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Winter's Thaw, Shock and Awe; Signups open
Topic Started: Jan 13 2011, 11:15 PM (4,348 Views)
Lord Talancir D'Landior
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~ RP Knight ~

Sonic Blast Grand Tournament 4: Winter's Thaw, Shock and Awe
Brought to you by Blizshadow, Pheonix-Saturn, and Talancir D'Landior


Signups is now open. Applications will be approved in the order they are posted. We currently have a maximum cap of 20 signups. based on interest, we may allow more applications. Rules and tournament structure will be made available as soon as the signups are finalized. Sign up your fan characters and battle for the title!



The last tournament was shrouded in mystery. The contestants, once they were suddenly back from the dimension in which the tourney was conducted, dispersed to whence they came. Nought but hooded eyes and hushed whispers were traded for intent and worried questioning. All fled, except for one stoic, silent figure, and his friend. Clad in bloody, archaic silver and grey armour, with an ornate sword and shield on his back, he stared out into the distant sunset, a small frown on his cut, bloody lips, and an unreadable expression in his deep, brown eyes. The only response to questions came from the armoured figure's companion, who brandished his weapons as an emphasis to his demands for privacy.

Finally, the armoured figure grunted, parting his cracked lips to bare his grinning, bloody teeth to the sun just before it dipped before the horizon.

"Milord?"

"....Heh. 'Twas fun, but 'twas a bit too bloody.... bah. 'Ell wi' it. Oi've plannin' ta do..."


It was a better part of a year before the time came 'round again. The news broadcasts gave mention of a widespread advertisement stuck to every message board, bus and train station, and slipped under the door of every residence in your neighborhood. The leaflet, finely decorated, spoke of a new tournament, administered under new leadership, requesting as many able-bodied fighters as could be spared. It gave the promise of a noble endeavour, declaring glory for the winner, and a chance to claim the title of the SB Grand Champion, the best of all the fighters from the tournaments that had come and gone...





Please fill this in completely, then post your character application into this thread.



Name:

Gender:

Age:
Physical and mental ages are separate, if you please. there are plenty of peeps out there who, by virtue of their background, are either older or younger than they appear. keep in mind that your knowledge could or could not be determined according to what you have experienced. Be believable.

Species: ~This again limits your natural abilities to a degree. Bats can fly, echidnas are strong (for the most part) and can dig, bunnies can jump high... be creative, but reasonable (after all, not all hedgehogs are speedsters y’know).

Appearance: ~What sort of clothing is your character wearing? What colour fur do they have? Are they wearing armor? Wherabouts does their weaponry sit on their person? (A good picture can also suffice.)

Personality and Battle Psychology: ~Your character’s tactics or lack thereof; generally speaking, how do they fight? Do they keep their distance or do they prefer the adrenal surge of melee combat? Are they a defensive opportunity-seeker or are they a berserker who just keeps hacking away at all times? Do they use sneaky tricks or flamboyant feats of swashbuckling? Keep it brief; a basic idea is good enough.


Skills: ~You may have up to four slots denoting attributes and/or moves. To clarify; whereas attributes are passive enhancements, moves are active actions/attacks that are pre-set, that once executed take off that little bit more damage (or perhaps have other effects that aren’t damage-dealing…).

You have four slots by which you can destribute your attributes and moves. You can have all four as attributes, or all four as moves, or mix it up.

Example, you could be a great swordsman, and then create three awesome moves. Again, try to be creative here; fireballs may be fun, but they’re done to death. Finally, include no more than two paragraphs in this section, describing your fighting style (optional, but encouraged).


---Use the following template to help flesh out your moves:---
 

Maneuver Type: Is it hand to hand, or a weapon oriented maneuver?

Additional Advantage: What could it do to your opponent when the move is completed? Will it stun them? Knock them back? Knock them down?

Accuracy Rating: Be honest. How accurate do you expect this move to be? Choose from a range of 30% for really powerful moves, up to 90% for fast, light attacks.

Description: Please do not exceed two paragraphs.



