Brennus’ strike was forceful, perhaps more than necessary for skilled sword-fighting, but such was the ferocity of his people. With both hands on his weapon stopping it with a simple parry above one’s head would be more difficult than Florian might have expected, as the blades remained in contact and neither could afford to pull away and expose themselves. It was rare for such a situation to occur in a real fight, but Brennus was not above performing theatrics for their small audience.
Florian relinquished one of his hands on his blade, and Brennus immediately doubled the pressure, really forcing his body down into the attack, while also twisting his strike at an angle that would put the end of his wooden sword directly into contact with Florian’s head unless he could withstand the stronger Iceni’s assault with one hand against two.
Florian made to grab him, but it would be difficult to know for sure if trying to reach for Brennus’ hand would be possible before he was inevitably forced to accept that he could not match Brennus in a pure contest of strength. The moment Brennus felt his opponent’s sword lower he could quickly swipe his blade left and down to club Florian’s head, scoring what would be a dangerous cut in a real fight.
What is a Water Wraith: A Water Wraith is a spirit which has possessed the body of a human, specifically after they have drowned. They have a tendency to target those who have died in particularly tragic circumstances, as the amount of emotional trauma caused produces a larger rift into the spirit world. These wraiths also have a tendency to be more powerful as a result of this. The personality of a Water Wraith is usually a confusing mix of the genderless spiritual entity and the residual emotions of the deceased.
Age: Unknown
Gender: Female
Ethnicity: Irish-Caucasian
Appearance: Beautiful and near flawless feminine features accentuated by a full mane of flowing red hair and piercing pale blue eyes would be the envy of any woman and own the heart of any man if not for the pale near translucent quality of her skin. Even this perhaps could be forgiven as an unusual beauty if not for the fact that she seems constantly saturated with water, and those piercing eyes echo a sadness so unbearable that it drives life away. The frayed wedding dress sticks to a petite body, adding an octave of sorrow to an already striking visage.
Personality: As mentioned, Wraith’s have a confusing plethora of emotions, usually linked to the sorrow which brought them into the world. Anna could be described as emotionally compromised, constantly, providing a target for smart enough opponents, though one which can backfire pretty quickly if they can’t withstand her vengeance. Some words to describe Anna’s personality.
Anna’s voice is a curious mix of her southern Irish brogue in life and something older and darker, quiet and hard to discern, it slightly distorts her words if one listens carefully enough.
Physical Traits: Unsurprisingly, a Water Wraith shares little in common with the human being it used to be. Though their bodies can be cut or shot if one survives getting close enough the attack meets a supernatural resistance and the wounds flood with water rather than blood. The regenerative qualities of the Wraith are huge, allowing it to bring itself back to one piece after pretty much any degree of mundane physical harm. Though some say they prefer this to the completely intangible body of most ghosts. Understandably, stabbing, cutting and shooting at a wraith with mundane weaponry is almost pointless. Poisoning a wraith or using other biological entities is also somewhat pointless, as it has long since abandoned biological function, it is driven by spiritual energy.
However, this regeneration in Water Wraith’s is completely dependent on water, imbued with the spiritual energy of the Wraith, which is contained in their body. In any large body of water this regeneration is near limitless because it can be replenished, but in dry conditions the regeneration is finite. Wraiths are most effectively dispatched by dragging them from any source of water. In a large body of water, such as the sea, a Wraith is near unstoppable and will almost certainly kill you.
Strength: Anna is not physically strong, her body is barely capable of lifting its own weight, but fortunately the Wraith can manipulate water to carry out any task she wishes.
Speed: Anna cannot move particularly quickly on land, roughly the speed of any ordinary human, though in the water she can move far more quickly, at speeds of up to 100mph, she doesn’t swim but rather ‘glides’ through the water.
Agility: Anna has no greater reflexes than any ordinary human, but the spiritual entity within her has an innate connection with water and reaches out for any around it. Through this it can react many times faster than a human, by sensing movement and activity through the liquid it’s connected with.
Senses: Water Wraith’s can choose to abandon the ability to feel pain from anything other than holy magic and electricity, fire can cause them pain if they are relatively dehydrated. Anna can see clearly through water and has perfect human vision, however she also accentuates this with her ability to ‘sense’ through water around her, providing a greater degree of vision. Her hearing is normal outside of water, and superhuman within. Her sense of smell is ordinary.
