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Post by Griffin on Oct 23, 2007 16:34:32 GMT -5
The Tournament of Life Many times have the warriors of Tales of Mystery have joined together in glorious combat. Sadly, some destruction from within our very ranks ruined this splendor. But, we remain together. We survive. We live. We celebrate our new life in the celebratory battle. So have we sprung anew, so let our traditions! Rules of Combat:Referees: Griffin is the head referee with Kindah playing co-ref. The referees make calls on violations and decide the outcome of the match fairly. A referee can NOT stop a match unless a rule is violated. If a combatant is dieing and does not signal to end the match, the referees have no power stop. If Griffin is battling, Kindah will play head ref for that match. No godmodding. Godmodding is the use of any method to make your character godly. They cannot dodge every attack. They cannot heal themselves. They cannot come back to life. Et cetera. Character must fight as if they are humans. I trust you all know what godmodding is and what isn’t, so godmodding will be enforced without mercy. No foul-play. We’re an honorable people. Our battles will be honorable as well. Deception, “cheating”, and general foul-play will not be approved of. Cunningness, however, is something different entirely. Audience members cannot throw anything onto the field or shout strategies. A referee will step in if it occurs and call a warning. The battle will commence with the victim getting the first move. Characters: You may submit two characters to fight. Each character is allowed three spells (a special attack qualifies as a spell). Spellcasters will not be allowed martial weapons, but are allowed a total of five spells. No shields or heavy armor (chain mail is fine) are permitted. Characters must be approved by a ref. Once you submit your combatants, changes will be allowed until the sign-up closes. However, if you make a change while the sign-ups are still open, please note what you changed. If anything is changed after sign-ups are closed, that character will be disqualified. Death, Draws and Surrender: If a combatant was reached the point where he can no longer fight, he may signal for surrender to a ref. However, if the combatant does not signal, the refs cannot stop the match. The other combatant cannot stop the match for the dieing combatant. The other must kill the dieing combatant or surrender (don’t worry; medics are nearby and are able to revive a dead warrior. After all, what would the Tournament of Life be if everyone died?). A draw can only be called if both combatants agree to end the match. They will drop whatever weapons they have and call a draw. If a draw occurs, neither combatant will advance. The SD Rule: Named after lazy 'ol SD. If a match is unreplied to in one week, the member who hasn't replied will recieve an offical warning. After three days, that member is disqualified. Sign-up: Remember, only two characters are permitted and they must be approved by Griffin.Name: “Class”: Age: Basic Appearance (including armor): Weaponry: Spells: Backstory (optional): Sign-ups close October 31.
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Post by Griffin on Oct 23, 2007 17:03:17 GMT -5
Name: Elric Eron
“Class”: Dark Druid
Age: 19
Basic Appearance (including armor): Black hair shoulder length, short bangs, dark purple cloak over black robes, brown boots.
Weaponry: A simple wooden staff.
Spells:
~Shadow Strike~ A simple projectile attack. Low energy, moderate cast. ~Darkness Wave~ By charging energy to his hands, Elric can either cast a vertical wave running across the ground, or a horizontal wave at chest height. Dodge by ducking or sidestepping. ~Blood Ritual~ Using Elric own blood, he can draw a symbol on the ground, allowing use of more powerful spells. This symbol fades own its own after 90 seconds and can be wiped away by the enemy. ~Gaze of Darkness~ If Elric holds his foe's gaze for five seconds uninterrupted, that foe experiences mental flashes of death and destruction of loved ones and things. Requires Blood Ritual. ~Dark Necreon Flash~ The spirit of Necreon appears from the Blood Ritual symbol, removing it. Necreon's presence sends out pulses of darkness and light. If the spirit is struck, it vanishes. Extremely powerful. One time spell. Blood Ritual is neutralized.
Backstory (optional): Elric spent his time in solitude answering the questions that haunted him for so long. What is my purpose? Why darkness? Is this power worth the suffering I go through? All that changed when he was sent on a mission from his master. He was to rescue some rebellion leader in a different land. This leader is also a druid. He rescued this druid. His life changed. Evelyn changed his life. He's back to fight, hone his skills, and honor his commitment with Evelyn.
Name: Reh Aramil
“Class”: Ranger
Age: 17
Basic Appearance (including armor): Green hair grown to a long, shaggy length (like me). Hardened leather armor, gloves, and boots, wool leggings. He carries a mottled grey-green cloak with him. It's large enough for him to curl up in it entirely. It holds no defensive value.
Weaponry: Silver Oak Bow. Made with a silvery wood, this bow can infuse certain arrows with light. Reh carries a quiver of fifty arrows on his back. If his bowstring breaks or runs out of arrows, he carries a small knife on him.
Spells:
~Apply Poison~ Reh dips two arrows in a special herbal poison. If they make contact, the foe's struck body part becomes numb. He only carries enough poison for six arrows. ~Sundering Shot~ Planting his feet firmly, Reh draws back as far as possible, takes aim, and releases a shot that pierces the foe's armor. Does not work if he's struck during the preparation. ~Silver Light Arrow~ Taking one of three specially made arrows, Reh nocks one and charges his energy. The bow glimmers and the arrowhead shines brightly. This arrow flies extremely fast, and is vastly deadly to dark attuned men.