Equipment: ~Up to four primary items, along with whatever secondary items (ammunition / foci) needed to use the primary items, may be carried into the arena. You are limited according to what your character can carry; a bag of variable dimensions is not allowed. How many you can use inside the arena isn't limited - this includes stealing your opponents (you don't get to keep them for the next round, however). This includes weaponry. As far as projectile weapons go, the limit is one gun, crossbow, or whatever per character, and they will be semi-automatic. The inclination this tournament is on mixed styles; gunmen / archers / magic users are encouraged to know something about melee combat.


Strengths: ~What is your character good at? List three maximum plus points to your character - for example, they can read the situation in battle easily due to the vast amount of experience they have, or that they're really paranoid and as such are always on their toes watching out for trouble? you are not required to have three, but it would help to have an edge.

Weaknesses: ~Exactly the opposite. List three minimum minus points that can make your character a little flawed, example a fear of spiders, is unable to use anything other than a sword, can't fist-fight for crap, gets too pumped of adrenaline to focus on the trap his opponent's set... lots to choose from. And YES you have to take three at the least or you will be asked to revise immediately. Also, make them combat-related.


Proscribed Items
 

The following are forbidden:

-No super forms.
-No Chaos Emeralds, Sol Emeralds. Because no Emeralds are allowed in a character's possession, Chaos Control (a powerful move that disrupts time and space in the user's favor) is not allowed.
-No stupidly powerful attacks or moves - throwing a bolt of lightning to stun your opponent is fine. But causing a whirlwind that could rip apart a large city is simply too powerful.
-No outside inteference or help - this means other people aren't allowed in your fight whether they're NPCs or actual players.
-No healing in battle.
-No teleporting.
-No containers of limitless space.


You ARE allowed magic, so long as it isn't too powerful. If it's more powerful than a simple chant/incantation, you'll need to take a turn to power it up before releasing it. The plus side to this is you're going to hurt your opponent badly if you connect. The bad side is they'll have enough time to dodge or prepare for the hit, or worse still - counter attack. The same stuff applies to powers like fire control, magnetism, telepathy, etc etc; the more complex and powerful it is, the more CHARGIN’ it needs before you start FIRIN’.


Signup list:


Approved:

  • 1 Shanui Reefthorn
  • 2 Alexander Grimm
  • 3 Nick Gladyss
  • 4 Akashi the Tiger
  • 5 Garret Ranson
  • 6 Blader
  • 7 Kenji Bushido
  • 8 "Cokey" Black
  • 9 Janicelia "Huntress Tesoro" Xachiri
  • 10 Aayden Venorae
  • 11 Mevnomba Dondred
  • 12 Jake
  • 13 Blaire Fields
  • 14 Kelsey Folk
  • 15 Saffron
  • 16 Cheau "Shuck" Boucher
  • 17 Ryou (Ree-OH) Kazaki
  • 18 Miles William “Tails” (alternatively “Cy-Fox”) Prower
  • 19 Vanadium
  • 20 Rachel Harding


    Pending:
  • Cain Rarazael



Edited by Talancir D'Landior, Feb 3 2011, 08:30 PM.
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RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft.

RP Aid: Combat: A Comprehensive Guide to Beating Arse

By the way, I'm on skype. Search for talancir.

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BlizShadow
Feb 4 2011, 07:22 PM
Okay, so onto Vincent--

One thing with your profile; I'm confused about this "Ultra Mode." It says you move faster than the environment around you, which in my mind indicates some warping maneuver like Chaos Control. But at the same time, you indicate it's only effective against slower opponents which brings up some conflict in how it works. I would advocate you reword it so that it only affords you speed boost and nothing else. Otherwise, it's fine. xP

And then that's it, right? No more profiles?
Yes, ma'am
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Lady BlizShadow
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I still can't use this.

Well-p, that about does it. Thumbs up from me. x3
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Because staff made me do it. =P

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Lady BlizShadow
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I still can't use this.

BONUS ROUND OPPONENT


Name: Aldagar Hunter

Gender: Male

Age: 20

Species: Domestic dog (Yorkshire Terrier)

Appearance: Al is small and fox-like-- limber, well-toned, and possessing of a long muzzle with a characteristic mustache. His large, pointed ears are slightly tattered, matching the scars across his body, most noticeably the one over his right eye; Said eye is gold while the other is grey and opaque. Al's fur is silky and lightly feathered, but moreso in a bang that falls to his right shoulder. The coat is a bright golden yellow with the exception of the black saddle that runs from the back of his head to the tip of his tail. Unlike most anthros, he also has black, non-retractable claws.

