Avatar of Takashi
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    1. Takashi 10 yrs ago

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9 yrs ago
Current The open hand can roll the stone that the blade cannot cut.
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I did place air and fire manipulation, which will be the only two powers I will currently put on Gio due to his weapons. Especially Para Domorte.


What is the extent of his magic power? Can he make wind blades? Summon tornadoes? Incinerate an entire forest? Simply light a cigarette? Also, you mention the arsenal of blades and their effects. What weapons does he have and what do they do? It's important to declare these things before a fight begins.
I always end up nerfing the "canon" versions of my characters for any form of competitive combat, and my newer characters would get demolished by my older characters in terms of raw power.
Ah, I remember when Goku used a stick...
Name: Talon

Universe: Latrisia (originial)

Race: Nezgarian

Age: 347

Tier: Powered

Gender: Male

Height: 7'4''

Weight: 400 lbs

Appearance: Talon is a bipedal dragon with red scales. He is bulky and muscular, but has a powerful set of wings that allows him to fly with ease, as well as two large spikes protruding from his back and a long, powerful tail. Occasionally, he will wear a black cloak made of a fibrous plant that grows in Nezgar which completely conceals his face and body.


Skills: Royal Assassin - Talon has been trained in the ancient art of Nezgarian assassination, a two-sword style with highly calculated strikes and defenses. The goal of the art is to strike vital organs. As such, part of the training involves learning the anatomy of various types of life forms.

Tail Combat - As a supplement to his standard assassin training, Talon has learned to use his tail as a deadly weapon. It is effectively another limb, able to grab, strike, and wield a blade. Talon cannot support his full body weight on his tail, but he can
lift a human.

Brutal Grappling - Talon has trained his claws and jaws beyond that of the average Nezgarian. He can grind stones to dust in his mouth, and crumple them to bits in his hands. Bones and living tissue that are caught in either of those can be shattered without any form of complex hold. All but the thickest metal plating will bend under his grip. To complement his brutal grip, he also knows a number of deadly ways of tossing his opponent to cause further damage when he chooses to let go.

Aerial Acrobatics - Despite his large size, Talon is fast, agile, and deadly in the air. His wings are strong enough to lift him with ease in an instant. He can accelerate rapidly, make hairpin turns, stop on a dime, and perform all manner of maneuvers. He can also use his fighting techniques effectively from any of these positions. The max speed he can achieve is 70 mph.

Dirty Fighting - Talon knows no honor in combat, though he knows many dirty tricks. He is adept at using improvised weaponry, including dirt and rocks if need be, and knows the proper pressure points of various species to bit and claw at in a pinch. He's a marksman with his spit, and has plenty of experience aiming objects at eyes and groins. False surrenders, duplicitous truces, and deceptive handshakes are not beneath him. He also has a very hard head and knows how to butt with it.

Goading the Enemy - Talon has an arsenal of generic insults at his disposal, and unleashes them with the same precision as his blades to piss off his opponent. If given any information about his opponent, those insults become personal; the more nerves his strikes, the better.

Powers: Nezgarian Physiology - Nezgarians are a race of dragons that have such high fire resistance that they can swim through magma with ease. They have highly acidic blood, which damages most blades once they are struck, and dissolves most substances that are toxic to those with mammalian physiology. They are also incredibly strong, able to hoist boulders over their heads and toss them. Likewise, they are highly durable, able to withstand the equivalent of a volcanic blast with only minor scratches. Finally, all Nezgarians have the ability to breathe fire and spit acid.

Riftmaking - Talon has access to a personal pocket dimension, where he stores books, materials, hostages, whatever he feels like. At will, Talon can reach into the pocket dimension and pull out what he needs. Likewise he can store any object he gains possession of in his pocket dimension (A person must be incapacitated for him to store that). Objects stored in the pocket dimension cannot interact with other objects in that dimension unless he wishes them to.

Necromancy - One of the many dark arts that Talon has learned is necromancy. He can resurrect a corpse and control it as a cadaver puppet. He can also conjure and communicate with spirits. He often uses his necromancy as a form of blackmail, offering to revive loved ones in exchange for some heinous service, or simply as a distraction.

Soul Bind - The cruelest aspect of Talon's necromancy. When he kills a victim, he binds their soul to him, and forces them to relive the moment of their death over and over again in their mind. As such, their hatred for him builds and builds...

