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Triborg or Johnny main?

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Hey guys. I've finished the spell section of my character, and it would be great if you gave me an okay on those spells, since some of them may be a bit too much.
Alright. Let's have it be a sea port, with an abandoned warehouse crammed with crates as our starting location?
Name: Vos'stoorge Sabal Koman
Race: Ascended Human
Arcane Prowess: High Apprentice, Rank 4 of 348
Weight: 148 lb
Height: 5 feet 11 inches

Appearence


Physical Characterisitics


As an Ascended Human, Vos'stoorg has intense magic coursing through him, enhacing physical ability beyond nature's limits. Intense anaerobic exercise stimulated the growth of fast twitch muscles, leaving him with the stamina of a human warrior, but his speed, agility and burst strength are greater, the mage being able to sprint at 18 MPH, superbly move on complicated terrain, such as sand, and lift a little over 360 lb. His body is also quite tough, muscle comparable in strength to strands of bamboo and bone twice as durable as a human's. Vos'stoorge also has well trained eyes, able to measure an object by just looking at it and visualize an attacks trajectory with ease, perfecting his use of the Killer Ring spell to strike with pinpoint accuracy.

Abilities


As a High Apprentice, Vos'stoorge knows a few spells, and as he has chosen the path of a Mageblade, a couple use melee weapons as a channel, unable to be casted otherwise. The rest enhance either his physical ability and hand-to-hand attacks, or serve to dazzle and disorientate the opponent.

Offensive Spells


[Pulse]: casted through a weapon, this spell creates a mild pressure wave, strong enough to blow a wooden plank apart in close vicinity. Usualy, it cannot injure the caster, directed outwards, but one can never be too careful.

[The Killer's Ring]: an exeptionaly deadly and cunning spell, it creates energy blades that duplicate the casters strike, all of them alinged to create a circle together with the main strike.
The circle itself lies parallel to the ground (horizon), in front of the caster, and the spacing between the blades always remains equal.
The blades, including the master, have their pommels lying on the circle's perimeter as a starting point. All energy blades move independently of each other, meaning that if one is blocked, - and that surely can be done, as the energy acts as a rigid structure - the rest will continue moving. Only an interruption to the master blade will spread to the others. If any of the energy duplicates touch each other, or the master blade's aura (explained below), they dissapte in order to avoid complications.
During the casting, the weapon's blade is enveloped in a ghastly blue aura that reads its movement and translates it to the duplicates; also, an audiable humming can be heard, emmited by the constant surge of energy phasing into the physical plane.
Vos'stoorg can currently cast 4 supplementary blades, creating a star formantion; charging the spell, he can double the amount of blades with each turn: 8, 16, 32. As for the initial radius of the circle, its minimal value is 10 inches; the maximum - 20 feet.

[Ignition Strike]: an enhancing spell with a quite pellicular effect: 2/3 of the kinetic energy the caster exerts upon a surface with any part of his body is transforms into heat. This allows to ignite objects with multiple strikes, an Ascended Human's strength coming into play here. The spell ignores clothes on the caster and does not transform the kinetic energy exerted upon them.

Enhacments


[Boulder Gut]: to activate this spell after casting, the user must flex the muscle they wish to be affected. This triggers a 300% increase of its resitance to stress, negating unavoidable attacks to certain extent.

Deceptive Spells


[Pepper Mist]: this spell releases a small cloud of burning chemicals, irritating the target's skin and eyes.

[Black And White]: this one acts by creating an aura around the target, which absorbs the majority of visible (to a human) electromagnetic waves, storing them inside. The target is trapped in low light enviroment for some time (2 turns), their pupils eventualy dilating to adapt. That is when the aura releases all the built up light in a flash, harmless to anybody else - but the dilated pupils are forced to recive eccess amount of light, making it blinding for the spell's target.

Equipment


Daggers: Vos'stoorge carries around 6 high-grade steel daggers, two of which are thin stilletos; the rest are thick, 4 edged thrusting daggers with a nigh cubic cross-section. The stilletos measure 7 inches in length, the 4 edged daggers - 8. While both are well suited for thrusting, the stilletos are less rigid, yet create less resistance when stabbing, while the 4 edged daggers are used to punch through thick plate armor.

Danwarge: a little more versalite than the daggers, this shortsword is his main weapon. The blade measuring 20 inches in length and slightly less than 2 inches in width, has little taper towards the tip, exelling in cutting rather than thrusting. Made of a magical, deep violet alloy, it is flexible and
pleasantly light - yet none less durable than top-grade steel.
Well, im never against lowering the bar. On the contrary, i remeber expressing my distaste towards high-tier characters in the multiverse's OOC. ;P
If everybody is fine with it, i'll make my character following those guidelines i've posted above.

EDIT: since i'd like to participate in a group fight rather than a duel.
Well, i'd be happy with something along the lines of this:

Pure speed: dodging single projectiles at Mach 3, numerous ones at lower speeds.
Pure strength: able to throw around 20 tons with ease, lift 30.
Pure durability: impervious to submachinegun fire, able to withstand a hail of rifle bullets.
Pure destruction: weaponary or magic as powerful as artilery fire once charged, as powerful as a HE tank shell uncharged.
Well, now that there are three of us, i think that we should try to agree on some power level after all?
Im afraid you did not quite get what i meant. Here are two examples of what i was talking about:

Example 1:
xxx: i swing my sword verticaly
yyy: i block with a horizontal parry and riposte
xxx: you parry, fine, but before you counter, i slide my sword against yours, thrusting its tip towards your face
yyy: fine, i die

Example 2:
yyy: i swing horizontaly
xxx: i step backwards and counter as your sword passes by
yyy: i halt my slash as you dodge, and instead, stab you in the leg as you rush at me
xxx: i get hit in the artery and die

Though if i understood you right, you are fine with those kind of interruptions. Please, correct me if i am wrong.
Damn, looks like we've both started typing at the same time. XD
I might as well take up this fight, but may i ask you of a favor? The thing is, a dodge or parry aren't always a concrete solid defense IRL, and while i do agree that simply altering an attack without any premise doesn't quite fit the roleplaying format, i'd like to know wether you would accept thing such as slipping around the parry after collision and immediatly halting an attack that has missed in order to switch to another one? Both could count as seperate actions, but both can come in faster than a counter-attack, thus, sometimes chopping off that part of the opponent's post - although, unlike altering an action, it won't be able to put the whole reply to waste. It is usualy unknown how your opponent will exactly react to a certain attack, so surrounding a single action with a barrage of additional 'if' statements isn't always going to work out, plus, it will be simply annoying to do so. But if one excludes the possibility of such interruptions alltogether, the lose a great deal of realism and the combat becomes much less fluid than it really is, losing a truly essential part. I, myself, am ready for such inconviniences as getting half of my post rendered null by a legit interruption, but what about you?
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