Clothing-wise, Al sports a tan leather jacket and matching slacks. Brown leather, fingerless gloves adorn his hands. Finally, a burgundy sash tied on his right arm for color and decoration. (Image)

Personality and Battle Psychology: Al is the quintessential dog-- Simple in his wants and needs and unambigiously emotional. Without provacation, he's stoic, distantly curious, and vigilant, especially around strangers. At the most, he may initiate small talk that's well-spoken enough to directly contrast with his feral behaviors, a juxtaposition he's a little self-conscious about. But with lowered shields, he becomes more engaged in company and may express pleasure in dock jumping and swimming, rough-housing, or simply relaxing. But he also becomes more prone to violent or even teary-eyed outbursts depending upon the situation.

Because it's arguable Al's lineage hasn't completely left its non-sapient ancestry behind, he has a very animalistic brawling style, the goal of which being to bring down and neutralize the opponent with his teeth. This can be done on two legs or four, though he's more prone to the latter due to the speed and lower height afforded. As suggested, he thrives in CQC, able to punch out opponents quickly or tear into them while remaining relatively steady against the damage he may be receiving himself. With his traditional hunting background, Al's also adept with long-range weaponry, but he prefers his trusty long bow to get the job done.

Skills:

  • Archery: Through intensive training with his father, Al has become adept enough at archery to successfully hunt and defend himself. He not only knows how to shoot various types of bows, but can make his own equipment. His custom long bow of many years is testament to his skill.

  • Bay:

    • Maneuver Type: Defensive

    • Additional Advantage: Can leave those with sensitive hearing stunned for up to two posts.

    • Accuracy: N/A

    • Description: Al literally pauses the match to back out of arm's reach and unleash a raucous bay at the opponent, shrill enough to force even his own ears back. It does no damage but can leave an opponent confused enough by the random behavior to afford Al an opening.

  • Hidden Ground:

    • Maneuver Type: Counter-offensive

    • Additional Advantage: Al is afforded an easy and cramped hiding space to rest with little risk.

    • Accuracy: As a targetting maneuver, 80% within a ten foot radius.

    • Description: Al jumps into the air and spins laterally like a drill to dig and situate himself underground. The momentum of this process allows him to quickly slalom through earth for one post and position himself with the advantage if anyone were to follow. His hearing isn't terribly affected at the depths he's capable of digging, meaning he can potentially strike or throw off an opponent from below if they're close by.

  • Fang Breaker:


    • Maneuver Type: Hand-to-hand

    • Additional Advantage: If completed, it is almost always assured to leave an opponent stunned for up to three posts should they remain conscious.

    • Accuracy: For the corresponding steps-- 1) 45%; 2) 65%; 3) 90%

    • Description: A powerful three-part finisher initiated during CQC, generally left as a last-resort option-- 1) All five claws slam down against the opponent's head in a powerful right-handed swipe. Al's entire body is put behind the blow, leaving it slower than normal and his abdomen dangerously exposed; 2) If the opponent hasn't fallen, Al lays waste to their chin in an open-handed uppercut in order to throw them into the air; 3) While the opponent is suspended in the air, he jumps and grabs onto them before initiating a Hidden Ground with the intent to slam the opponent's head. Opponents with great thresholds for punishment may be able to block or kick out of it, upon which Al simply goes underground.

Equipment:

  • English Long Bow-- A smooth and highly-sturdy self bow made from heartwood with a reverse twisted string; It's usually slung across his shoulder.

  • A belt of eight arrows. The arrows are a few inches smaller than those normally used for long bows, affording Al greater speed. Arrows can also be used as makeshift stabbing instruments if he's feeling particularly crude.

Strengths:

  • Predatory Instincts: Al has extraordinary senses of smell and hearing, allowing him to track opponents efficiently and keep himself hidden. He also knows how to move through thick vegetation and read wind patterns, and he possesses the patience to stalk a target for hours.

  • Sprint Metabolism: Al has an excellent cardiovascular system on top of boundless terrier energy, meaning he can initiate steady exercise for hours. His hardy bones, toned muscles, and battle experience also means he can take a lot of damage without immediately feeling the full effects.

