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The Tournament of Light (closed)


beantheboy12

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If this is set before the other threads I'll be signing up KanMien and Kumiko.

KanMien:

Spoiler

Name: KanMien

Species: Kandra (Genetically modified to be able to grow hair an nails, and repair broken bones (actual rate is lower than with normal humans, and only works for actual bones, so not for true bodies) 

Investiture: Identity wiping blessings (Makes it easier to them to assume a different personality. While this helps with impersonation, it also makes it easy for them to develop  split personalities/behavior sets). Feruchemical zinc and Allomantic zinc spikes inherited from KoTiel (These spikes are badly damaged, and have trouble working, more on this in the weaknesses section).

Appearance: Their appearance varies, but they tend to be favor feminine appearances. They use a wooden true body of about 5'3'' tall, and have long, dark-brown hair. They generally wear a suit that has been modified to be easier to move around with.

Equipment: Wields two handguns they found in an old DA storage room (the guns don't do anything special, they were stored there as outer-cosmere weapons), and tends to carry a large amount of spare magazines in their body. Uses a wooden true body.

Fighting style: They use their guns together with their feruchemical zinc to create something similar to gun kata, where they analyze the stances of their opponents in order to predict the likely paths of their attacks, in order to avoid them, and to increase their accuracy. They also use their zinc to analyze their surroundings and come up with large numbers of strategies, and switch between them.

Skills: Gun training, amateur level. While tapping zinc, this level will increase depending on the amount tapped. Intelligence, Intelligent. Again, while tapping zinc, this level will increase depending on the amount tapped. As a Kandra they also have a large amount of knowledge about biology. 

Weaknesses: They aren't good at hand to hand combat, since their analysis doesn't work as well at these distances, and since they've never received any actual martial arts training. They also can't create good predictions of their enemies strategies, since it isn't something that can be reduced to a physics or statistics problem. Their hemalurgic spikes also allow people with strong enough emotional allomancy to take control of them, their specific blessings making this easier than for normal Kandra. 
Their spikes also work only for short amounts of time, with the chance of failure increasing the stronger the abilities are used (zinc can be tapped/stored at basic rates (50% increase/decrease of mental speed) for about 5 minutes, higher levels of tapping/storing will have proportionally shorter times, though this isn't linear, as tapping at higher rates will cause failure even faster. Burning zinc will cause the spike to fail in 2 minutes, a full flare will only work for about 30 seconds. If a spike fails it'll take at least a day for them to work again. If a spike doesn't fail the cooldown will be faster, with a cooldown of about 4 hours if the spike was near failure.

Personality: Tends to switch between two different personalities (not a case of split personality, see it more as multiple behavior sets), depending on the situation. The first is more soft-spoken, and tends to keep to themselves. They're also very curious, and enjoy discovering new things. Their other personality is a lot harsher to other people, and doesn't care much about others, showing little empathy and having no real problem hurting others. The multiple personalities come from the combination of their identity erasure spikes, trying to reconcile their pre-loyalty spike personality with their post-loyalty spike one, and trying to fit in with the other people in the DA.

Backstory: They were originally created by KoTiel after KoTiel got a spiritual bomb implanted in them. KoTiel created them by first making a mistwraith, and then using essence spikes to erase their identity and transferring their memories to it, after which they decided to take the name KanMien, and started to view KoTiel as a parent figure. After KoTiel died during the fight in the Den of Thieves they managed to get their spikes, and kept them as their inheritance. Not knowing where to go they decided to stay with the DA, although moving away from hemalurgic experiments.

Guild: DA

Takamine Kumiko (Epic name: Polygenetic):

Spoiler

Name: Takamine Kumiko

Epic name: Polygenetic

Gender: Female

Appearance: Has a Japanese appearance, and is around 5'2'' tall, with short, dark brown hair. She normally wears a blue sweater and a shorter skirt that's easy to move around in, together with combat boots. She normally also has some type of animal feature incorporated into her body. Generally these are a fox tail and ears. Wears a translator amulet in the form of a necklace. She is around 17 years old.

Powers:

  • Animal Mimicry: When touching an animal she gets the ability to incorporate parts of it's appearance into her own body. When she does so she also gets the abilities of said animal. These abilities are based on the general perception of said animal, and don't need to correspond with the features of the animal she incorporates into her body. For example, including a fish would give her the ability to breath underwater and swim faster, but it still works even if she just changes her skin and adds webbing to her fingers. The abilities an animal gives also don't need to respond to their actual abilities. For example, including a fox or an owl would give intelligence based boosts, while said animals aren't noticeably smarter than other animals. The more well known and accepted a property of an animal is makes it easier for her to use it as well. A single form can be kept up indefinitely, and forms she's accustomed to can be kept up even when unconscious.
    This ability also works with sapient non-human beings, but has a time limit in this case, with the form only being usable for a few hours after starting to use it, and the ability to use to form fading after about a day. To regain access to the form she has to make contact with another person of said species. The same also goes for beings created through magic, or having magic, such as through Hemalurgy. Using these forms requires more focus and energy than animal forms.
  • Myth Recreation (Following is subject to change, since it might be too strong): With preparation and a large amount of focus she's capable of temporarily upgrading a form, having it take properties from a mythological creature instead which results in more magical abilities. This only works if said creature is made up of animals she has already acquired. For example: If she has acquired a horse and an eagle she can use the forms unicorn (horse) and hippogriff (horse&eagle) but not griffin (eagle&lion), since she doesn't have a lion form. Using this ability will use up a lot of energy, with the amount of energy proportional to the power of the form. Using a form that is too powerful, or using one for too long will also overload her abilities, leaving her without them for a certain amount of time (amount of time depending on strength and duration of use of the form, minimum of one day, maximum can go up to a month for the strongest forms).
  • Animal Calming: Animals are more calm when close to her. This is a passive ability, with a fairly low strength. It generally allows her to get close to animals that would normally run away from or attack humans. It still has limits though, so trying to get close to a trained attack dog that has been ordered to attack her, or trying to get close to a hungry lion would still end badly. It's power also scales inversely to the intelligence of the animal. It doesn't work on beings with human level intelligence, with a Koloss being the maximum level of intelligence that can still be affected, all be it barely. Basically, this ability works by suppressing the instincts of animals, but it has a limit on how much it can suppress these instincts. This ability also only works on normal animals. Beings with a magical nature (like animals with symbiotic spren bonds) aren't affected by this ability, and other abilities affecting animals will override this one.

Weaknesses:

  • She has a spinal cord injury that makes it impossible for her to walk (ASIA B). Her powers allow her to walk normally, but only while she is using a form. If her powers are ever disrupted she immediately becomes helpless.
  • Overusing her powers for too long will temporarily disable them, with the duration of them being disabled depending on the level of overuse. Overuse happens when using multiple forms at the same time, using a form based around a sapient being, or using a form that is based around a magical animal.
    While overusing her abilities keeping up her forms will cost a large amount of stamina, with the amount depending on how strongly she's using them, and running out will trigger the powers being disabled. Using Myth Recreation will cause her powers to be disabled afterwards regardless of how long she uses the ability.
  • She's still extremely inexperienced with Myth Recreation (not helped by a poor knowledge of mythology), greatly limiting the amount of forms she can use and how much power she can get out of them.
  • She dislikes humans. Generally the only sapient beings she gets along with are non-human ones, and even then it takes a while for her to get along with them. Because of this she's also bad at working together with people, and generally tries to do things alone instead.
  • She has a very poor grasp on the language spoken in the Alleycity and relies on a translator amulet instead.
  • Epic Weakness: Being in a motorized vehicle. About the only vehicles that don't trigger her weakness are bicycles and boats, and even then she only uses them when she absolutely has too. Getting in one will disable her powers, and give her a panic attack. Even bicycles require a lot of willpower to use without having a panic attack, making boats the only vehicles she uses, and even then it's only rarely.

Skills: Fairly smart, but missing a lot of general knowledge because of the time she's spend in a hospital. She does know a lot about animals though, having spend most of her time reading about them. She has also picked up some basic hand-to-hand combat skills that are based around and combined with her abilities.

Personality: She tends to rely a lot on her instincts, instead of thinking things through, and tends to display more animal-like behavior at times. She also dislikes humans, and sometimes has issues fitting in with normal society. Non-human sapient people tend to make her feel confused, but she's capable of getting along with them. She generally doesn't respect people weaker than her, and tends to live in the moment, not caring about any consequences of her actions. Dislikes being in crowds, and enjoys walking in nature, or empty cities. She's generally regarded as a bit of a problem child.

Backstory: When younger she got into a car crash, and the event ended up causing her serious injuries, including a damaged spine, as well as killing her parents. Because of this she ended up staying in the hospital even after recovering, where she spend most of her time reading about animals. When calamity rose she initially stayed in the hospital, till she came along a black cat. Petting it, she found out about her abilities, and that they let her walk again. After this, she ran off and decided to find as many animals as possible. Eventually she found a way into the alleycity, and joined up with the DA after finding one of their members and discovering that they weren't human.

Guild: DA

 

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Sign Lusk up, the only character of mine who’s ready to fight. I would sign up Redatrick, but he’s currently tying to get a low profile now.

Spoiler

Name: Lusk Uwik

Age: 46

Investiture: Atium Ferring (very skilled)

Occupation/Guild Affiliation: Ghostbloods, Council Member

Strengths: Extremely proficient at using Atium Feruchemy (see Walker v. Lusk duel for example). Is skilled at making people feel inadequate and meaningless. His different ages he can switch to have different strengths and weaknesses, which will be listed below.

Weaknesses: Physically weak due to a liver accident he barely survived a year ago. He is now not as quick to getting into fights as he was before. He also cannot walk anywhere without his cane, which is a standard wooden cane (no hidden weapons)

Weapons: A single steel knife, his fists, and if he’s feeling particularly like an old man, he can flail his cane at people. Also, I’m pretty sure his verbal jabs count as weapons :P He has a series of Harmonium cubes for Allomancy (3 of each kind) and one harmonium cube for Atium Feruchemy.

