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=SB= Tournament VI: Signups; SIGNUPS ARE NOW CLOSED
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Topic Started: Jan 21 2013, 12:09 AM (2,628 Views)
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Lord Talancir D'Landior
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Jan 21 2013, 12:09 AM
Post #1
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~ RP Knight ~
- Posts:
- 2,394
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- Former Monarchs
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- #2,592
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- September 26, 2007
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- Male
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- All the games. All of it.
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Signups are now closed. Good luck to our current participants!
Tournament Character Profile Name:
Gender:
Age: ~Age will affect your abilities. If you're 6, don't expect to be the world's most intelligent being. Likewise, if you're pushing 80 you're not going to move too quickly.
Species: ~This again limits your 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? Wherabouts does their weaponry sit on their person? (A good picture can also suffice.)
Personality: ~Are they easily wound up? Do they keep calm under pressure? What makes 'em happy?
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 skills and/or moves. To clarify; whereas skills are passive enhancements and… well… skills, 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…). 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.
Equipment: ~Up to three items may be carried into the arena. How many you can use inside 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 guns go, no big death rays, BFGs or stuff like that. Most other toys are cool, but be warned the judges will be watching your ammo - no infinite ammunition (and I’ll know when you should be slamming a new clip; I’ve done my research).
Strengths: ~What is your character good at? List three 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?
Weaknesses: ~Exactly the opposite. List three 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 or you won't be accepted. Also, make them combat-related.
No super forms. No Chaos Emeralds, Sol Emeralds, other magical stone or similar object. 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. And consider Chaos Control included in this category!
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.
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'.
- Approved Characters
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- TUC - Claru Dante
- Earth Warrior - Polemistis
- Lilfate - Mevnomba Dondred, AKA Ven
- Lifio - Lifio Waterson
- Fenroar - Fenroar Strauss
- Josh the hedgehog - Josh
- Special Operative Blaire - Blaire Fields
- Pai Chan - Raelean Sivth
- Call of Kunai Steel Opz - Aaron Kunai
- Jack Frost - Ezekial Wolffe
- Ludichaos - APT-001C Gespenst Type-AI “Wraith”
- Stark - Leon "Combo" Kaigo
- Pending Characters
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- Richard Feynman (kale) - Sílfide Gensai
- The Fish - Fish
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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.
Millstone of Time Resources
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Lord Tora Unlimited Crusader
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Jan 21 2013, 12:40 AM
Post #2
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【The Knight of Tigers 】
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Character Submission Name: Claru Dante
Gender: Male
Age: 19
Species: Human
Appearance: Claru's physique is slight (ectomorphic body build) and his skin is somewhat paler than most people's since he tends to avoid sunlight. His eyes are brown, and his black hair is short and messy (in a neat-ish kind of way), with one particular lock of hair standing up from the rest like a crescent moon-shaped antennae. Claru wears black boots and pants, a white buttoned-up shirt with long sleeves, his tiger-striped mask and a similarly coloured cape. His entire left arm is tightly wrapped in bandages with meticulous care; none of the arm underneath can be seen, and even his individual fingers are bandaged separately with thinner strips of bandage, allowing him to use his hand like normal.
Personality: "Brash and reckless with a tendency to choose the most hazardous or trouble-making option in any given situation, not for want of intelligence but out of sheer boredom. Lazy, gluttonous and does not respond to discipline or authority; effectively untrainable. Unfit for duty." These were the words that prevented Claru from becoming a pilot for the United Colonies Armoured Cavalry. However, they fail to capture the better aspects of his personality. Claru is courageous to a fault and has strong moral convictions that he will stand by to the bitter end. His carefree attitude and thirst for danger bely his inner reliability; at the end of the day, he has the best interests of those around him at heart. Very few things can penetrate his shell of humour, but those that do earn a very passionate hatred; like a true tiger, he won't let his prey escape unscathed. Of course, also like a true tiger, his insatiable appetite and matching metabolism are an undeniable bad habit.
Battle Psychology: The seven legendary Hunter Knights were each masters of their preferred combat styles. As the Knight of Tigers, Claru's modus operandi was to hit hard and fast, rushing into combat and overwhelming the opponent, breaching their defences, not with the surprise and cunning characteristic of the Knight of Mantises, but with sheer power. Although he does not possess the same abilities as he once did, he still uses the same approach to combat with spine-chilling efficiency. His attacks with Dyrnwyn are huge, arcing swings; thanks to its blunt edge, he can knock the enemy around to his liking should he hit. The critical weakness to his sword technique is slow attack recovery, which leaves him open to counterattack should he miss. Boosted attacks with Dyrnwyn may also become lodged in more solid materials, which leaves him somewhat vulnerable until he can get it out again. While Claru is adequately armoured on the torso and legs thanks to the HERMES System, his ability to block and defend against attacks is rather lacking due to his offensive focus. Due to this, he will prefer to evade incoming attacks rather than tank damage.
Skills: - Rocket Lightning: The plasma exhausts on Dyrnwyn angle backwards towards the hilt and fire at full output, thrusting the sword (and Claru) towards the target at blinding speed. Wielded like a lance, Dyrnwyn is smashed into the target tip-first, the small surface area and high velocity allowing it pierce even the most resilient armour and rip through soft matter like a shotgun through a barrel of fruit. Even though Dyrnwyn usually inflicts heat/impact damage, this attack deals heat/pierce damage. - Code Fragarach: By striking an energy field (magical, technological or otherwise in nature) with a certain something, Claru can destabilise and destroy it. After the field has been 'shorted out' in this manner, it cannot be re-established until two enemy turns have passed due to disruptive energy feedback. - Code Longinus: A stake-like plasma field - about 30 centimeters in length and 2cm in diameter - extends from a certain something. It can be used to inflict heat/pierce damage on a target or to parry incoming attacks. The length of the stake makes it more suited for grappling-range combat. - Code Master Flare: The HERMES System holds Claru in place with a gravity brake before he unleashes a beam of indiscriminate devastation using a certain something. This scintillating lightshow inflicts massive amounts of raw magical damage on everything within a 40 degree arc in front of him. One turn is spent setting the gravity brake and charging the Master Flare. The beam lasts from the turn it is fired to the end of Claru's next turn. However, the beam cannot be moved once it starts firing (the gravity brake prevents him from moving). The beam can be evaded if the target escapes the firing line in time, or can be defended against if the target possesses sufficient protection; however, their means of defence will most likely be rendered useless for the rest of the battle should they defend in this manner. The Master Flare can only be used once per battle.
Equipment: - Dyrnwyn Simulacrum: Since Claru's blood ceased to contain the Archive of Legends, he has used a comparatively crude stand-in weapon. Measuring in at roughly 1.6 metres in length, Drynwyn Simulacrum is a alchemachine 'sword' bearing Claru's signature extra-long hilt - taking up about 1/3 of the weapon's total length - as well as some unconventional design elements. The unusually thick blade is actually blunt; rather than a sharp edge, the entire edge of the blade contains a series of plasma projectors that serve two functions. Firstly, the projectors can form a superheated field to serve as Dyrnwyn's 'blade', burning most forms of matter with ease and capable of melting through metal with prolonged exposure. Secondly, the projectors can be used as boosters to assist in moving the weapon around, as it is too heavy for Claru to wield reliably. As a result, Dyrnwyn does not deal slashing damage as other swords do; rather, it deals heat/impact damage. - HERMES System: Designed to complement Claru's charging assaults, the High Efficiency Rapid Maneuverability on Every Surface System is custom-built armour based on prototype Witchwing blueprints. This set of armour for the legs and torso is equipped with an array of omni-directional thrusters and a hover system that keeps Claru a few centimeters off the ground; this allows him to move along the battlefield frictionlessly at high velocity, capable of changing heading and facing independantly. In this manner, his otherwise reckless fighting style allows him to maintain forward momentum without exposing his back to the enemy. - Tiger-striped mask: A yellow, oval-shaped mask with dark brown stripes on each 'cheek'. The mask is completely smooth with no facial features and seems to be made of metal. Quite mysterious in that no-one is entirely sure how Claru sees out of it, on account of it lacking any sort of eye-holes or anything. Its high resilience and interior padding allows Claru to headbutt opponents without suffering damage himself.
