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 The Arena of Shadows I, Complete - read on for the Champion.
Prince Asuryan
Posted: Jul 15 2009, 01:45 PM


Master Assassin


Group: Member
Posts: 600
Member No.: 82
Joined: 17-October 07



1 Month after the events of the 28th Arena of Death...


The normally darkened training room of the Assassin's Guild was brightly lit for a change. The training equipment, and the many weapons on the four walls had been removed. Instead, the room and floor was sparse and bare, the ill defined training ring now thrown into sharp relief by the bright white circle that now spelled out a wide circle.

The secret door in the west wall opened, to reveal the figure of Venthis, who looked around in surprise at the room.

'Welcome back Venthis,' came the voice of Nahaz, who was seated in his chair at the end of the hall, 'I trust you were successful?'

'Yes master, he was only a merchant,' replied the surprise tone of the Dark Elf, 'What has happened while I was away?'

'Only a merchant certainly, but that is no reason, especially for one such as yourself, to become complacent.' Said Nahaz, ignoring his apprentices question. It was instead answered by Sophita, who didn't look up from the long blade she was sharpening.

'Master Eshil has decided the time is right for us to hold our own arena... to show our employers what we have achieved, and to give them a chance to earn our respect.'

'Indeed, we do not act for those too cowardly to fight their own battles,' said Nahaz, rising from his seat, 'we work only for those who have earned the respect and trust of the Guild. This arena is their first chance. The prize too, will be incentive for the winner to hire us.'

'Not to mention the fact that it allows us to size up various key figures in the city,' laughed Friedrich, he too entering the building through the secret door. 'The 'invitations' are out Boss. It shouldn't be long before the first competitors arrive. We'll bring them in after they arrive outside. They won't know the location.'

'Excellent, let the games begin.'





I planned to wait a few days, but boredom is so really very boring tongue.gif I know my monster AoD is on indefinite hiatus, and I don;t really have an excuse, but this will be a bit simpler - as simple as they come.




Open for 8 characters - if popularity increases, I will open it to 12, and then 16 characters.

2 Comic characters max, which must come from an appropriate background. This would include Burrsa and the like.

It would help, but is not required, if you had some fluff explaining why your character is there - this is the criminal underworld tongue.gif
  • The points limit for characters is 250pts (excluding the various equalisers shown below). This is absolute: 251pt characters will not be allowed.
  • The Banned and Modified Items List is in effect.
  • Monstrous mounts (mounts with more than one wound) and Special Characters are disallowed.
  • Killing Blow follows the D2 + (starting wounds – 2) rule: it has a 50% chance of killing outright, and a 50% chance of reducing you to one wound. It still ignores armour.
  • Combatants start in base-to-base contact, with both counting as having the charge for the purposes of lances et al., but striking in initiative order. For obvious reasons, no missile weapons are allowed.
  • No spells of any kind (including Gut Magic and Incantations) can be cast in the arena. The sole exception is Bound Items, which are at the Arena Master’s discretion to allow or disallow: the general rule is that they are allowed if their effect is solely combat-based. The magic phase takes place as normal, so you will only get the chance to ‘cast’ them every two rounds of combat.
  • All Hero-level characters’ magic item limit is raised to 100pts. Hero-level characters with access to a different list in place of magic items (such as Khainite or Daemonic characters) may raise that limit to 100 instead. Characters with access to two lists (such as Vampires or Lizardmen) only have the magic item limit raised: there is no equaliser on the other abilities.
Race-specific Equalisers/Special Rules
  • Tomb Kings: Tomb Kings and Princes get 25pts extra – they may not exceed their magic item limit.
  • Vampires get 35pts extra – they may not exceed their magic item limit.
  • Skaven Warlords may go up to 20pts over their magic item limit providing that they do not exceed 250pts in total. The Appendix Plague Lord is no longer permitted: he is replaced by the Plague Lord from the Lustria book. Those who want to use a Plague Lord but only have the Skaven book can PM me for the stats.
  • Elector Counts who do not take a Runefang may go up to 20pts over the magic item limit providing that they do not exceed 250pts in total.
  • Wood Elf characters (not dryads) get 20pts extra – they may not exceed their magic item limit.
  • Dark Elf Assassins are counted as Hero choices for all intents and purposes.
  • Chaos characters can take the marks of Tzeentch and Slaanesh for free.
  • Bretonnians must pray to gain the Blessing, allowing their opponent to charge them and gain all the benefits thereof in the first round of each combat. A Bretonnian player who does not wish to pray should specify this before the match is rolled.



