Arena City Discussion/Sign Ups

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Uffizi,

It is always a pleasure to run into old school fighters. The fight game has changed somewhat over the last few years, the way we fought with simple T1 realistic, moderate powered and powered characters have been supplemented with rankings and numbers.

I look forward to seeing you back in the game

Skall
 
He put multiple ratings in several categories, but only the highest in each category is counted.
 
oh ok cool my bad I was just counting the numbers.
 
Thank you very much and I hope you enjoy your fight with NRVNQSR
 
so schradingr any idea how many people we are going to ned before we start?
 
so schradingr any idea how many people we are going to ned before we start?
I'm planning on posting the main IC either today or tomorrow, as well as adding the first of my own characters to the roster.
 
Ello! I have to say that I am interested in joining this game. Here is my character sheet:

Name: Zyndir(Thess)

Age:

Sex: Male

Height: 5'0

Weight: 80lbs

Physical Description:
Zyndir is a small and frail little man, his body shrunken and shallow. His spindly limbs look starved and his skin clings tightly to his chest. Ribs can be seen from beneath a toga-style cloth. The bones of his cheeks almost poking through the skin of his angular face. A pronounced but hairless brow sits above two stark white eyes that contain no irises or pupils. The man's teeth are misshapen and yellow, looking like too many have been crammed into too little of a space; his nose is crooked and hooked. One of his ears, the left one, is barely a nub pulling away from his bald head, the other is tall and pointed. Often sprouting from his back are four dark tendrils that typically have a ten foot reach.

Thess in natural form looks to be made of pure darkness, able to take on any shape or form, but whatever his darkness touches is left changed forever. The entity's size is dependent upon the amount of darkness around it, to expand its size beyond these limits the entity spreads itself thin becoming translucent. The darkness surrounds its host.

Psychological Description:
Zyndir is a cynical and bitter being, believing that life is one big joke and that he is the punchline. He hates himself and everything else in the world, his eyes only seeing the perfection that he is not. Grudges and judgments are rarely overturned or forgotten, instead left inside his mind to fester and boil. A man that stands alone, because it hurts him so much to stand beside anyone, trusting none and associating with few. Though he is not overtly violent, he can be prone to fits of rage or depression that may cause him to lash out.

Powers:
Know thy name – Simply thinking his true name, allows Zyndir to summon the four tendrils and control them as if they were his own limbs. Normally Zyndir only summons four limbs as that is all his mind can handle at once. The tendril's strength allow Zyndir to lift nearly three tons and move up to four hundred miles per hour. Each tendril can also be 'fired' at an opponent within a range of fifteen feet, but then must be re-summoned afterward. The tendrils are more immortal than the immortal shell they are attached too, though any form of light will weaken the tendrils, and Zyndir is only capable of summoning them and controlling them if he is conscious. The tendrils are also capable of carrying his thoughts to others that they touch, allowing him to communicate but he tends to rarely use this abilities.

Bear thy name - Forcing himself to take on more than he can handle, Zyndir is capable of summoning more than four limbs or causing them to be longer. The toll is great though, it quickly drains him and the added limbs need to be commanded by thoughts like a pet rather than an extension of his own body. For each extra set of limbs that Zyndir summons, they are capable of lifting as much or moving as fast as the others but each command that he gives them must be prepped. The extra tendrils may also be 'fired' from his body. The additional tendrils will disappear as soon as Zyndir becomes distracted, unable to remember that they were there.

Pronounce thy name – Forcing himself to speak, Zyndir says his true name aloud, causing himself to become engulfed in the darkness. The darkness coils around him and becomes his shell, manifesting as much of the entity's power as he possibly can. Zyndir can control this form as if it were his own but cannot use it for longer than a few minutes. To fully regain the energy used up by this form, Zyndir needs to rest for a full day. Each use of this form awakens the entity inside him that much more. His Pronounced form is capable of lifting twenty-two tons and moving up to eight hundred miles per hour. Any part of the darkness, including all, can be 'fired' at an opponent within thirty feet.

Innate Abilities:
Immortality - Zyndir's people are innately immortal, immune to the effects of aging, disease and physical harm. The realm in which he was born had the four natural elemental energies (earth, air, fire and water) and he is nearly immune to the effects of such energies. Concentrated blasts of such energy will harm him but rarely lead to fatal wounds. Magic or energies beyond this will have a much stronger effect on Zyndir that could lead to his death, as the energies were not existent in his realm for his people to have built up an immunity to it. Zyndir is also completely incapable of fending off psychic attacks, he could easily be felled or forced to lose concentration, resulting in him becoming 'helpless' despite his immortality.