Strengths: - Giant Killer: The Hunter Knights were elite anti-armour fighters who destroyed entire armies of mechs without the benefit of even being on the same size scale. Claru in particular had further experience with large-scale enemies due to the nature of his ability making him perfect to deploy against monsters such as dragons and the like. In combat against significantly larger opponents, Claru suffers no penalties and may fight them as if he had equivalent strength (but not equivalent mass or speed). - Break Through: Claru's specialty is smashing through enemy defences and wreaking havoc from behind enemy lines. He gains an advantage against opponents who are in a defensive stance or position (using cover, holding shields, defending with force fields, etc). For instance, hiding behind a pillar might block 100% of the damage he would normally deal; with Break Through, however, the pillar would only absorb 50-75% of the damage with the rest hitting the opponent. - Hidden Weapon: The first time Claru uses a 'Code' skill, the opponent is caught off-guard. This will not work on further uses of the same or other Code skills on the same opponent.
Weaknesses: - Melee-Oriented: Claru has no ranged capabilities at all outside of the extremely draining Code Master Flare. As such, enemies with long-range weapons have the advantage as long as they prevent him from advancing. - Reckless: In addition to the inherent weaknesses of his sword technique (as detailed above in Combat Psychology), Claru's reckless behaviour also shows in his tendency to overextend himself if he sees an advantage. Feints, decoys and similar strategies of feigned weakness work particularly well on Claru, even to the point of ignoring his intuitive warnings in the heat of the moment. - Berserker: When genuinely angered or close to defeat, Claru's reasoning is swept away by the pounding of primal adrenaline. While his attack power and pain threshold increase, his evasive/defensive power is reduced just as much. He cannot use Rocket Lightning or Code Master Flare in this state. Even if he is disarmed, he is exceptionally dangerous in this state, so don't let him get close! This berserker state lasts for 2 rounds; if he's still berserking and hasn't bled out, he'll snap out of it, but will be heavily fatigued for the remaining time.
Still a little on the fence about some aspects of this submission, so feel free to rip it apart~.
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Check out my tumblr, Aggravated Anime-Adoring Australian, where I post all sorts of dumb screencaps and MS Paint edits and generally bitch and moan about stupid otaku shit.
~One third of =SB='s Legendary Australian Trio. The man who surpassed anime fandom and became the Patron Saint of GAR and Moe.~
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Josh the hedgehog
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Jan 21 2013, 01:05 AM
Post #3
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Those who do good, do...
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- 2,450
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- S Rank Hero
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- #12,907
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- April 24, 2012
- Playstation Network ID:
- joshyboist
- Xbox Live Gamertag:
- starlighter XX
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Spoiler: click to toggle Name: Josh
Gender: Male
Age: 15
Species: Hedgehog
Appearance: I don't want to rush, but check my avatar...
Personality: A serious warrior, Josh does have to focus a lot, but he does throw in a bit of humour whenever someone's feeling down real bad...
Battle Psychology: as the descendant of the dark gaia, Josh has to make full use of his attacks, which means he could switch at anytime from fighting up-close to attacking from afar, but when attacking afar, it is best to try and get close since he's liable to try something else...
Skills: -Urban warrior: Josh's skill with both a sword and a gun makes him like an urban warrior, despite his heritage...
-Shadow mine: Josh plants a small ball of highly explosive dark gaia, while harmless, it can launch anyone into the air unless they're really heavy. -Shadow copy: Josh creates a copy of himself made from dark gaia, which can take some blows before dissipating, this can also give him a little breathing space for thinking. up to 3 copies can be active at once, they can be recognised as copies because they have soulless eyes and they take 3 blows before dissipating. -Shadow lift: Josh uses his dark gaia to lift up any object or himself into the air, Josh can also move his hands around to either turn the object he's shadow lifting OR to crush them.
Equipment: -His trusty sword, Triple Threat, designed to be able to disarm the opponent and to make demons think it's holy. -his UZI, used to fire from afar if he's having trouble... -his dark gem, it has a good deal of charge long enough to last about 5 attacks that use dark gaia.
Strengths: -Naturally immune to dark-type attacks -Mentally strong -Sharp-witted
Weaknesses: -Weaker against light-type magic and moves -can be easily tricked -with some people, it's hard to disarm them...to be exact, people with weapons like swords or rapiers can be disarmed easily, but people with really complicated weapons or really short weapons like daggers are harder to disarm...
will a dark gem count as something similar to a chaos emerald even though I didn't put it in here yet?
EDIT: due to several people wondering, there are changes to this...if it's legitimate... EDIT 2: changed one weakness, since it doesn't seem like a legitimate weakness... EDIT 3: people said Shadow lift is too powerful, so I'm restricting it to only objects and himself... EDIT 4: how many edits am I going to have to do?! well that doesn't matter, I explained what one of the weaknesses are...
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Betrayal is a dangerous thing...
"In my world...It's kill or be killed..." -Josh
"Better run, coward..."-Sinistar
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True Lycalo
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Jan 21 2013, 04:46 AM
Post #4
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The truest of Lycalos
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- Male
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- United States of America
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- Inferno Arctic
- 3DS Friend Code:
- 5043-2916-6185
- Game Currently Playing:
- Pokemon Y
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Okay, here's my character.
Spoiler: click to toggle Name: Tharros
Gender: Male
Age: Tharros has lived for over 2,000 years. His aging process is extremely slow and physically, he only appears in his late 20's or early 30's.
Species: Griffin
Appearance: He stands at 6 feet, 4 inches tall and weighs 190 pounds. Being the hybrid he is Tharros has the head of an eagle, sporting white feathers and a large, golden colored and curved beak with two nostril pits. He has a thick and large, dark brown mane that encircles his head and hangs just below shoulder level. He has a pair of piercing and rigid eyes with a glassy white sclera, deep gold irises and large, black feline-like pupils. Another eagle trait is his strong and durable white wings with a wingspan of almost 7 feet. On his chest, he has an excessively tufted, diamond shaped patch of white feathers. His body is that of a lion with short brown fur covering his entire body and a fairly muscular build. His large paws have 3 inch, retractable claws hidden within each of his fingertips. He has a long and thin tail with a large tuft of dark brown fur on the tip. From his knees down is covered in white feathers. Tharros has 4 digit talons for feet with long claws on each end.