  • Range of Motion: Al is very limber and can twist around and curl up in all manner of positions at lightning speed. Catching him from behind is just as dangerous as engaging him from the front.

Weaknesses:

  • Eyesight: Al's left eye is stricken with a cataract, leaving him officially half-blind and thus open on his left side. Although he's become accustomed to using his bow, his accuracy still suffers compared to archers of similar skill.

  • Low Defense: Al has no natural or synthetic armor on his body, leaving him completely open to all manner of blows and weaponry and especially elemental-based attacks.

  • Overheating: The same biology that supports Al's endurance also carries the consequence of fatally overheating through overexertion. Reaching or overshooting his exhaustion level will prompt an immediate cool-down of two posts where he must lay still and pant.

    The system-- Al starts off at an exhaustion level of zero with a threshold of nine. The use of a combative skill adds a specific number of points to his exhaustion level while normal turns passed cool him down by two-- one point per post made between both combatants. The number of points attached to each maneuver: one for Bay, two for Hidden Ground, and three for Fang Breaker.

    Example: If Al immediately uses Fang Breaker, he will have an exhaustion level of three. If a whole turn between him and the opponent passes, the level will drop down to one. However, if he were to do two successive Fang Breakers directly after the first, he would reach his threshold and shut down.
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Lord Talancir D'Landior
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BONUS ROUND OPPONENT


Name: Samuel Belouisson


Gender: Male


Age: 33


Species: Armadillo (North American Continent)


Appearance: Stout and solidly built for an armadillo, Samuel stands a bit taller than the average short-statured Mobian (the top of his head reaches Sonic's top quills). Born more than four centuries before the present day, Samuel retains all the regalia from his time as a sergeant-at-arms in the Amagan Royal Knights of the Phalanx. Over a comfortable gambeson padding, Samuel wears a suit of heavy chainmail in the 8-in-1 pattern, which is split between a long bodied hauberk, leggings, and a coif with ventail. Over the chainmail, he is wearing a brigandine cuirass, and a mixture of studded leather and platemail. His shoulders and thighs are covered in platemail pieces, while his forearms and forelegs sport studded leather gauntlets and boots, respectively. A steel burgeonet adorned his head, and a large pavise shield was strapped to his back. While in any other situation, the shield is treated as equipment, the pavise shield is too large to be wielded, and by its particular design, must be worn.



Personality and Battle Psychology:


  • Nature: Guardian (His inner self)
    Possessed of an inner strength and determination, driven by either love or duty, he is compelled to protect his charges, be it the weak, his lord, his faith, or his family. In his hands, Strength becomes more than an attribute; it is his duty to use it for the good of all (or at least on his loved ones' behalf). However, Rage might undo him if he isn't careful. It's hard to use himself as a shield without getting angry with the attackers - or occasionally resenting those under his protection. Even the calmest soul may grow disgusted, and in a moment of anger, destroy all he defends.

  • Demeanor: Trickster (His outer self)
    The universe has no meaning; life is a comedy, experience a procession of the absurd. Samuel revels in this chaos, drawing humor out of senselessness and bringing a smile to the tragedy. He can't face a world without reason or caring, so he invents his own meaning and plasters that leering, grinning face over everything. Better still is when he can convince others to see that artificiality. As much as he tries to deny the disorganized truth, he can still see it, and he hopes that others sees it too. He can make them laugh, but like any good clown, he can make them learn, and make them cry.

    Empathy is his strength; with it, he can cheer up others and find the banana peel in his friends' path. When things get serious, he is capable of redirecting his empathy toward more constructive uses.

    -

    Due to his training, Samuel always seeks to maintain the initiative by attacking no matter what. He does not stand with an opponent with swords locked, glaring at each other; he slides his sword down in an attempt to cut off his opponent's hand or fingers; he deflects his opponent's sword to the side and runs to the flank, trying to cut the neck or an arm or leg; or he may drop his sword entirely and grapple his opponent to the ground and fight there. Samuel's particular preference leads him to seek close, or extreme close combat.