Skills: Anna has the basic skill-set of an ordinary modern day human. She is intelligent enough, especially with the supernatural cunning of the spirit, and capable of forming traps and avoiding them as well. Though she cannot perform any particularly amazing physical feats, she can use water in ways to make up for it. Anna fights with water, she cannot use weapons or fight with her hands, making her vulnerable in close quarters. However, even in close proximity she is capable of making blades of water, and she usually has a plentiful supply from her saturated body.
Supernatural Abilities: Not technically magic, a Water Wraith like Anna maintains supernatural abilities to manipulate the world around them with spirit energy. Anna is a fairly powerful Water Wraith, so her supernatural abilities are varied and powerful.
Spirit of Water: Literally the most important and basic of her abilities, Anna is capable of imbuing water around her with spiritual energy connected to her which she can manipulate. This allows her to move water at will, and enforce it with supernatural strength, turning it into a potent weapon even in small volumes. The water she manipulates resists being frozen or evaporated, and she can return water in either of those two states to its liquid form with relative ease. This makes her dangerous in humid or even frozen environments as well. Her effective range of control is only one hundred feet however, meaning one can in theory just run away from her fairly easily.
Pond Hopping/Water Walking: Anna can move in a spiritual watery form through any body of water at speeds of up to 500mph instantaneously. If an area is saturated enough this allows her to move from one area of water to another, hence the legends of Water Wraiths appearing in water sources as if by magic. She can’t attack while moving in this fashion, and it takes around two seconds to degenerate and then regenerate from the water, providing a window of opportunity to any fast opponent if she attempts to water-walk in combat.
The Draining Waves: If Anna manages to cover an opponent in water imbued with her spiritual essence it slowly wanes away their strength. Not quickly by any measure, but like swimming as opposed to walking it increases the effort of carrying out normal actions, making the opponent feel heavy and cumbersome.
Saturation: Anna can sacrifice half the water within her (significantly reducing her ability to regenerate outside of water.) to soak the earth around her in a forty foot radius. This is not an immediate effect, the water creeps across the ground like an unholy blight, and tends to make its way from the second layer of earth up, making it not immediately apparent by ordinary eye-sight to tell what she’s doing.
Weeping Wraith: Anna’s unique ability, after suffering injury Anna may begin to weep uncontrollably, preventing her from doing anything for a turn but defending herself with water. Over the next two turns torrential rain will fall on the battlefield, provided its outside, and dark clouds and fog will cover the battlefield for the remainder of the battle.
Weaknesses: Water Wraith’s are particularly powerful supernatural beings, but this power comes at the cost of significant weaknesses. 1. Anna requires water to fight effectively, the more water she manipulates the more sluggish her attacks become. 2. Fire based attacks directed at her person, especially when water supplies are scarce, are particularly effective. This allows even an ordinary person with some smarts to kill her with a flamethrower or similar long-duration high intensity flame weapon. 3. Electricity is heavily effective against Wraiths because of the conductivity of water, it causes them immense pain, interferes with their ability to use their abilities and can even kill them after a great enough duration. (Though this requires an incredibly powerful charge over an extended period of time, it is far more effective to use it as a prelude to another attack.) 4. Constant attacks require her to direct her attention to defence and regeneration, so little and often tends to be more effective than one or two powerful attacks. This could in theory allow a fast opponent with an ordinary sword to kill her just by overcoming her regeneration factor, provided she was outside of water (and therefore it was finite.) 5. Holy magic is effective against the spirit within Anna, causing the same damage is would cause against any undead. 6. Modern day explosives can do significant enough damage to prevent her from regenerating using water, though it does require a fairly large bang. 7. She is most effective against organic opponents, opponents who are heavily armoured or non-living having an advantage against her attacks.
Backstory: Anna was born in Ireland sometime in the 1800’s. Her backstory is not really something most people would want to read, though one can assume that she died either on or shortly after her wedding day by drowning, and the circumstances were incredibly tragic. This likely means she was either murdered or committed suicide, perhaps time will reveal more.
Yeah, the first thing I noticed was that LeeRoy was under conditions that limited his character's stats, you should probably read sheets a little more carefully Willy.
After shuffling backwards a few steps he felt safe in breaking into a speedy crouching sprint at a leftwards diagonal, speeding away from his point of fire. This action was taken with the trained expertise of a man who was used to the possibility of a foe armed with firearms discovering his location and opening fire, an immensely quick and deadly assault. The fact that Jok was still alive to this day suggested he was more than sufficient at escaping before someone had the chance to fire bullets at him far faster than he could run.
