dulls.
Usurper (and in extension Shen) draws power from the departing souls of its victims, slowly growing a little bit more powerful with each kill. The legends say that Usurper’s wielder once defeated entire armies of the greatest warriors, but the sword has lost the majority of its power due to centuries of disuse.
As long as its current owner is alive, his and Usurper’s souls are inseparably entwined and Usurper will not grant its power to anyone else. The sword has shown to have a mysterious way of returning to its owner when separated for too long. When the current owner is killed, Usurper will once again attempt to bind itself to the next suitable creature that touches it.
History
Shen was orphaned shortly after his birth due to an unknown cause. With no one left to take care of the young child, he was taken in by the monks of an isolated monastery to be raised as one of them. There he was trained from a very young age in the ways of the warrior monks, which includes extensive physical and spiritual training in order to achieve enlightenment. Shen showed great affinity for these teachings and over the course of many years he developed into a full-fledged monk. While his ability to follow orders was imperfect, he more than made up for it with his willingness to learn and his great mental fortitude.
It was only when he completed his training at the age of 24 that he found out about the monastery’s real purpose. Stored in a vault deep below the monastery was an ancient weapon, a demonic sword that the sensei called Usurper, after the way it used to hijack the souls of men to pursue its own dark purpose. When any attempt to destroy the weapon resulted in failure, it was stored far away from the prying eyes of the civilized world, to be guarded by the warrior monks until the end of days.
Yet despite all his training, Shen was an ambitious man. He claimed that the monks couldn’t remain idle while the outside world was being torn apart by wars, demons and more. He insisted that they held a power too great to ignore and urged his masters to tame this weapon and utilize it for the greater good, but the sensei were adamant in their denial. Shen had little choice but to accept this, yet over the following weeks he found himself plagued by nightmares of standing powerless as an evil being slaughtered his fellow monks. It was always the same dream and the same creature, and the sight wouldn’t leave his mind even during the day.
One night, he couldn’t handle it anymore. He had to acquire the one thing that could keep his brothers safe, even if he was told not to. Shen snuck down into the vault to inspect the Usurper, only to be stopped by a senior monk. On an unfamiliar violent impulse, he charged the older man and managed to overpower him just long enough to make a run for the sword. The moment his fingers touched the hilt, the weapon was reawakened and its soul reached out and forcibly fused with his. The massive injection of power took its toll on Shen’s body and rapidly transformed him into a demonic being, hulking and green-skinned. Although the sword never spoke, its intentions were clear as day. Usurper urged him to give in to its bloodlust and raze the monastery with everyone inside. It was only through Shen’s miraculous strength of will that he could resist slaughtering his former brothers and flee into the mountains instead.
From there on, it didn’t take long for Shen to realize he’d made a huge mistake. While he retained his own will over that of the sword, the bloodlust that came with its possession was almost uncontrollable. For several days, he evaded capture while attempting to tame Usurper’s soul, but he could gain no further control over the weapon and with every passing day, the urge to kill became stronger. Eventually, admitting defeat, he returned to the monastery and surrendered himself to be punished for his crimes. As there was no known way to separate Usurper’s soul from its wielder’s, Shen was sentenced to death so that the sword can once again be imprisoned.
Shen had every intention to pay for his sin and didn’t resist as his former brothers chained him and placed his head upon the chopping block. As the executioner’s sword came down to behead him, Usurper’s ethereal voice screamed inside his head, louder than ever, dazing him. When the daze faded, blood was streaming down his arm, as his hand had moved up, tearing free of the iron chains, to stop the blade. With no control over his own body, Shen watched himself rise to his feet and tear the executioner’s throat out with his claws. And it didn’t stop there. He gave in to his bloodlust as he reached for the Usurper and began cutting down everyone within his reach. Each and every monk was a powerful warrior, but the Usurper had turned Shen more powerful than all of them combined.
Shen didn’t regain control over himself until it was too late and he found himself covered in blood and ash. Upon the taste of blood, Usurper’s power over him had receded, but there was no doubt it would return. He knew there was no way back now. He had tasted the power and satisfaction of killing, even if the ones he killed were his former allies. There was no going back to his peaceful life as a monk, but he could still repent by using his power for the greater good, if only he could strengthen his grasp. If the Usurper wants blood, that’s exactly what it’s going to get…
Battleground:
Name: City of Ruins
Size: 5 square miles
Properties: Most of the buildings are strong enough withstand most winds and minor quakes. The debris scattered throughout the city include modern vehicles, overgrown vegetation, and large chunks of concrete from fallen buildings. The ground is stable, but the terrain is broken, creating tripping hazards for any normal sized creature. There are multiple parks throughout the arena, filled with dense plant-life and sources of water. The city blocks are designed in an offset grid, much like one would lay brickwork. The central area is made of taller buildings and skyscrapers, while the outer section is made of smaller and residential structures.
Player Capacity: Max of 10 beings of Colossal size
Description :
Flavour Text: The ruins of a once great human city. Decrepit buildings stand tall and empty, devoid of sentient life and threatening to collapse at a moments notice. The destruction has come about over ages of neglect, the inhabitants having simply disappeared without notice. The vegetation seems to be the only form of life willing to retake what the humans left behind.
Size: 5 square miles
Properties: Most of the buildings are strong enough withstand most winds and minor quakes. The debris scattered throughout the city include modern vehicles, overgrown vegetation, and large chunks of concrete from fallen buildings. The ground is stable, but the terrain is broken, creating tripping hazards for any normal sized creature. There are multiple parks throughout the arena, filled with dense plant-life and sources of water. The city blocks are designed in an offset grid, much like one would lay brickwork. The central area is made of taller buildings and skyscrapers, while the outer section is made of smaller and residential structures.
Player Capacity: Max of 10 beings of Colossal size
Description :
Flavour Text: The ruins of a once great human city. Decrepit buildings stand tall and empty, devoid of sentient life and threatening to collapse at a moments notice. The destruction has come about over ages of neglect, the inhabitants having simply disappeared without notice. The vegetation seems to be the only form of life willing to retake what the humans left behind.
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.