Touch of the Great Shift - Normally coming in contact with the essence of chaos will cause whatever was touched to change, however big or small. (i.e. It could be a color change, a size change or anything else, like say turning the immortal to mortals) The issue is, each time the entity manifests in a realm, his energies become tailored to the realm and mostly work within that realm. His powers also do not affect the host in which he inhabits. (I wanted it noted that the power exists but since it is really only supposed to work in his realm, or realms with a similar nature, I don't know how often it will actually come up.)


Equipment: None.

History:

Born to a race of nearly omniscient immortals, Zyndir, was one of the few among them brought into the world with any sort of issues. He was barely able to vocalize sound, his body was weak and frail, his mind hindered and slow but his people knew that there was a powerful force inside of him. They knew where the power had come from and what it meant for their world, it meant their world was saved. The boy's body could never truly harness the full power of the force inside and knowing this they taught him to control it. Everyday he was trained rigorously and every night he was honored in feast and fest as a hero. As the boy matured his mind became a little sharper but it still required much more time to process information and lacked the omniscient abilities of his peers. His body that would not carry him, let alone a weapon, produced dark tendrils to allow him to move and manipulate things in his world.

Then one fateful day, the boy learned of the destiny that had been robbed from him. It was the duty of the entity inside of him to bring about the Great Shift to whichever world it had manifested on, to unleash chaos that would rebirth the world through the darkness of change. A being nearly as old as time itself, Thess was the essence of chaos given form and mind. Zyndir has not awakened the entity enough to know its full history. After learning of his true nature, the boy left his home and began searching elsewhere for knowledge that might let him fix his body or end his life. Years of fruitless wandering hardened the boy and he eventually gave up hope.

Even without hope, the boy still found no purpose and merely wandered on, until one fateful day he heard about a city which held battles. Battles from which great and powerful artifacts could be obtained, hope was restored and the boy made his way to that city.

Power Rating:
Zyndir
Intelligence: Level 1. Normal
Strength: Level 0. Weak: cannot lift own body weight
Speed: Level 1. Normal
Durability: Level 7. Immortal
Energy Projection: Level 2. Short range, short duration, single energy type
Fighting Ability: Level 0. Poor
Synergy: Level 1. You can defeat a single skilled human opponent.

Pronounced
Intelligence: Level 3. Gifted
Strength: Level 3. Superhuman: 800 lbs-25 ton range
Speed: Level 5. Supersonic: Up to 1300 kph/800 mph
Durability: Level 7. Immortal
Energy Projection: Level 5. Able to discharge/control multiple forms of energy, short range
Fighting Ability: Level 2. Some training
Synergy: Level 3. You can defeat a hundred human opponents.


Overall: 28
 
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As I said in the OP, the level ratings should not be used in place of actually defining the abilities in the powers section, which includes their overall power and limitations. Currently, the power descriptions only tell us how many tendrils he can control, and nothing about how fast he is, how strong they are, how much damage they can withstand, or the nature of his immortality. Anything that is above the human range of capability should be defined in the powers section.

Another thing that stands out is the "whatever his darkness touches is left changed forever" portion of the CS. Changed how?

Overall, I like the concept of the character, but it's currently too vague for a competitive combat RP. In my experience, the more details you include in the CS, the better you know the character and the more capable you are of using them in a fight. I have never been helped by going into a fight with only a vague idea of my characters powers and limitations.
 
The IC has been posted. There's a link in the top right corner of the first post in this thread, as well as right here.

Now that that's done, how would you like to conduct the fights? There can certainly be some in the main thread, but I expect those to be more relaxed and less about winning. My current thought is to create fight threads in the 1x1 combat section, then link them in an IC post in the main thread (probably the post in which the challenge is officially made or the fight is about to start), as well as adding a link to the OP for this thread.
 
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Name
Vis Culthi


Age
True-form; eleven-hundred eighty-six, Human-form; eighty years in the human calendar


Sex
Truly a neuter; but its housed itself within an eighty year-old Human male.

Height
True-form; varies, Human-form; five-foot six inches

Weight
True-form; weightless, Human-form; one-hundred twenty-five pounds

Physical Description
In its true-form, Vis is a cloud of writhing, violet miasma of varied size and density. Sparkles of amethyst and sapphire twinkle amongst its composition. It appears gas-like and reacts as if sentient, known to form into humanoid and various other shapes. It is mystic and majestic, appearing as if it were a cloud within a dream, the smoke rolling off a wizard's pipe, or the atmosphere of some alien planet.

Vis has come to enslave an old human man.
The man's face reveals the weight of years, leaving it sagged and wrinkled. His expression is grim and melancholy. The flesh is dry and is a dull grey, as is his greasy, shoulder-length hair and wily beard. Snot is crusted beneath his bulbous nose. The eyes of the old man exude intellect and wisdom natural for his age. His pupils are dilated and float on an amethyst iris. They are shielded beneath a set of bushy black brows.