Backstory (optional): Reh's time in seclusion have done well for him. He needed it after his wife, Lidda, was killed in a brutal attack when they, part of an armies mercenaries, was lead into an attack unknown to them so the army could run by.
Reh fled deep into the forests after seeing his wife dead with arrows in her chest. Worse, her wyvern appeared to take as many hits for her as she could. In his wandering, he found a secret group called the Rangers. The Rangers live deep in the woods. They survive by ambushing passing travelers. Thier cloaks allow them to blend into the woods. They are master marksmen and wield dual knives in close quarters. Reh trained with them as hard as he could to forget his wife's death. Now, he's back, stronger, albeit surlier, and ready to put his skills to the test.
_____________
KI, please approve for me.
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Post by killerinstinct on Oct 23, 2007 17:10:35 GMT -5
Hmm. It all looks fine to me, so...
Approved!
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Post by shadowdeath on Oct 23, 2007 17:25:28 GMT -5
Question!
What if KI and DoD is battling? Who is ref?
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Post by Griffin on Oct 23, 2007 17:36:45 GMT -5
Hmm...
We ref each other.
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Post by shadowdeath on Oct 23, 2007 17:55:05 GMT -5
Personally I think you should just get another ref but I guess reffing each other works.
Will finish profile later. Deciding if chain man or fire dude is gunna be my second char. If I have a second one. Name: Allegro Stones “Class”: Magician Bard Age: 16 Basic Appearance (including armor): A bard look with colors that match the Earth. (As in a brown earth, not green grassy earth). I dunno, too lazy to give a good description but something like this www.wizards.com/dnd/images/EPIC_Gallery/Gallery1/44199_C1_bard.jpg(but with diff colors obviously and no armor) Allegro also has brown longish hair tied into a pony tail. Brown eyes also. Weaponry: A stone flute that allows him to control the earth better. Spells: Spearman's March - Allegro is able to make spikes coming out of the earth. This music is like a soldier's march. Earth spikes appear when a low note is played. Wall of Scales - When Allegro plays a scale going from low to high an earth wall appears out of the ground, protecting Allegro from attacks. This defensive move can't be used excessively because of the amount of earth required. Mother Nature's Anger - A powerful song played with loud notes that makes the earth rumble and crack. The Assassin's dagger - A song with a very creepy and mysterious tune to it. An arm is formed out of the earth silently holding a stone dagger. The arm appears behind the victim, then stabs. The arm being made out of stone though, is very slow, so it's easy to avoid if the victim sees the arm behind him/her. The Last Stand - A song that transforms Allegro's flute into a sword. This is done by rocks from the earth that fly up and fuse with the flute. Once doing so Allegro's flute will stay as a sword. Swords can't play music, so this is tactic that's not used often. Backstory (optional):
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Post by Griffin on Oct 23, 2007 21:22:55 GMT -5
Change:
Swapped Elric's "Enshroud" spell for "Darkness Wave".
Added to Reh's Backstory.
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Post by Admin on Oct 23, 2007 21:26:01 GMT -5
Who to pick... who to pick...
Name: Lilliana Myrym
“Class”: Element Sage
Age: 13
Basic Appearance (including armor): Lilliana has shoulder length brown hair and a thin face. She wears a plain red dress with a thick leather belt.
Weaponry: Thunder Concentrate Ring. A basic ring that improves accuracy with thunder spells. Lilliana also is very flexible and acrobatic.
Spells: Initial Finger: Heat Blast: Lilliana fires a small, easily controlled fireball from the palm of her hand. It's not too threatening if you know how to avoid it. Closed Fist: Electric Circuit: Lilliana's punch becomes charged with electricity. It's strong, but it's not a projectile, making it a very risky technique to use due to close range. Muscle Release: Shadow Fusion: Lilliana makes her arms able to travel through matter. She can scratch her opponents internal organs, but isn't experienced enough to grip organs and pull them out. It's a risky spell for her torso still being solid, and it's limited to about 2-3 uses per day. Fingertip Lock: Sound Chains: Lilliana whips her hands forward, and a small white ball attached to a very long chain releases from each of her fingertips. Lilliana can use the chains to wrap around and enemy and squeeze them, if the chain touches her foe, it causes the victim of the attack to hear a calm ringing. It only lasts about 10 seconds, and is not terribly strong. Full Body: Wind Aura: Lilliana can hover off of the ground by focusing energy to her feet to hover off the ground. If she focuses wind energy to another part of her body, a wind jet will be fired. It's quite weak, but a dangerous threat to a foe in the air.
Backstory (optional): After 6 long years of training, Lilliana is ready to test her new abilities in an arena. It's going to be her last tournament before she rechallenges her brother for killing her teacher. Since that fateful day, she has become an accomplished singer and an upstart popstar. Also, she wouldn't mind entering the arena with a theme song.