    Skills:

  • Kunst de Fechtens
    Maneuver Type: Melee - Fighting Style (Passive)

    Additional Advantage: General Weapons Proficiency

    Description: His sword / unarmed fighting style is similar to the German Kunst des Fechtens, or "Art of Fencing." Composed in the Middle High German language of the mid to late-14th Century, The Art of Fencing is perhaps one of the greatest Western Martial Arts ever created. Originally founded by who is considered to be the Father of the German School of Swordsmanship, Johannes Liechtenauer, the Art of Fencing was the most deadly and versatile fighting style of its time, becoming obsolete with the advent of affective firearms.

    The rote mastery of this fighting style allowed one to fight anyone, ranging from peasantry to fully armored knights from on foot, on a mount, and with either a longsword, spear, sword and shield, daggers, two-handed swords, and barehanded. Using the basic principles of attack first, defend by counter-attacking, stay near the opponent’s weapon, and use strength against weakness and weakness against strength, and the basic philosophy of maintaining the initiative, the practitioner of this fighting style was almost undefeated in one-on-one combat. Many modern martial artists have declared this style to be the Western equal of Japanese samurai swordsmanship.


  • Shield Wall
    Maneuver Type: Melee - Defensive

    Additional Advantage: Attacks that Knockdown only induce Knockback instead.

    Accuracy Rating: 40% vs direct attack (two out of five)

    Description: Samuel can wield his shields that reminds many of an army that would wield a fortress, allowing him to shrug off all but the most damaging, or indirect of blows. The Shield Wall allows him to more easily defend against physical attack against his upper torso and defend against direct Knockdowns, but leaves his legs vulnerable.



    Equipment:

  • 2x Shield / Musket Gatling
    A custom design, Samuel co-designed the shield with his fellow sergeants to be a defensive weapon of hidden destruction. With the foundation of an oval shaped steel buckler two and a half handspans in width, the spine of the shields were hollowed out, to allow for the installation of six shortened musket barrels, each with its own flintlock firing mechanism. A steel casing was added to protect the barrels. The shield was operated by a pullstring made of iron and reinforced leather cabling, threaded through the armor up the arms to the neck, where the leather ends could be gripped in the teeth. A strong tug would spin the barrels, releasing the spring held locks holding the sixty caliber iron musket balls in place, and light off the flintlocks in quick succession.

    The shields were excellent force multiplier, but they were decidedly one-use as far as battle was concerned. The one limitation of the shields were that they would have to be removed and held upright in order to load the gunpowder and the bullets. Samuel's particular shields are unique in that they have been modified to use percussion caps instead of gunpowder, but they still have to be reloaded in the same fashion.


  • 2x Custom Sword Tonfas
    Samuel's swords began as single bladed shortswords, but were custom modified so that the handguards could be used as another handle. The result was an extremely versatile weapon that could be held as a regular sword might, or as a tonfa.


    Strengths:
  • Fighter's Awareness
    Also known as the Fighter's High, this state of consciousness is the result of years of combat. In the heat of battle, adrenaline, combat conditioning and personal mastery combine to push the fighter's mind into a state of hyper-awareness. In his mind, normal movement seems slowed, and time seems to lengthen. This allows the fighter to process more information and improve his reactions, flowing with the moment.

  • Ambidextrous
    Samuel has a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty.

  • High Stamina
    Through years of constant training, Samuel has grown accustomed to fighting with his armor and equipment. While the average soldier would move at a slower speed, Samuel can move at normal speed while fully armed and armored, capable of most of the feats unburdened people would have no problems at.


    Weaknesses:
  • Overconfident
    Samuel has an exaggerated and unshakable opinion of his own worth and capabilities - he never hesitates to trust his abilities, even in situations where he risks defeat. Because his abilities might not be enough, his overconfidence can be very dangerous. When he does fail, he quickly finds someone or something else to blame. If he is convincing enough, he can infect others with his overconfidence.

  • Short
    Samuel may rank among the taller members of his side of the height spectrum, but this means that he still stands shorter than the majority of all known walks of life. Coupled with his tendency to crouch, this means that he might never get any successful hits against an opponent's upper torso or head, provided that his opponent has a stable footing. It's not without reason that Samuel earned the private nickname of "Ankle Biter."

  • Anachronism
    Samuel cannot operate modern machinery and weaponry. He may be familiar with name and form, however he lacks the proper training and common sense to use them.
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RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft.

RP Aid: Combat: A Comprehensive Guide to Beating Arse

By the way, I'm on skype. Search for talancir.

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