After a recent loss Lusk has poured his resources into trying to find a way to charge Harmonium cubes with other Investiture. So far he’s managed to charge a cube to give the effect of inhaling stormlight, and carries it with him. He has not figured out surges.

Ages: Lusk can use his Atium Feruchemy to switch to many ages of his life for different strengths and weaknesses, taking the age’s psychology as well. Note, this also counts as his 

Backstory:

8: Eight year old Lusk is short and small, can get through tight spaces and is fast due to experience from running from Shades and his father. Weakness is he has the psychology of an eight year old, so can be manipulated with nice words, is pretty dumb, and scared of most adults.

18: Sixteen year old Lusk is intelligent. He can assess most Investitures due to studying for tests and can identify different strategies that are being used and how to combat him. Imagine a kid who’s cramming for his final exam. Weaknesses is that he’s very physically weak, looks terrible with pimples and is pretty much an insecure nerd who got bullied a lot.

22 - 27: ‘Popular Lusk’. It was basically the period where Lusk switched residences and decided to bury everything he liked. Poetry, space travel. He pretended to be someone he wasn’t, and that made him popular. Popular Lusk is skilled in intimidation and socialising. He is exceptionally good at throwing his harmonium cubes, due to beer pong experience. Weakness is that he’s almost always drunk, and has no experience of anything beyond which is mentioned.

28: ‘Fat Lusk’. Lusk’s mother died here, and Lusk was depressed for one year, he had eating problems, and became physically massive (fat). Strengths are how heavy and large he is, weaknesses are how he’s constantly crying, has no skill in anything, and bad words can pretty much incapacitate him.

30 - 35: Lusk’s ‘kill zone’. Lusk’s father constantly came to berate Fat Lusk, saying he was worthless, insulting his mother, being abusive, all of that stuff. Lusk finally snapped and knew he wanted to kill his father who’d been bad to Lusk his entire life. From 28 - 30 he stopped being fat, and from 30 - 35 Lusk pushed his body further than he’d ever done, physically becoming the strongest he’d ever been. Strengths are that he has the strength of someone who goes to the gym daily, and is proficient with a knife and sword. Weaknesses is that his mind is literally nothing but combat, nonstop. All he ever thinks about is how to kill his father, which can be problematic when switching to this age because Lusk’s father is dead.

35 - 45: Lusk appeared on a stormy night and had an epic showdown with his dad. His dad underestimated, and even then held his own for a while. Lusk killed him at the age of 35. His father had been a Ghostblood, but instead of killing him, Lusk was offered a place in the Ghostbloods, as his father had been a great warrior and Lusk had beat him. In this age, strengths are Lusk is trained in deception and politics, and is very skilled in Atium Feruchemy. He was a council member. Weaknesses are that nobody likes him, and he has a very large ego and like his father, underestimates people. He has completely stifled his personality, but a little bit of good shines through him when he tried to help Walker in the duel. This ended up in him getting Liver failure and Walker punching him in the face.

46 (current): Lusk is but a husk of who he used to be. After spending the better part of a year in the hospital, Lusk has the strength of worldly wisdom. He knows he’ll never get a second chance, that even when he tried to be good enough failed, that nobody likes him. He doesn’t like himself. Weaknesses are, well, the current weaknesses (at the top of the bio).

 

 

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7 hours ago, I think I am here. said:

 

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It’s fine if you sign up a busy character. This is separate from all alleyverse time and space :)

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@Nohadon, @kenod, @I think I am here., your bios will be put in shortly. Nohadon, I’ll just pull yours out of the complete list of alleyverse characters.

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Tournament starts on Monday! Battles will no longer be in threads, but in PMs including me, and the participants. I will arrange all PMs and either summarize or copy paste the battles in this thread.

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@Nohadon, I can't seem to find Ronin on the list of bios. @everyone else, I have added your bios in the list. 

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We have a decent number of players. The tournament will start on schedule.

 

Edited by beantheboy12
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Sorry about the double post. The last post is just so cluttered.

The spanreeds all participants in the Tournament of Light began to flash and write: "Attention participants, the tournament bracket has released. All players will be summoned into an arena shortly."

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PMs will be sent out shortly. I decided to cut back the signup date a bit. I won't get mad at you if you take a while to respond though. ;) As long as it doesn't take 4ish days.

 

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I guess we'll get healing in between rounds, but what is the amount of time between matches? Both my characters have rather big limits on their abilities that causes them to shut down for a while if exceeded, so I'm wondering if the rest period would be enough for them to recover.

 

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The main thing I'm interested in is how that would work with the powers of both my characters, since they both have rather powerful abilities that are kept in check by the fact that they won't be able to use their powers anymore for some time afterwards. If this limit doesn't affect their next fights it would probably change their strategies.

 

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