Channeling Hatred - Talon can convert the emotional energy of his victims' hatred into magical energy. He has hundreds of souls currently bound to his own, giving him a massive well of energy to draw from. The limit is not so much what his victims can produce, as it is how much Talon's body can handle. When channeling a small amount of energy, Talon emits an aura of pure dread. Larger amounts of energy take the form of red lightening crackling about his body. He can then launch a bolt of this lightening, which scorches mind, body, and soul alike. The victim's flesh is singed as with normal electricity, their mind is assaulted with images of the carnage that Talon has caused, and their soul is assaulted with a feeling of utter despair. While using this technique, Talon is flooded with a feeling of euphoria, however, excessive use can plunge him into complete insanity and will render him completely exhausted.

Magma Burst - Talon can summon a column of magma to erupt from the ground, anywhere from within a 50 foot radius of himself. He can cause the eruption from the air, but it can only erupt out of solid ground. The ground can be granular like sand, but cannot be liquid; the ground needn't be connected to a planet or its core, it need only be solid. The columns are 6 feet in diameter and can reach a maximum height of 50 feet. He can summon a maximum of 3 columns at once, and can engulf himself without causing any harm to his body.

Acid Mist - Talon can manipulate his acid spit to surround himself in a acid mist. The mist slowly corrodes metal and eats away flesh. The maximum area of the mist is a 20 ft. radius.

Boneblade Detonation - Talon can detonate his boneblades at will (see boneblades below). The detonation can be so small it merely breaks a piece of the blade off, or it be a full-fledged explosion. Talon can detonate pieces of the blades even after they are shattered so long as a piece of it remains. The maximum explosion of a full boneblade is equal to ten sticks of dynamite.

Weapons/Equipment: Boneblades - The two spikes on a Nezgarian's back can be drawn and used as a sword. They are single-edged curved blades, are 4 ft long, and are used with one hand. Due to the Nezgarian's quicksilver-rich diet, the blades are even stronger than steel. They also carry significantly more mass than a steel blade, but Talon's strength lets him wield them with all the finesse of a rapier. After removing a boneblade, Talon can expend a bit of energy to have it quickly regrow, effectively making his body a natural armory. If he is too tired or injured to regrow them, he keeps a dozen spares in his pocket dimension.

Claws and Teeth - Talon's claws are powerful enough to tear through chain mail, and his teeth and claws are both durable enough to withstand being ground against stone.

Demon Hornets - In Nezgar, there is a species of hornets that lays its eggs in blood. Talon keeps six vials of such blood in his pocket dimension. Each vial contains 200 eggs. Talon can use his magic to force the eggs to hatch and instantly mature into a hyper-aggressive adult that will sting its target for 10 seconds straight, and then die. The venom is much like that of the bald faced hornet. The blood can be exposed to the air for one minute before the eggs die.

Spare Bodies - At any given time, Talon keeps 20 dead in his pocket dimension for him to drag out and reanimate as he needs. when animated, the cadavers are slow, shambling zombies. They can perform basic menial tasks, or can claw and bite at a victim. They are not powerful by any measure of the word, but can provide a critical distraction.

Random Gore - Talon keeps a huge pile of random organs, some rotting, some fresh, in his pocket dimension. Sometimes he just wants a snack. Sometimes he'll toss a liver into a crowd for the lolz.

Bio: Talon was appointed as one of Bladewing's generals after Bladewing's coup. He had always had a liking for the arcane, but dabbling in the black arts drove him half-mad. As if addicted to some kind of drug, Talon craves destruction. So, Bladewing ordered him to the Miluran mainland to do what he loves to do.
The only thing Fury really needs to do is pick up a sword to replace the one he lost, anyone got any ideas in that regard?


He could buy one at a store... I like keeping convoluted plot devices simple. lol.
Ha. I used to love these tournaments and tier rankings on my old site. It was a blast.


If you're itching for a fight, throw up a character and have a look at mine.
This could be interesting.
Name: Ziro

Universe: Original sci-fi

Race: Genetically modified human (GMH)

Age: 22

Tier: Powered

Gender: Male

Height: 6'2''

Weight: 212 lbs

Appearance:


Skills: Scientific Genius - Ziro has vast knowledge in all fields of science, though his specialty is biology. He can typically understand how high-tech devices work upon seeing them operate.