Personality: Tharros possesses great willpower and a desire to "better" the world. He is extremely stubborn and does not believe in compromise. He believes in very clear definitions of right and wrong, acceptable and unacceptable, and winner and loser. He is extremely confident, though in a more stoic and less outspoken manner. Tharros will rarely take the role of a leader, though he sometimes serves as second-in-command or as the backbone of an organization or group. It is difficult to convince him to change his mind, but once his mind has changed, expect him to jump to the opposite extreme of the argument; he does not believe in finding middle ground. He has a strong sense of self-worth and tries to be humble about himself (either out of politeness or some sense of propriety), or he may express it in a particularly abrasive form of self-righteousness. Tharros has incredible amounts of courage, both physically and mentally. That being said, he has the ability to confront fear, pain, danger, uncertainty, or intimidation with no difficulty. He can easily face physical pain hardship, death, or threat of death. He acts rightly in the face of popular opposition, shame, scandal, or discouragement. The key aspect of Tharros' personality is his strong, mostly unalterable convictions. He values honor above reason and is rarely forgiving to those that upset him.
Battle Psychology: Tharros thoroughly analyzes his opponent's movements and most of the time he can discover an exploitable weakness which he can capitalize from. He has a defined balance between offence and defense and will periodically switch between the two depending on his opponent’s fighting style.
Skills:
- Super strength: He has incredible physical fortitude throughout his entire body, allowing him to pull off astounding feats of herculean strength and can suffer high extents of pressure. The power in his strikes is great and his claws and talons can add to this for deadly attacks. Despite his tail's slim and weak look, it can actually withstand slightly more than Tharros' weight and can be used to strike foes. His beak also contains great strength and can be used to send for a barrage of quick and deadly pecks. - Durability: Tharros sustain numerous blows of internal or external assaults before succumbing to the effects - Flight: His highly durable wings allow him to reach speeds up to an average of 130 mph relatively quickly for quite extensive amounts of time. His top speed has shown to be 400 mph, but such a speed wears his wings down far too quickly and prefers to use this speed for emergencies. He wings can be additionally used to wrap around his body for increased defense and even a quick and powerful melee strike by lashing them forward. - Prehensile limbs: His tail and talons are prehensile, able to grasp objects with surprising speed and accuracy and are highly useful for combat.
Equipment: None
Strengths: - Throughout his many years, Tharros has studied and mastered many different styles of hand-to-hand combat which allows him to adapt to almost any kind of opponent. - His fighting style suggests he has exceptional balance, endurance, reflexes and control. - He is a highly disciplined combatant and knows his body's limits.
Weaknesses: - His agility is slightly below average and he can be put at a disadvantage against fast fighters. - Given his size, he is rather large which makes him a large target in combat. - Tharros has poor range with his attacks, especially considering he lacks any sort of projectiles and as such, he relies heavily on extremely close ranged tactics.
EDIT #1: Name changed from Polemistis to Tharros. There have also been additions to the personality section. Shouldn't affect the battles, but I figured any edits should be noted regardless.
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 The truest of Lycalos
My characters Terrador/ Twilight/ Graviton/ Fotiagos/ Tharros My fafiction The Silent Voyager
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Lord Talancir D'Landior
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Jan 21 2013, 07:37 AM
Post #5
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~ RP Knight ~
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- Former Monarchs
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- September 26, 2007
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- Male
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- All the games. All of it.
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Dark Gem? refresh my memory, what is that? and how do you plan to use it for your character, Josh?
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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.
Millstone of Time Resources
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Lifio
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Jan 21 2013, 08:30 AM
Post #6
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Water Maniac
- Posts:
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- E Rank Guardian
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- #13,292
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- October 17, 2012
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- Lifio13
- 3DS Friend Code:
- 3239-2490-0720
- Steam ID:
- Lifio
- Game Currently Playing:
- Sonic Heroes(PS2)
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If possible, I would like to join please. If my character is up to the standards that is.
Submission Name: Lifio Waterson
Gender: Male
Age: Fourteen Years Old
Species: Red Fox
Appearance: Lifio is of average height and weight for his age and species. His body has a slightly athletic build however; he really isn't very muscular at all. He has a single small bang coming from his forehead down about the height of his eyes.
Lifio's fur is a somewhat of a chocolate brown colour with his muzzle, inside of his ears, chest and tail tip being a sandy yellow colour. He has dark sky blue coloured eyes. Lifio wears dark blue jeans, pale blue fingerless gloves and pale blue shoes. He also wears an almost turquoise colour short sleeved jacket, which he leaves open. Around his neck he wears a pale blue bandana that hangs loosely.
Personality: Generally upbeat and cheerful, Lifio is kind and good hearted. He is somewhat bold at times however, he can be unconfident in himself and his abilities. Lifio is also not quick to jump to conclusions and likes to give people chances. He is not one to "hate" but can be somewhat annoyed by people. Lifio has a moderate level of temper and because of this he can get angry, but doesn't go crazily insane angry. However, Lifio can also worry for others and as such very protective over close friends. He can get himself in a panicked and stressed mood quite easily too, and isn't the best to cope with it.
Battle Psychology: In combat, Lifio adopts a "hit and run" strategy and tends to distance from his opponents, attempting to avoid their attacks whilst trying to get them to make a mistake so he can attack. This is because he isn't he strongest guy in the world and can easily get pushed around, and isn't confident in his powers.
Skills: Lifio is able to manipulate the element of water and use it in attacks. He can also convert the water into ice. Most of his attacks drain him of energy significantly meaning he has to attack little to stay alive.
Water Based Aqua Punch: Lifio quickly covers his fist in water and punches the opponent. The attack isn't very strong and doesn't drain him of much energy and be done repeatedly without much effort, but over time it will steadily drain him of energy. The charge time is one the same post he used it.
Tidal Smash: Lifio sends a large amount of water crashing down on the opponent like a heavy waterfall. The attack does do a lot of damage to the opponent however; it drains Lifio the majority of his energy. The attack takes roughly two posts to charge up however, as it drains Lifio of a lot of energy, it leaves him open for attack.
Ice Based Frost Blade: Lifio forms a blade-like icicle around his hand slashing at the opponent, with the icicle smashing as it hits. It does moderate damage and drains Lifio of bit energy, and takes one post to charge up.
Frozen Barricade: Lifio raises his hands high in the air and he surrounds himself in a cocoon of ice walls around himself to protect himself, or others. This is a defensive manoeuvre, and as such does no damage; however, the move can be charged and used on the same post, but it drains him of almost all of his energy. This leaves him open for opponents as the walls do not last long and he has to wait a while before attacking.
Equipment: A one litre bottle filled with water that allows Lifio to use his powers, as he is unable to create water by himself. It is strapped around him like a satchel bag over his left shoulder with the bottle handing under his right arm.
Strengths:
Agility: Lifio is nimble and agile, due to his light body frame, he able to move around the battle field relatively quickly. His agility also makes him quite evasive.
Gymnastics: Lifio uses his talent in gymnastics to be able to avoid attacks from his opponents. He uses rolls and flips to be able to dodge incoming attacks. However, if he does this too often he can get dizzy and
Cautiousness: Being wary of foes attacks allows Lifio to try and be prepared and constantly on his toes for him to dodge incoming hits
Weaknesses:
Strength: Due to Lifio's light body frame, he is unable to take large hits, and can be taken out with few strong hits. He also lacks strength to attack very hard, relying on light hits to do damage.
Inexperience: Lifio is inexperienced with his powers, and as such is drained of energy at a much quicker rate than what others would be. He also is inexperienced in combat, making his attacks sloppy at times. If Lifio were to use his powers in every post in a row, it would take roughly seven posts for him to be completely exhausted.