The physique of the old man is feeble and decrepit. He appears malnourished and starving. Ribs nearly tear from his tight skin upon breathing in. An asthmatic wheeze, usually accompanied by a phlegm-filled cough follows.

Bony, callused hands sport long, dirty fingernails that sprout from his digits. The knuckles of his hands are knotted and suggest heavy arthritis. The left thumb curls beneath his index finger, possibly a permanent thing. His toes and toenails are of a similar degree.

His cloak is black and lined with the white fur of an animal. He wears a pair of patched cotton trousers and a dusty pair of slippers. He smells dirty, unclean, and sometimes of various carcinogenic smokes.

Psychological Description
Vis Culthi is essentially a parasite. It relies on its host for acquiring its needs. Which is knowledge. The entity is truly neutral and its alignment is altered by its host. If the being is good, Vis mimics this. If the being is evil, Vis mimics this. If the being is neutral, Vis mimics this as well. However, if the entity is suicidal or has multiple personalities, Vis will implant another personality it has acquired from a prior host. Memories and essence of prior hosts float forever within the depths of its gloom.

Vis will show emotion appropriately when it is due. If compassion is shown, it is reflected. If danger is present, Vis will retaliate to protect its host. When something expands, Vis contracts. When something contracts, Vis expands. It is an entity that lives off a host. Upon finding a host, Vis attempts to overcome the entity with its form, entering through any open orifice, whether it be the mouth, nose, tear ducts or pores of the skin. A mental battle ensues and it causes no pain to the host, only an endless dream. However, the host's body is not immune to pain, and Vis feels this just as if it were the being itself.

Powers/Abilities/Skills

Innate
  • Miasma Composition: Vis is a writhing storm of gaseous miasma. It is unfettered by gravity and can slip through thin cracks and tiny holes. A prep is necessary for formation into a humanoid figure. Conventional weaponry is useless against it. Certain magics, particularly arcane, can damage its essence-- along with anything that disperses his gaseous form, from which he derives his power. Vis can engulf the form of its victim. The victim will suffer multiple afflictions upon coming into contact with Vis' being. The eyes quickly become irritated, inflamed, and eventually they are rendered blind. The flesh of the victim first is irritated and red, eventually forming bulbous violet boils and blisters that cover the entire body. The respiratory system of the victim is traumatized; they will experience bleeding from the nose and the lungs become fluid-filled resulting in shortness of breath, violet coughing of blood and tissue, and immense sinus pressure. Additionally, Vis can enter the being through airways, pores, tear ducts, or any other accessible orifice. Once inside, Vis latches itself within the lungs, and planting its parasitic "roots" to begin possession of the being. If Vis is not living off a host, its true form cannot exist longer than a few days within the corporal realm. It must retreat back to its phylactery where its ever-smoldering ashes remain, to regenerate its essence.
  • Enter the Gloom: If Vis is able to mentally overcome its host, (which is a battle within itself, although Vis' knowledge and mental fortitude is quite formidable), the possession occurs. The preps necessary for possession depend on the magnitude of the mental battle. The victim will be trapped within Vis' "Gloom", which is essentially a pocket-dimension within its essence. The victim will take on characteristics of the possession. Their flesh and hair will become dull and grey. The eyes of the victim will turn amethyst and will glitter and swirl with the true form of Vis. They will ever have horrid wheezing, and hack phlegm up regularly.
Escape is impossible, as a fictional world is manifested to the being. It may believe it is vacationing on the coast, walking through an endless labyrinth, being tortured by tools from the Dark Ages, or standing at the gates of St. Peter. This illusion is created based on the victim's alignment. Additionally, Vis absorbs memories from the victim and inherits its alignment. For example: A oath-sworn knight would be noble and courageous while a tyrant politician would be cruel and unjust. If somehow the victim overcomes this intrusion, Vis is expelled at great expense to them. It rushes out violently, destroying lung tissue and pouring from every orifice of their body, rapidly expanding said orifice and leaving the victim a mangled pile of steaming, bloody flesh and viscera.

Channeled: These abilities must be used by a conduit, such as a smoking pipe, hookah, or cigarette/cigar.