Military Training - Ziro has been trained in the proper use of all major firearms, and is able to shoot with deadly accuracy. He has also received training in command sambo for unarmed combat.

Powers: GMH - As a genetically modified human, Ziro's physical attributes surpass that of an average human all across the board. He has enhanced strength, speed, stamina, agility, balance, and dexterity.

Tough Skin - Ziro has tough, leathery skin that offers better resistance against cuts and scratches than normal human skin.

Predator Splicing - Ziro has been given various predatory traits. He has elongated canines and a powerful jaw, his nails have been hardened and sharpened into claws, and his olfactory system has been given an overall enhancement

All-seeing Eyes - Ziro's eyes can focus to any range of the electromagnetic spectrum, allowing him to see radio waves, infra-red, x-rays, etc. at will.

Tentacles - There is a nasty-looking scar on the palm of each of his hands. These scars open up and unleash 10 ft long plated tentacles. Ziro has full control over the tentacles, just as he does any other body part. The tentacles are strong enough to crush bone and can pierce thin iron plating. The plates on the tentacles are made of small chitin scales.

Adrenaline Rush - Ziro can pump adrenaline into his body at will. This sharpens his already superb senses and reaction time, and dulls the pain of his injuries, but also dulls his intellect. During an adrenaline rush, Ziro fights more like a wild animal than a trained soldier.

Weapons/Equipment: X-ray Glasses - Ziro's glasses have a tiny button. When pressed, the glasses will emit X-rays, allowing Ziro to see through certain objects.

Knife Syringe - Ziro wields a custom knife. The blade can either lock into place to function as a standard knife, or fold into the handle revealing a syringe. The base of the handle acts as a pump for the syringe. There is also a compartment in the handle where he can put custom capsules (see below). He can either use the syringe to directly inject a substance into a target, or he can expel the substance with the blade locked in place to coat the knife. Naturally, the substances are more potent if injected directly. Each capsule is good for one attack. If the attack misses, the capsule is spent.

Custom Capsules - Pockets full of small capsules line the inside of his lab coat, some defensive, some offensive. He carries a total of 12 capsules:

3x Local Anesthetics - Upon entering the blood stream, this substance numbs the effected area. Effects range from complete limpness, to impaired control.

2x Antivenin Cocktail - A cocktail of antivenins that Ziro made that can negate the effects of virtually any venom.

2x Anticoagulant - A substance that reduces blood's ability to clot. Wounds that are contaminated with this substance will bleed profusely.

2x Pain Killer - As an alternative to his adrenaline rush, Ziro can inject himself with a substance that will temporarily relieve pain without sending him into an frenzy.

3x Nociceptive Stimulant - A chemical that does no actual damage, but triggers all pain receptors that it comes in contact with. The result is pure pain.

Bio: For several decades, GMH experimentation was banned by the government for ethical reasons. However, a private organization approached the scientist behind the project and personally funded the project, building a facility on Europa in the government's blind spot. The scientist ultimately made a clone of himself... with a few modifications. He called this clone Ziro.

Ziro was a perfectly healthy clone, displaying even greater intelligence than the accomplished scientist who created him, and greater physical feats than professional athletes. However, a smart guy like Ziro knew that once the organization was finished testing his capabilities, he would be spending the rest of his life in a giant test tube, serving as a template for the organization's future goals. So, Ziro killed the scientist and took his job. He now works two jobs: first as the head of the organization's R&D department, and second as the super-soldier prototype.
So I've posted a couple of my characters. I'll be accepting challenges if anyone is interested. If not, I'll constantly be adding more. I've got quite a few combat characters to write formal CSes for. I wrote quite a bit in my stipulations, but that was really just to make my preferences clear. Don't be deterred if you see something you don't like in them; just talk to me about it!
Name: Skrall Karak

Universe: Latrisia (Original)

Race: Komodian

Age: 32

Tier: Powered

Gender: Male

Height: 5'3''

Weight: 160 lbs

Appearance: Skrall is a bipedal lizard with dark scales covering his body. His face protrudes forward, forming a reptilian mouth filled with dozens of sharp teeth. He has a tail as well, and, unlike his mammalian counterparts, only has four fingers on each hand, each ending in a small claw. His eyes are a dark amber color. Skrall wears a cloak made of raven feathers, and has various bird related ornaments decorating his body, including two piercings through the bottom of his jaw. His other clothing is made of fine silk, and high-quality cotton. He goes barefoot though, leaving his rough, scaly feet exposed. His menacing appearance belies the jovial attitude that is revealed once he opens his mouth.