Squeamishness: Lifio is squeamish, and even just the sight of a drop of blood makes him feel sick. If or his foe were to be that injured that they were bleeding or worse, you would next see him on the floor after fainting.
Edit: Expanded upon, Lifio's inexperience relating to posts. Also expanded on a few other things, such as how many posts it takes for him to charge his attacks and the capacity of his water bottle.(All of which should be in bold)
Edited by Lifio, Jan 24 2013, 01:47 AM.
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Avatar by Hybrid35/CodeYellow.
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Fenroar
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Jan 21 2013, 08:39 AM
Post #7
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Perfectionist
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- 3,036
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- E Rank Legend
- Member
- #9,478
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- November 2, 2008
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- Male
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- 1504-6189-5960
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Spoiler: click to toggle Name: Fenroar Strauss Gender: Male Age: 18 Species: Human Appearance: Fenroar has white skin, red eyes, and black hair, nearly reaching his eyes. The back of the hair is tied up into a small, thin ponytail, which flows behind him just down the neck. He usually has a red and black plaid hat covering most of his hair though( Something like this), with floppy ears covering down the sides of his head. He wears a black turtleneck beneath a sleeveless dark silver jacket, outlined by a white color. The silver buttons of the jacket are buttoned up, closer to the left side, with the collar up, also having a thin, black belt around his waist with a silver buckle. Several pockets are on the front, again outlined by white. There's also a black symbol on the back of the jacket, three stars on a row on top of each other, the highest the biggest while the lowest is the smallest, all three of which are angled a random direction. Two black, angel wings are also on the side of star tower, with it being in the center of the two. Underneath the jacket is a long, black turtleneck, but has no sleeves like the jacket. Instead, his arms are covered by what appears to be a tight, black long t-shirt, with dark red, wide stripes going down each sleeve, one on each. Covering his forearms are small, silver plates of armor, with black straps on top and below them, forming black X's. His hands are also covered in black, fingerless gloves, with a small silver plate covering the top half of the hand. Fenroar wears black pants, but also has dark red stripes going down the side of his legs, similar to the shirt. The pants are tucked into his boots, which have black fluffing inside with dark, grey laces tying it up. It also has a white star accessory tied to the left boot's laces. Some silver armor plating is also seen on the side of the boots. Personality: Fenroar is a calm, collected and laid-back guy, though they are times when he can get annoyed easily. Fenroar is usually cheerful and while he values friendship, he tends to keep his problems to himself, not often expressing his loneliness. Fenroar never loses his cool though, most of the time, and is very intelligent in battle, not the kind fall for traps easily, despite his sometimes oblivious nature. Battle Psychology: Fenroar usually never has the same psychology for each and every battle, depending on who he is facing. However, he usually keeps his distance and taunts his opponent with a few weak moves, to get them to reveal which powers or what their weapons are like. Other times he waits to see what his opponent does first too. Skills: Electricity - Fenroar has the mastery of electricity, which he can use in a variety of ways. He can fire electricity out of anywhere in his body, not needing to a movement to activate it, so his opponent won't have a signal when one is about to fire. Electricity and lightning move quickly, so they are hard to avoid if one doesn't have all their focus. However, while weak jolts may cause a brief paralysis with some pain, they aren't that particularly powerful. In order to unleash more powerful electrical blasts, Fenroar needs time to charge, which if he does so and hits, the electricity can rattle their senses and shock them painfully, leaving them vulnerable. Fenroar can also grab people and send electricity into their body, or even have metal objects absorb his electricity. For example, he can insert electricity into a steel lamppost where, if touched by the opponent, can shock them, depending on how much Fenroar inserted. Fenroar's source of electricity is not infinite though, as depending how the battle goes, he will likely end up seeking a source of electricity somewhere, taking them from circuits of electricity or any electronic emitting electricity. In emergencies, he also has two batteries in his pocket, used to restore himself for a boost. Wind - Fenroar's other source of power, however he has not mastered nearly as well as electricity. He tends to mainly use this source of power to enhance his movement skills, in which he is already somewhat acrobatic. He can perform longer jumps and leaps, and also blow gusts of wind to shoot small objects into the air. However, he can't make massive twisters or anything of the sort, not knowing any skills that actually harm his opponent, simply used to move quickly and make slightly longer or higher jumps, maybe small gusts of wind to send small objects into the air to confuse his opponent. Fenroar can't overuse the technique too much though, as it puts a strain on his muscles, and exhausts him the more he uses it. Equipment: Genesis Sword - A large, thin but strong sword given to Fenroar. It has a rapier-like hilt, being red with the armor on the hilt being a dark silver color. The blade is long and thin, but slightly thick too, being nearly as tall as Fenroar himself. The blade is dark red, with black outlining the edges of the blade, having a sharp, V-like tip. Fenroar can insert electricity into his sword too, so if a person is stabbed or slashed(Depending how bad the attack is), they may feel a brief or painful paralysis. Batteries - Two batteries hidden in his pockets, used for simply recharging himself when he needs it. Strengths: Experience - Fenroar has fought through many battles. Though he learned the basics of his powers by himself, he learned the rest of the skills mostly through experience in battles, so there's not a lot out there that can throw him off guard or unfamiliar with. Because of his experience, he is very mastered with his sword, so it's hard to defeat him in a one-on-one sword fight. Acrobatic - One of the reasons Fenroar chose to pursue wind magic was because he is fairly acrobatic, being raised by an acrobat when he was young. Because of his fast reflexes, he can move at impressive speeds, able to do cartwheels and flips with ease. Good Awareness - Fenroar is very aware of what's going on around him, something he slowly learned and mastered from the battles he faced in the past. He's also athletic, though he expects everybody else in the tournament to be the same. Weaknesses: Lack of Weapon Knowledge - His knowledge of other weapons are quite poor, so if he loses his sword, he's very inexperienced with using anything else. A close-range fight may wound be being bad for him in this case. Limitations - As said, they are big handicaps on his powers, keeping them limited. Wind could exhaust him more, while electricity could run out easily if used in large amounts too much. Not to mention they have to be fully charged if Fenroar wants them to be strong. Messy Wind Powers - Due to not mastering his wind powers as well, they may not always work the way he wanted to, leading to easy mistakes if he is forced to use them often. Separated them as said.
There ya go. Let me know if something is wrong.
Edited by Fenroar, Jan 26 2013, 06:11 AM.
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L Dragon
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Jan 21 2013, 09:02 AM
Post #8
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Chaos Emerald
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- March 19, 2007
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I was going to be lazy and just link my character, but I'll just provide the character sheet, I didn't change anything.