In comparison to that, throwing a ball of air at him? That was child’s play for him to avoid.
The explosion of the magical attack obliterating a tree behind him hardly caused him to flinch at all, basically a result of intense training and familiarity with the sensation of loud noise. The scattering of splinters and wooden shards suggested that the explosion was significant, though Jok’s exo-suit augmented speed had carried him away from the debris dangerous radius, it pattered against his armoured back and pack as he fled, giving him more reason to run. The area was cleared behind him, but it hadn’t taken long for the Ramor soldier to re-enter denser foliage, effectively masking his presence from his opponent.
The question running through his mind was not focused on the danger of his opponent, but rather that the attack suggested the rounds he had fired had no effect. Such a thing seemed impossible to him, but then again, most of what he was seeing seemed impossible. His hasty retreat carried him to the western side of the small clearing surrounding the rocky pillar, where he reached into one of the many pockets on his chest, taking hold of a 36Rde Anti-Personnel grenade in his left hand, he activated it and popped it behind him before circling around to the south of the pillar while still in cover and taking stock of the situation.
So what ultimately got you guys into Arena fighting?
For me, combat was a big part of MYB RPing, but then I went offsite and saw this wonderful bout, but could never find it again. It involved two guys in a stadium type of thing, one was using strings to create lines around the stadium and his opponent, early on, lost a finger.
That's my biggest goal, to participate in a fight that hooks me like that from the very beginning. To me, they represent the pinnacle of Arena RPing.
I was bored about three years ago, and joined ImportantNobody's assassin duel thread, where I got to fight two people and found it fun and interesting (I also did pretty well for a complete novice, which helps). Then I joined WOTW and it took off from there.
In regards to useless skills
Training is somewhat useless, it only functions as a decent gauge of how well your character can pull off a certain action, but if you're not trained enough personally to know what action would be best to take, it really doesn't matter.
Scion: My Mech basically has the armour values of an ordinary tank, and is actually weaker in some regards, so the bass cannon would definitely one-shot it.
Also, as a general notice I'm back at work now, so don't expect to see me at the times you weird americans usually converse with eachother, because I'll probably be asleep.
He doesn't have all that equipment and abilities at once. I mention it in the synopsis, but this is an experimental format. I don't know if you read the whole thing, but he only has a selected amount of abilities and equipment at any given point. The abilities and equipment are actually selected by my opponent or agreed to ahead of time. That's why everything is listed as possible abilities or potential equipment in the CS. The story reason for this is everytime Scion enters Void and comes out again. He ends up with a random set of these things.
Sorry this seems complicated, but the idea was to create unique fighter with varied abilities. Scion is just the character you select in a fighting game that gives you a random set of abilities crossed from other fighters. Mind you I do design each ability to function on its own, or in combination with the others. It leave it to my opponent to select what they believe to be a fair combination.
At default, which is what Scion is currently operating as, Scion is just a long lived human and Dennis is just a high tech watch with good sight. I am trying to work on making this more clear. I tend to work on the CS during my freetime and my inconsistent mood and inspiration causes my writing to shift styles when I'm working.
So in short. When I said fight with the power portal(AKA The M-Device), Bass Cannon, and Solar Staff. I meant fight with only those things, and nothing else. If you thought that was too much or too little, then you could ask for a different load out.
I was aware of how it worked, but I assumed the section saying 'always on' meant those abilities were always present, effectively giving Scion his ability which allows him to be durable just because he wants to be, hence perception changing reality thing. On top of this are weapons which are IMO still near god tier, for example it hardly takes a genius to defeat my mech with the loadout you suggested, you can simply open a portal directly next to the mech and send the bass cannon's blast through, instantly destroying it.
What is this hypothetical situation, because if it's a hypothetical of this fight then at the minimum range of six feet there is no way my character is over-extended, nor would it matter as your character came forward into the attack, essentially weakening his own defence against it in order to try for a grab.
Anyway, I think we can continue with this, because what I've established is that Brennus is in a position where Florian has weakened his only defence against having his head bonked with a wooden sword in order to try for a grab (which I also don't understand, because my character has two hands on his sword I fail to see how even managing to grab one would aid him in anyway)