Skills: Expert Bird Handler - Skrall is as well versed in understanding and training raptors as a professional falconer. He can identify virtually any kind of bird by song or sight, knows how they behave, and can coordinate his attacks with them in combat accordingly. He also has a way of calming and ultimately taming wild birds, though outright training them takes quite a bit of time.

Expert Storyteller - Skrall's stories are the best. He tells them with such energy and gives exquisite details to enrapture the listener. He knows tales and songs from all across Latrisia, and has woven many stories of his own travels as well.

Powers: Shamanic Magic - As a wing shaman, Skrall can make pacts with birds, and make magical artifacts from pieces of their body (see weapons/equipment). These artifacts vary in power and grant Skrall abilities related to the natural abilities of the bird. As Skrall is the one who made the pact with the birds, only Skrall can use these artifacts.

Soul Tansfer - Skrall can temporarily throw his soul into a bird's body. While in this state, he perceives the world as the bird does. He can freely control birds that he summons (see summoning feathers), and can influence the behavior of wild birds. He also has full access to all of the bird's memories. While in this state, he cannot move his body, and is completely vulnerable. The soul transfer ends either at Skrall's will or if the bird he is possessing is killed. In either scenario, his soul bounces immediately back into his body.

Whirlwind of Feathers - Skrall can summon a small cyclone of feathers (8 ft. tall, 5 ft. radius). The feathers have sharp edges and act as so many swirling blades, but maintain the mass of actual feathers, so they do not cut deeply. Each feather dissipates once it hits a solid surface (wood, armor, a rock), but not when they cut living flesh. They will also dissipate regardless after 10 seconds.

Weapons/Equipment: Raven Feather Cloak - A shamanic artifact comprised of multiple raven feathers. This cloak shields Skrall from rough weather far better than a normal cloak. It blocks rainwater as if it is coated in a layer of wax, prevents skin damage from strong sunlight, and provides a decent amount of warmth in cold weather. It also allows him to glide through the air or gently float to the ground, though he cannot outright fly.

Raptor Gauntlets - In Skrall's travels, he encountered an eagle that had been mortally wounded by hunters. He made a pact with the eagle to care for its chicks until they could fend for themselves, and in exchange he fashioned a pair of powerful gauntlets from its talons. The gauntlets give Skrall immense striking power, allowing him to crush stone and even damage metal. They also give him eyes as sharp as an eagle's, allowing him to focus his vision to see clearly at incredible distances.

Owl Piercing - One of Skrall's jaw piercings is adorned with an owl feather. This artifact allows him to see in the dark, and twist his neck 180 degrees.

Gannet Piercing -Skrall's second jaw piercing is adorned with a gannet feather. This artifact reduces water resistance when he is swimming/diving, allows him to strike submerged targets with enhanced accuracy, and lets him dry off within seconds.

Penguin Necklace -Skrall found that the far south was much too cold for his reptilian blood, so he fashioned a necklace out of a crested penguin's yellow feather. This artifact allows him to tolerate extremely cold temperatures, albeit uncomfortably.

Summoning Feathers - Skrall carries on him a number of feathers that allow him to summon the associated bird. Once summoned, the birds will act according to his will. He can summon up to three birds at a time. If a bird is killed, it will turn into a wisp of smoke, return to Skrall, and reform as a feather, however, the feather must be repaired before it can be used again. If Skrall unsummons a bird, it will return to him as well and can be reused. Skrall has the following summoning feathers at his disposal: 1 parrot, 3 blue jays, 3 mocking birds, 2 spotted owls, 2 peregrine falcons, 2 vultures, 1 emu, 1 albatross, 3 crows, 1 raven, and 1 flamingo.

Bio: Born and raised in the Morohawa desert oasis, Skrall lived a privileged childhood free from conflict. However, unlike most of his brethren, who were content never setting foot beyond their native sands, Skrall possessed a natural curiosity about the world. So, he pursued studies in becoming a wing shaman, the one sect within the tribe that brings news of the outside world, as well as promotes komodian goods, which outsiders call "exotic" and pay top-dollar for. So, Skrall began his journey, learning as much as he could about the world, helping out those in need, and never failing to speak his mind.
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