Spoiler: click to toggle Name: Mevnomba Dondred, AKA Ven Gender: Male Age: 90 or more, looks to be about 22-25 Species: Vampire Meerkat Appearance: See herePersonality: Despite his evil or mean look, Mevin is actually kind at heart. However, there is a hard and very tough shell covering and guarding his warm and soft heart. He is proper, or at least tries to be, slightly well mannered but has lost some of his mannerism do to his past. He doesn't normally anger easily, but on cretin topics he'll lose it and go crazy. Battle Psychology: He has a very different way of fighting. The fact that he his agile allows him to move oddly and rapidly. He normally waits for his opponent to attack, seeing as he is better at countering then actually fighting. Most of his fighting his based off of reflexes. Skills:- Wind Bending: He can create and control wind, but can only use it to push, throw, pull, and sometimes use it as a means of moving himself around. Having said this, he moves a lot quicker going in the wind's directions. He can only create massive amounts of 'wind energy' during the night. During the day time, he can only use his wind element to move a bit quicker or avoid/dodge attacks. - Night Eyes: His eyes are very sharp in the dark. He can see in the dark as if it was day time, practically. However, his seeing isn't so good during the day time. He isn't blind when the sun is out, he just can't see as well as others. Equipment:- Sunglasses, helps him see better during the day - Nanobot sword named Lunar: Moon Blade - this nanobot turns into a sword. Sword Attacks:- Waning Moon: Sword Spirit attack that cuts forward like a moon crescent at night, knocks the foe backwards. Depending how close they are to Ven will determine how far they are pushed thrown back. 1 foot away = 9 feet - Thunderous Three: Strikes three times in a matter of seconds, making it seem like three swords attacking at once. Speed is high, damage is low, may cause body part to be paralyzed for 30-seconds to a minuet(25-30% chance). Repeated stabs to that part lengthens the duration of paralyzing by 30 seconds. Accuracy = 85% from a foot away. Strengths: - He is great at countering his foe and has great reflex skills and timing - His ability to see in the dark gives him a great advantage when set in a dark area - He power with controlling wind is a major plus, allowing him to do more then just use his fist/claws when not equipped with his swords. Weaknesses: - Because he counters so much, he rarely attacks on his own. As well, when trying to attack head on with his foe, he normally takes a lot damage because he can't read into their attacks if he is the one attacking. - Seeing in the dark is a huge plus, but having a bit of trouble seeing in day light is troublesome, even more so when in a fight. Sure, he has sunglasses, but once they come off, he'd want to run and fight in the shade. - Although he can create and control wind, its not like it's a weapon he could use to cut down his enemy. As well, his wind element powers are stronger during the night time. As well, depending on the wind around him will determine how strong his ' wind attacks' will.
Edited by L Dragon, Jan 21 2013, 02:35 PM.
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 Sonic Blast Fated Kingdom Fanfic Members/Chara Data-Base Chapter 1: Otogi | Chapter 2: Claws, Rifle, and Wind Chain | Chapter 3: Crimson, Psychic, and Mage Chain | Chapter 4: Eclipse Blossom | Chapter 5: Death Chain | Chapter 6: Royal Blood | Chapter 7: Cold Chain | Chapter 8: Siege | Chapter 9: Memories of Old Kingdom | Chapter 10: Tactic, Purge, and the Fight | Chapter 11: Four Shadows | Chapter 12: Three Letters | Chapter 13: Two Sources Sonic Blast Madness Fanfic Chapter 1: Openly Close | Chapter 2: Kamelot Tol-e-maC | Chapter 3: Found Lost | Chapter 4: Reaper What You Soul | Chapter 5: Openly Reapers in Lost Tolemac | Chapter 6: Follow the Reaper | Chapter 7: Don't Follow the Reaper | Chapter 8: Fight Yourself, Die Yourself | Chapter 9: Masquerader Massacre | Chapter 10: THE Enemy | Chapter 11: Gulliver | Chapter 12: Finally, Unlimited Madness | Chapter 12: Finally, Loki's Madness(alternate ending)
I'm totes a guy~ Kota: I hereby dub thee, Swolverine~
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Amarok
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Jan 21 2013, 10:51 AM
Post #9
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Fear the cold...
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- 4639-9449-9700
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- EzekialWolffe
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- The Legend of Zelda: Skyward Sword
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I might as well use the one I used for the last tourney.
Ezekial Wolffe Name: Ezekial Wolffe
Gender: male
Age: 23
Species: Siberian wolf - demon
Appearance: Ezekial is a gray wolf, having an underbelly of white fur. His tail is slightly longer than average, and slightly deviates from the color scheme as having the very tip blackened. Ezekial wears dark-grey sneakers, an average pair of jeans, a cotton t-shirt, and a black, cotton, biker's jacket, usually wearing it open. The only gear that can be noticed are his fingerless gloves, as he prefers not to restrict his claws.
Battle Psycology: Ezekial completely cuts himself off from previous ties during they be battle, whether they be friend or foe. He would only take pity on certain, rare cases. When fighting, he prefers to let the enemy attack first, while he gathered knowledge of their battle strategy. After a few attacks, he would supplement his own, usually in contrast to what his opponent can handle.
Skills: -Cryokinesis: Ezekial has the ability to control ice through a certain blue flame-like aura that freezes instead of warms. Using it, he can form ice in to any shape he wants, launch it in any direction, or destroy it completely.
-Frost hadoken: Ezekial can also use the frost flame to attack opponents directly, seeing as its touch is the polar opposite of a fire's burn.
-Weapons Master: Ezekial has amazing talent with a myriad of weapons, ranging from firearms to blades. He prefers to use blades, however.
-Agility: Ezekial has excellent control over his body, and can move almost like an acrobat.
Equipment: none but the clothes on his back.
Strengths: -Ezekial is immune to the cold. He feels it, but it's more like a refreshing blast to him. -Being partially demonic makes his speed and strength slightly higher than that of others. -His analysis skills have risen greatly over the years, and he can now figure out his opponent's strong points with high accuracy.
Weaknesses: -As he is a cryokinetic, Ezekial's powers are nulled by fire. -His powers need time to charge. For example, if he were to create anything larger than his fist, he would need at least one second before using it. Increasing density also takes time. The bigger or more dense it is he's creating, the more time needed for it to grow. -Even though, he's only partially demonic, holy water still hurts like hell. Pun intended.
Edited by Amarok, Jan 26 2013, 06:16 AM.
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The Original Characters Ezekial, Alex, Zephyr, Neo, Pulse,Luna,Maya,Bob, Rose. Ezekial Wolffe
This is just some super old artwork, worry not of it.
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Breakfast Princess
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Jan 21 2013, 12:52 PM
Post #10
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The most important meal of the day
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- Female
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- AngelSpartaness
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- 061945741822
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- AngelSpartaness
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- Kameo: Elements of Power
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(I'm using my character that I submitted in the last tournament. Don't know if she ever got approved though. She has changed, so if you notice changes between this submission and the last then it is intentional. It's been awhile, anyways.)
Character Submission Name: Raelean Sivth (prefers "Rael") Gender: female Age: 18 (very close to 19) Species: Human Appearance Height: 5'5"
Weight: 137 lbs
Skin Color: light tan
Eye Color: dark yellow / Eye Type: wide, long dark eyelashes
Hair Color: very dark brown with streaks of white going through / Hair Type: shoulder-length and wavy/curly, straight bangs swept to the side and tiny braids intricately woven through hairstyle
Face Type: round face, makes her appear a little younger than she actually is. High cheek bones and full lips, small nose
ATTIRE: - a completely white jumpsuit consisting of a sleeveless and collared shirt on top connected to athletic short-shorts on bottom. The jumpsuit has a zipper that goes from the neck all the way down the the shorts.