~~~
Name: Ennio Crenshaw
“Class”: Weapons Expert
Age: 18
Basic Appearance (including armor): Ennio has long sleeves with thin throwing knives hidden inside. He has a blue mesh-like mouth mask, and a black cape that wraps around his neck with a long blade on the end of it. Ennio has a sword shiethed in his fabric belt. He has a pack of throwing needles in a pouch strapped to his wrist. Ennio has a single shuriken on each of his pant legs. He has loose clothes with no armor.
Weaponry: Sleeves with tiny, very sharp throwing knives. (16 in each cleeve) A bladed cape that he can pull off of his neck and slash his opponents with. A pack of throwing needles. (26 in a pack) A fine edged blade in his belt. Shuriken on the bottom back parts of his pants. (2 total)
Spells:
Direct Hit: Ennio can intercept spells and other projectiles with the throwing needles. Unlike the spell name, it's not always completely accurate, and he's limited on the number of throwing needles he has.
Backstory (optional): Always being considered the younger brother in his family, Ennio aspired to pass his elder brother Meridan. During his 6 years, he learned how to use throwing weapons. He's in the tournament to try and prove his worth.
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Post by Griffin on Oct 23, 2007 21:29:26 GMT -5
Approved, just keep Ennio in check.
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Post by Dr. Ivo Robotnik on Oct 25, 2007 9:00:39 GMT -5
I discussed this with Wulfi before.
5 spells is too restrictive for any of my characters.
Not participating.
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Post by killerinstinct on Oct 25, 2007 10:27:09 GMT -5
That's a shame...
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Post by Griffin on Oct 25, 2007 14:32:34 GMT -5
Whatever floats your boat.
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Post by killerinstinct on Oct 26, 2007 17:25:21 GMT -5
Name: Xavier Lumen
“Class”: Grim Angel
Age: 36
Basic Appearance (including armor): Short, messy white hair, and black eyes. Xavier is tall, standing at 6’5”. He wears a simple white shirt and black pants, the only piece of armour being shoulder pads and a breastplate attached to them, all made of leather.
Weaponry: A metallic black scythe, the blade’s curve seeming like a crescent moon.
Spells:
Quill of Pain: From out of nowhere, Xavier draws out a long, black feather, and throws it at the opponent. Wherever the tip of the feather hits, the opponent would have terrible, painful convulsions at this area for a moment.
Death’s Embrace: When Xavier is about to perform this spell, a dark aura surrounds him, and his scythe glows softly. He slashes at his opponent, and if the attack lands, the scythe would go through the opponent without causing any wounds. However, for a moment, the opponent would undergo near-death experiences in their mind. During that time, they’d be paralyzed, and their magical abilities would be disabled for a while after it’s over. This spell is highly energy-consuming, and thus can only be used once during a battle.
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Post by Griffin on Oct 26, 2007 20:31:05 GMT -5
Aww...this bitch again? Fine, approved.
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Post by killerinstinct on Oct 27, 2007 0:36:39 GMT -5
Got a problem?
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Post by Griffin on Oct 27, 2007 19:37:18 GMT -5
No, but he was really getting on my nerves when he fought Steven.
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Post by killerinstinct on Oct 28, 2007 1:34:50 GMT -5
Steven was getting on MY nerves
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Post by Griffin on Oct 28, 2007 15:14:57 GMT -5
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Post by shadowdeath on Oct 28, 2007 15:56:38 GMT -5
Um.
When do we have to have everything in by? (This way I know how long I can procrastinate)
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Post by Griffin on Oct 28, 2007 16:20:56 GMT -5
Sign-ups close October 31. *sigh*
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Post by killerinstinct on Oct 28, 2007 16:23:11 GMT -5
SD is so lazy, he doesn't even read everything that's written.
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Post by shadowdeath on Oct 28, 2007 19:04:29 GMT -5
Sorry.
Okay. 31st is... Wednesday... Should have plenty of time to finish it up.
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Post by killerinstinct on Oct 29, 2007 3:38:04 GMT -5
If you're signing-up another character, then I'll do so, too.
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Post by shadowdeath on Oct 29, 2007 15:18:36 GMT -5
Well I first have to finish my other char. Haha.
And yeah I should sign up another char. Cause other wise we'll just have 3 battles which ends up with three winners.
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Post by killerinstinct on Oct 29, 2007 15:34:18 GMT -5
Yeah, true. Alrighty then, I'll start working on the other character of mine.
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TOKAM
Member
Heir of Breath
Posts: 314
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Post by TOKAM on Oct 29, 2007 16:18:59 GMT -5
To join, or no...
Hell, I have free time. I'll join, if'n y'all will have me. But which characters to enter, I wonder...
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Post by killerinstinct on Oct 29, 2007 16:22:21 GMT -5
Join! Join!
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Post by shadowdeath on Oct 29, 2007 17:14:39 GMT -5
Kev how many chars do you plan to submit?
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TOKAM
Member
Heir of Breath
Posts: 314
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Post by TOKAM on Oct 29, 2007 19:22:43 GMT -5
Two, methinks. If I can come up with two that I'd like to use, that is.
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Post by Griffin on Oct 29, 2007 20:58:06 GMT -5
If people need more time, I can extend the deadline 'till Sunday. Sunday's the last show.
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