Offensive
  • Miasmic Missle: Vis converts its gaseous essence into a projectile weapon. A ring of smoke could become a noose, a puff of smoke could form into an arrow, or cloud of smoke could turn into a shower of darts, etc. The size and speed of these attacks varies. <1 Essence Charge>
  • Miasmic Melee: Vis converts its gaseous essence into a melee weapon, which his host or shade can wield. A ring of smoke could become a whip, a puff of smoke could form into a shield or sword, or a cloud of smoke could turn into a massive war-hammer. The size and speed depends on the wielder and varies. <1 Essence Charge>
  • Constrict: If a victim is within grasping range of Vis' essence, it can lurch forth with a smoking, spectral hand in an attempt to grab them. <1 Essence Charge>
  • Obliterate: Vis can charge up its essence to extremely high temperatures, greatly empowering his form and lashing out violently at a victim at extreme speeds. A victim hit by Obliterate will wither and decay rapidly, its form will decay into a pile of mush before turning into a heaping pile of smoking ashes, which meld into Vis' essence. <2 Essence Charges>
  • Petrify: Vis can charge up its essence to extremely low temperatures, greatly empowering his form and lashing out violently at a victim at extreme speeds. A victim hit by Petrify will stiffen painfully and remain in a permanent statue-like state. <2 Essence Charges>
Defensive
  • Gloom Ecosystem: Vis spreads its gaseous bulk to cover an area, rapidly gaining in size. Essentially, the area would look as if the terrain was covered in a dense, writhing, violet fog. <1 Essence Charge per twenty feet of growth>
  • Shade: A skeletal humanoid entity is formed within any miasma cloud larger than ten feet. The shade is able to wield corporal weapons and can form miasma weapons as well. It is able to attack and defend the host of Vis at will. <1 Essence Charge, cannot leave miasmic fog beyond ten feet.>
  • Miasmic Phalanx: A wall of miasma of varying size can be formed around the host of Vis, protecting from conventional weaponry both ranged and melee. Arcane abilities are able to pass through Miasmic Phalanx. <2 Essence Charges, 1 per twenty feet of growth>
Equipment
  • Dagger of the Cult of Vis Culthi: An ebon ceremonial dagger with a ten inch blade.
  • Cloak of the Cult of Vis Culthi: An ebon cloak lined with the white fur of an unknown animal. It smells of smoke and cinders.
  • Ragged cloth pants
  • Ragged slippers
  • A fine ivory smoking pipe: It is still smoking, the contents are unknown.
  • Hand-rolled cigarettes
  • Several matches

    History
Vis is an old entity that dwelt deep within the subterranean caverns of a planet called Earth. Some believe it is a reincarnation of the fallen god, Rahzielmak, God of Whispers and Knowledge. It was formed from the smoking remains of an unknown entity which fell from the heavens into a massive violet pile of ash, that ever smoldered. It was found by cultists and housed within a magical phylactery resembling an ebon urn, covered in various amethysts, sapphires, and banded with gold.

Power Rating

Old Man
Intelligence: 3
Strength: 0
Speed: 0
Durability: 0
Energy Projection: 4
Fighting Ability: 3
Synergy: 2
Total: 12


Vis Culthi
Intelligence: 6
Strength: 2
Speed: 3
Durability: 6
Energy Projection: 5-6
Fighting Ability: 4-5
Synergy: 2
Total: 28-30
 
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This is just a rough-draft. I plan on altering anything that needs it, as well as completing Vis' history.
 
Ok, that's good to know. By my count, he has three attacks that automatically result in defeat if they strike the opponent (one of them in death, one in death or possession, and the third in petrification), regardless of defenses or resistances, and a defense that seems to be able to block everything except a form of energy I have seen less than half a dozen times in arena settings.

It also seems that any character who fights Vis will have to defeat him twice. Once to kill his body, and a second time to prevent him from possessing them, which automatically results in their death anyway. That's going to have to go. Having a second chance to immediately defeat a victorious opponent, who will more likely than not be completely unable to attack back, is not acceptable. My advice on that front would be to have the death of his current host result in an immediate loss of his reserves and require him to return to his phylactery to recharge before being able to take another host and return to the fight. Or if you really want him to be able to continue fighting in gaseous form, allow for more ways to harm him (such as pure energy attacks and attacks of a psychic nature) and find some way to remove his ability to auto-win with possession.
 
I can alter Vis by making it necessary to return to the phylactery after its host body is destroyed, for an extended duration. As for the possession, it is actually not an auto-win unless Vis is able to actually get into the being in the first place. It would be no different if a fireball smashed into an opponent and left them horribly burned and dismembered. If Vis is even successful in getting inside an opponent it then has to try to mentally dominate them, which is not always successful. I can definitely change the part about it damaging an opponent when failing to possess. Additionally, if an opponent has no lungs or orifices; it cannot be possessed. Mechanical characters or undead beings could possibly be totally immune to Vis' intrusion.
 
You are the GM and I will respectfully adhere to any changes you wish to see.
 
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