- white leather platform boots with square heels and a rounded toe. They are embroidered in silver thread on the outside of each boot to make a floral print. On the inside of each boot is the zipper. The boots go 2.5 inches above the knee, leaving bare leg between the top of the boots and the bottom of the shorts
- white mesh cloth armlets on each arm going from the wrist to an inch above the elbow
- white leather fingerless studded motorcycle gloves. Silver, diamond-shaped studs on the knuckles of each finger
- a white, hooded leather jacket with silver studs and thin silver chains on the pockets. Usually worn tied around her waist if it is warm outside. The hood is white cloth, not leather like the rest of the jacket. It has a thick, stiff collar below the hood that is folded down
- big, oval, "Hollywood-style" white-rimmed sunglasses (obviously only worn if needed)
- a silver chain around her neck with a tiny, diamond-encrsted cross pendant
- her left ear is completely pierced all up and down, decorated with small diamond studs varying in size, the larger being at the lobe and then getting smaller as they go up. Her right ear has only 3 piercings, 2 at the lobe and one at the top, each housing a tiny silver hoop
- just below her left eyebrow is a tiny stud piercing, can only be seen when her bangs are out of the way
- white leather gun holster strapped to her right thigh that holds her basic 9 milimeter pistol
- white arm strap holds a small dagger
Personality Rael can be described as monotonous, bland, or stoic. She doesn't always have inflection in her voice, speaking as if she is reciting from a script. Her sentences are usually short and choppy. She rarely ever holds anything back. She is blunt and always tells it like it is. She can be a bit sarcastic and condescending, as she gets easily irritated. Easily frustrated. Quite the temper. When she loses it she can throw a tantrum, usually resulting in her throwing whatever object she is currently holding or the nearest thing to her. Tries to remain cool and calm, as she likes to be viewed as strong and competent. She has confidence but starts to lose hope quickly when things start going wrong. Doesn't like assistance from others. Independent. Very intelligent. Hates being patronized. Hates sexism. Does have emotions, but hides them extremely well. Doesn't smile much. Rarely laughs. Within minutes of meeting her, one can tell that she has a huge wall up. Doesn't like people getting close. She is very hard on herself. Very critical of herself and others, although she tries to stay nonjudgmental. Not necessarily mean, but not the friendliest person. She will help out anybody in need, no questions asked. Once you look past the rough exterior, she is kind and compassionate. Truly cares for others. Tends to travel alone. Drifter. Nomad.
Battle Psychology A good mix-it-up fighter. Well-balanced fighter. Is pretty good with ranged attacks, melee, close combat. Utilizes an unconventional fighting art that makes use of her whole body. (For example, she has one side high-kick that has almost a "scale" appearance: as she reaches down to touch the ground with her left hand, her right leg shoots up, allowing for a side high-kick that is hard to block and even harder to see coming.) Tends to circle around opponent. Will try especially hard to get behind them or on top of them to gain the advantage. A roundhouse to the back of the head is one of her specialities. Utilizes tackles and then basically bludgeons them with her fists as much as she can before getting forced off. Stiff shoulder strikes, elbow strikes, and knee strikes. Focuses more on defensive than offensive. Her defense includes quick dodges, twists, and flips. Strong evasives (a mixture of attacking and then quickly dodging to avoid a counter or parry). Will normally start on the defensive to try and get around her opponent in order to have the quick advantage. Her offense is much slower and weaker than her defense. Her hand-to-hand is quick, but not powerful. Her ranged attacks are usually slower. If she uses her powers it takes a bit of charge time and usually quite a deal of recovery time. Likes to think before acting, so sometimes she can be caught up. Would be at a disadvantage facing more irrational fighters who wouldn't give her time to think, especially if they found a way around her defenses or evasives.
Skills Although she is merely a human, Rael is a self-proclaimed "angel-in-training". She believes she was hand-selected to be a "missionary of the heavens". Rael also believes that her unique "angelic" powers are simply borrowed, despite this, she can use them to their fullest. She spends her life travelling and fighting demons. As a reward for beating otherworldly evils, she sometimes receives upgrades and weapons. Here are a few, the ones she will have at her disposal during the tournament. 1) Holy Weapon: Bow and Arrow Her holy weapon is her main weapon. It usually changes when she is out travelling, but she has had this bow for a long time. Being an otherworldly weapon, it doesn't run out of arrows and takes no energy to use. It would appear that she only weilds the bow, but when she is prepares to fire, an arrow (or however many she needs, depending on the attack) appears in her hand just as she is going to fire.
2) Angel's Influence Temporarily increases speed, agility and strength to some degree. Punches and kicks hit a little harder. Jumps are much higher, descents are much slower. Continuous use drains energy very quickly. Usually uses this ability sporatically, which also drains energy but not quite as quickly.
3) Angel's Mercy One of the rewards Rael receives during her journey is called Darma. It helps heal her wounds and recuperate her at a much faster rate than normal. She has some Darma saved up, and can use it during battle. For example, if she suffers multiple slashes from a sword, absorbing some of her Darma will make the cuts much more superficial, stopping the bleeding, and giving her a little more time to make a comeback. It may make a stab wound or bullet wound look and feel less critical. It does not heal her completely. Using stored up Darma takes not only the Darma itself, but energy. Using it twice literally cuts her energy in half, leaving her none to do anything else
4) Banishment A very powerful attack, usually used against hordes or demons to vanquish them all at once. Causes a ball of bluish-white energy that surrounds enemy and drains them. Used only as a last resort. The effort of this attack completely drains Rael, leaving her defenseless and weak. Requires at least a post for charge time and two posts for recovery time. Recovery is not complete, after this attack she is weakened for the remainder of the battle. If the attack missed or didn't hurt the enemy much, it would be devastating towards Rael's chances of victory.
Equipment - basic 9 milimeter pistol - basic dagger - Holy Weapon: Bow and Arrow (is summoned and materializes per Rael's will. She will not actually be seen carrying it into the arena.) Strengths
-Agility: high jumps, high kicks, flips and twists to rival a gymnast or cheerleader, that make her movements hard to read. Lends to her strong defense and evasives
-Stamina: not easily tired by physically demanding activity (although using her powers does tire her). Can run long distances easily. In superb physical condition.
-Intelligent: Can read a situation, or person, pretty easily. Is very hard to fool or trick. Those who use mind games, taunting, or slick talk will have a hard time fazing her. Weaknesses
-Hot Head: gets frustrated/irritated easily (mostly at herself or at her own mistakes or failures. Like I said above, it is hard for an enemy to faze her). Prone to tantrums. If angered it throws off her focus.
-Panic: if things start going wrong, she immediately panics. Can cause confusion, unsure of next move. Has been known to run away if things go very wrong, either to regroup or escape.
-Physically Weak: Rael isn't very big. At 5'5" and 137 lbs, she can easily be viewed as just a weak little girl. While she does have stamina and, with it, an above-average pain tolerance, she can easily be tossed around by a larger or stronger opponent. (that's where her evasives come in, but those aren't flawless).
Now, under the Skills and Moves, I'd like to direct your attention to #3, Angel's Mercy. I know the rules are "No healing in battle", but since she is not being completely healed, (her energy and health wouldn't be regenerated, it would just make cuts, wounds, etc. a little less serious), could this be allowed? (The details are within the description of the skill.)
(Oh, if it's not allowed, then I will change it, no big deal ^_^)
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HollyYoshi
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Jan 21 2013, 05:32 PM
Post #11
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I object to your claims
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- Agent_Blaire
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Yes, I'm bringing back this old favorite for another round.
Spoiler: click to toggle Name: Blaire Fields Gender: Female Age: 21 Species: Mobian Husky Appearance: Blaire’s primary fur color is a mid-tone purple, with her secondary color being a light lavender contained inside her ears, on her muzzle, torso and on the underside of her tail. Like most Siberian Huskies, she has a thick double coat consisting of a long topcoat of short, straight guard hairs, over a dense undercoat. The dog’s ears are pricked and allow her to show a myriad of emotions depending on their position. A small tuff of head fur sticks out in-between her ears. Blaire’s eyes are a deep shade of blue, clear and constantly alert. A round, jet black leather nose sits on her muzzle. Said muzzle flares out to the side at six different sections, three on each side. Each ‘flare’ tappers off to a point at the end – the top pair curls upwards while the two bottom pairs curl down. The dog has an athletic build, owing to all the exercise she receives while on assignments. She is slim yet sturdy. Both her legs and arms have built up strength over the years, and though she by no means has superhuman vigor, the strength in her limbs allows her to easily perform some rather fancy aerobic maneuvers. Like most dogs of her breed, Blaire’s tail is sickle-shaped and fluffy. It is primarily carried up, giving the husky an aura of confidence. Blaire typically dons a rather simple outfit. Her wardrobe consists first off of a red sleeveless shirt. Over that she has a dark blue sleeveless trench coat that stops about an inch above her knees. The coat is made of a thin but sturdy material and always kept open so as not to trap her body heat and thus keep herself cool. Her jeans are made of sturdy denim, dyed a navy blue color. Blaire also wears a pair of brick red gloves with a darker cuff. As for footwear, the canine dons a pair of puce boots with black trimming on the bottom. They go up two inches past her ankle and are made of leather. She also wears a black belt with a brown scabbard attached to it that rests close to her left hip that holds her saber. Personality: Blaire is generally a calm and level-headed Mobian, rarely losing her composure. This is one dog who is not the kind of Mobian to allow negative emotions to overtake her. There are many times when, regardless of any inner turmoil she may be feeling, that her outer expression shows complete confidence and assurance. However, this is mainly when she’s in battle or a similar life or death situation – she feels that letting negative emotions overtake them is one of the best ways to doom a person to failure. However, when not faced with a life or death situation, the canine is more open regarding her emotions, though she does still try to show an air of composure about her either way. Blaire is also a highly sociable Mobian, and she quite enjoys spending time with her friends, though one rare occasions this makes her wish she had a ‘normal’ life, rather than one spent fighting for the freedom of Mobius. As well, she works great in a team, though she has little problems with going solo on missions if she must. Like most agents of the Oakland Resistance Division, Blaire has a very strong sense of justice. And one thing she will not tolerate is traitors. Of course, her calm and oftentimes smug demeanor can suggest a rather arrogant attitude to those that do not know her well enough. But when they get to know her better, they find a dog who is loyal and cares deeply for her friends and family. Battle Psychology: In regards to her fight maneuvers, Blaire is quite skilled in the art of parlay – also known as sword-fighting. It is, in fact, the dog’s main mode of combat. She wields a saber, using a variety of hacks and slashes to take down her opponents. However, the canine tries not to make her strikes fatal. After all, these judges wouldn’t ask the participants to kill each other. Right? The canine is also skilled in using various cryokinetic maneuvers in order to damage, stall, and even outright freeze her opponents. Blaire is calm and collected in the face of battle – it takes quite a bit to really rile her, and even when she is, the dog will not lash out at her foe in a haphazard matter. Rather, she will hold back her anger as much as she possibly can. Even so, her attacks are likely to be a bit more powerful when she has strong emotions behind her. Also, like many would, the husky will use her high dexterity to try and dodge any attacks that come her way – and with her somewhat low defense, it’s all the more important that she let as few attacks hit her as possible. Skills: Parlay -Blaire is highly skilled with a sword, often using hacks and slashes in combat. Cryokinesis - Now, as a cold-weather Mobian, this violet-furred husky had a chance to be born with Cryokinesis. And lo and behold, she was! Weather-permitting (as in thirty-two degrees Fahrenheit or below in temperature), Blaire is able to use ice-based powers. This ranges from allowing her to throw small shards of ice at her foes, to downright freezing them. Frigid Arrow: - Blaire forms up to six shards of ice(three in each paw) to throw at her opponents. The shards range in size from one inch to six inches. The more shards she forms, the smaller they will be Freeze Allows Blaire to freeze an opponent she grabs onto. The longer she has a hold on them, the more of their body will be frozen. This move can either slow or immobilize an opponent for a short period of time, depending on how much of their body is covered. Equipment:Saber: A saber with a light blue blade and a darker hilt. Blaire’s primary means of offense. Cryokinetic Bangle: A high tech, ice blue bangle that lowers the temperature a few feet around Blaire to thirty-two degrees Fahrenheit, allowing her the opportunity to temporary make use of her cryokinesis. Before she can even make use of the device, however, it needs to charge first. And once charged, the bangle steadily looses that charge. Here’s a diagram of what I mean; -My post; Charge at the end of post after activation: 25% -Opponent’s post -My Post; Charge: 50% -Opponent’s post -My post; Charge: 75% -Opponent’s post -My post; Charge: 100% -Opponent’s post -My post; ‘Freebie post’ - No increase or decrease -Opponent’s post -My post; Charge: 75% -Opponent’s post -My post; Charge: 50% -Opponent’s post -My post; Charge: 25% -Opponent’s post -My post; 0%-She also carries a rather large supply of chocolate mints but…they’re not at all useful in battle. ^^;;. However, that doesn’t mean she can’t use them in a taunt to catch her opponent off guard or anything. In fact, she just might do that. StrengthsHigh Cold Resistance As a cryomancer – and indeed as a husky – Blaire is able to stand frigid temperatures easily. The canine can be in places where the temperature is down to ninety degrees below zero (Fahrenheit of course) and only experience mild discomfort. High Dexterity Blaire is quite the agile young dog. Not only is she pretty quick on her feet (she‘s no match for a 150 plus-miles-per-hour speedster, but she won’t have much problem against those that are of a normal speed), but she is able to perform some rather fancy gymnastic maneuvers. How is this a strength, you may ask? Well, it makes her a tricky target for her foe, as with it, she is able to dodge attacks easier than most. Composure Blaire remains calm and collected throughout a fight, even in instances that would break other strong-willed combatants. With this mental advantage behind her, even if strong emotions such as rage or misery have a hold on her, it won’t be enough to keep the Mobian from lashing blindly at her opponent or simply giving up even when the outlook seems bleak on her end. Weaknesses:Low Heat Resistance You all know that ice melts in the heat. Well, what about Mobians will ice-based powers? They can get pretty uncomfortable in high temperatures, and Blaire is now exception. Her reaction to the heat can range from the usual sweating, to even fainting if the heat is unbearable enough. I’ll give you yet another run-down;
-70 to 90 degrees: Mild discomfort, just a little more than the average person would feel at these temperatures -91 to 100 degrees: Begins to sweat more profusely than a normal person would, especially when the temperature gets closer to one-hundred. -101 to 115: By now, Blaire begins to pant rather heavily – yes, in a similar matter as that of a ‘normal’ dog. At this stage, most of her energy has been sapped out of her body, rendering the canine barely enough strength to even stand. -116 to 125: If the temperature ever reaches this stage, Blaire will pass out from the intense heat. -126+: Blaire better have written her Will – she’s as good as dead
And please note that in order to suffer the more adverse effects of high temperatures, Blaire has to have continual, prolonged exposure. (A bit over a minute). Being surrounded by a 130 degree heatwave for a couple seconds isn't going to kill her right off the bat. Low Damage Threshold Truth be told, Blaire can’t take a huge heap of punishment. Oh, several minor injuries later, she’ll still be hacking away. But put in a few attacks with higher damage outputs, and she’ll be out pretty quickly. It Doesn’t Matter… …Whether the temperature is only half a degree above; it has to be thirty-two degrees, at least in a small area around Blaire, before the husky can even think of using her cryokinesis. If it’s even the slightest bit too high, literally nothing will happen if she attempts any ice-based attacks.
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Lord Talancir D'Landior
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Jan 22 2013, 05:49 PM
Post #12
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~ RP Knight ~
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- All the games. All of it.
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Right, then. I'm going to make a point of reviewing two profiles a day, so let's get down to it, in order of posting.
TUC -
so how long is his sword? could you offer an example as to its size?
Keen Intuition - is there any system or indicator you plan to use to determine whether or not this 'kicks in?'
Break Through - clarify your 'advantages.'
I would say to set a time limit for his berserk status, because even in a highly energetic state, sooner or later, they'll run out of steam. Maybe. I hope.
Josh -
how many clips do you have for your Uzi, and how many rounds per clip? Also, the Uzi on full auto will shoot 600 rounds a minute. Considering the amount of time that can pass in a post (extremely subjective, but generally anywhere from a few seconds to a full minute), I should like to rule that on full auto, your Uzi will shoot 30 rounds a post, if that sounds fair.
your sword could benefit from some dimensions or a comparison to real life examples.
how many hits can your shadow copies take before dissipating? will it dissipate faster against stronger attacks? be specific, please.
Also, I think I'll permit the use of your Dark Gem as long as it's a limited use item (like a battery that can lose its charge). Recalculate accordingly.
Explain 'Enchanted Light Sources.' How likely do you think you'll run up against enchanted light sources? if it isn't something that will come up often, if at all, then you will have to increase the range of your weakness, or choose another one.
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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.
Millstone of Time Resources
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Lord Tora Unlimited Crusader
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Jan 22 2013, 07:49 PM
Post #13
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【The Knight of Tigers 】
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- March 17, 2008
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- 0404-6433-6113
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- crusaderandtimothy
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Submission edited to address issues. Keen Intuition has been replaced with Hidden Weapon.
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Check out my tumblr, Aggravated Anime-Adoring Australian, where I post all sorts of dumb screencaps and MS Paint edits and generally bitch and moan about stupid otaku shit.
~One third of =SB='s Legendary Australian Trio. The man who surpassed anime fandom and became the Patron Saint of GAR and Moe.~
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Lord DragonFlame
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Jan 23 2013, 10:20 AM
Post #14
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Christmas is back again
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I never had much chance to look into your character before editing, TUC. It looks like what Talancir mentioned has been fixed, and I haven't found anything I'd like to bring up, seen as it's all fairly balanced from my point of view.
Claru Dante = Approved
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Without adding to, further details on Josh, I can't approve of this.
However I have but one issue here. Shadow Lift seems to me a bit overpowered. Mainly because I don't see any sort of disadvantage to it. Like would it for instance work different, upon a character wearing heavy armor. In other words, I'm rather skeptical about this skill in general, but if I'm convinced there's some sort of way to counter, or at least avoid this move, it's out of the question until further details are brought to us.
Josh = Current status, unapproved.
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I do not see much flaws here. I'll leave it to Talancir to ultimately decide whether there's any changes that must be made.
Polemistis = Approved
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Working on banner, but if your looking to have some time off. Come, visit my channel on youtube. Warzak85DF's Let's Play corner
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Chompman
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Jan 23 2013, 10:57 AM
Post #15
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The Jaw-ggernaught of Justice.
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Here it is..my entry into this tourney. Name: Aaron Kunai Gender: male Age:21 Species: human Appearance:  Personality: usually laid-back and carefree, but when evil strikes, he snaps into action to drive it away. Battle Psychology: Aaron fights at an average level. Meaning, he never tries to pull anything special on his foes until he sees an opportunity. Skills: Kunai Toss Aaron throws the weapon of his namesake at his opponents. He can throw more than one Kunai, but that requires one post to "charge" this ability. he can "charge" up to 5 Kunais this way. Until he fully "charges" this move to his liking, Aaron can't attack with anything else. He could only dodge, duck and weave.
For the kunais themselves, they travel downrange at an average throwing speed. as for chances of striking someone, those odds are at 50/50, even when 5 kunais are thrown. Sword of awesomeness Aaron summons this sword from the holographic generator on his right palm. The swords blade is as long as a traditional Katana. Aaron can use his main move, the Kunai toss, whilst using the SoA, but he can only toss one Kunai, all in the name of being fair here. One more thing; Aaron can "dissolve" the SoA, and resume fighting. However, that also takes one post for Aaron to get rid of the SoA. What? It's a classic!! This move has Aaron using his ability to adopt certain elements of videogames to attack his opponents. However, this move is limited to a couple of classic items;
-Good 'ol buster: Aaron dons a familiar blue Arm cannon. While he has this on, he can fire up to three small pellets in succession, or charge the cannon for a powerful charge shot (Takes 2 posts to charge). While he is charging, Aaron can dodge and move, but at a slow pace. If he is hit in the enemies' post, the charge cancels, and Aaron would have to charge the cannon again.
-Whip 'em!! Whip 'em GOOD!!! Aaron summons the legedary whip from a certain family that kills a certain vampire (all too obvious here). With this whip, Aaron has an average reach, and can attempt to pull an enemy close to him (50/50 chance of this succeeeding) which takes one post for Aaron to ready the whip, and another post to throw the whip. If Aaron misses, it takes another post just For Aaron to regain the whip.
-Hammer Time!! Aaron summons a hammer from a certain "king." this hammer requires Aaron to hold it with both hands. If Aaron attacks with this, there is a 50/50 chance that the hammer will connect with its intended target.
*=also, if Aaron takes couple of strong hits while he is using any of these items, the item disappears, and Aaron cannot use it until he summons it again. The order he summons these items are random. Givin' 'em the axe..literally. Aaron whips out his trusty guitar, and uses it as a melee weapon. However, the guitar can withstand up to 3 hits. after three hits, Aaron cannot use the guitar again until the next match.
the guitar is kind of slow to swing around, and once agin, just like everything else that the defender of SJCC has in his arsenal this time, the chances of connecting with a target is 50/50. Equipment: Kunai knives, Holographic generator (used for summoning SoA and the VG items), and his soulstring Stratecaster. Strengths: -Very proficient in swordplay. Aaron is quick and nimble with his SoA. -Aaron has a level understanding of CQC and Ranged Combat. He won't push his luck to merge the two fighting styles together. If the target is close, Aaron gets close, if away, he stays away. -Aaron knows his equipment. He wouldn't press his luck with a move/item that he knows won't work in the situation he's in. Weaknesses: - Aaron Has an intolorance to great heights. -Aaron sometimes can get flustered, and do the opposite of what he originally intended to do in the first place (i.e. he may think to attack close quarters, but ultimately ends up attacking from afar if he's under pressure.)-Aaron can get over confident at times, and this can lead to situations that he can't readily get out of.
Edited by Chompman, Feb 5 2013, 12:49 PM.
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The Dark Jaws of Justice. My bark is as equally deadly as my bite. I'm CHOMPMAN!
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