Current Entries

Tiqtoq - Chilipeppa
Eurwyn Llewellyn - robtheguru
Arcturus - NoOodle
Lewt, Thief Extraordinaire! - TheGallant!
Master Johann - -Sentinel-
Mstislav, harbinger of Khorne - Allerion
Alaril Lorilyle - Daelrog
Alonso the Entertainer - AFG
Gartred - Illidan
Kalerin Bentharnell - Spire
Unnamed Brettonian Lord - Cidracin
Manarra - ThaneofFife

I'll hold it open for a day or two more, see if we reach 12.

This post has been edited by Prince Asuryan on Jul 23 2009, 04:37 PM


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Life is short. If you don't stop to look around, you might miss it.

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NoOoDLe
Posted: Jul 15 2009, 01:53 PM


Dutchii


Group: Member
Posts: 846
Member No.: 71
Joined: 21-September 07



Time to enter my contribution to Daelrog's fluff. Trez's brother.




Name: Arcturus

Race: Corrupted Ancient, Demiegod of Chaos Undivided

Description: Arcturus is the brother of Trez Sol. He is of the same ancient race only Arcturus was corrupted era's ago. Where as Trez Sol is an entity of vengeance and retribution Arcturus is one of mayhem, malice and a will of corruptive creativity. He enjoys killing other beings, be they good or evil, and condemning their souls to eternal torture within the warp.

Arcturus too is way too big to take physical form and go about his business so just like his brother Trez Sol he takes form inside a humanoid host. His true power only briefly revealed when such a host is destroyed.

The normal appearance of his host is a parody of what his brother uses. Instead of taking shape as an angel of righteous fury Arcturus takes shape as a fallen angel with features that are more commonly found in daemons. He commonly appears as a very tall figure, dressed in black armoured robes with the riveted hood pulled deep over his face. Two angelic wings that seem to be made partially of daemonic flesh along with black steel sprout from his back and a pair of wickedly curved horns poke through holes in his hood.

Background: Arcturus's roots lye with Trez Sol and they share a common background 'till the point where Chaos came forth onto the world. At this point Arcturus thought he could drive back the majority of the daemons back into the warp and seal off the gates of magic. Leading a legion of ancients into the abyss Arcturus fought for the freedom of the planet but he found that against chaos there was no victory. And so, after ages of imprisoning he was turned from the kind and righteous being he used to be to a wicked host of malice and mayhem.

And so Arcturus grew out to a baleful demigod of chaos, host of slaughter and mayhem. He emerged from the warp to confront the world with his returns but as he arrived the Slann almost immediately responded in equal might. Not before long Arcturus was put into dormant slumber in the jungles of rezephua. His body buried deep in the continents history. None of these events were ever recorded in the history of time because the risk of such a mighty being to be found and revived was not one the slann wanted to risk.

Era's later Arcturus stirred upon the arrival of his brother to the realms of Lustria. Now he is back to sow the seeds of corruption and mayhem in the new world once again.

The Fallen: 145pts (Counts as Saurus Oldblood)
CODE
M Ws Bs S T W I A Ld
4  6  0 5 5 3 4 5 8


Robes of Twilight Shadows slowly coil around these armoured robes to resist any incoming attacks against their bearer.
+10 Light Armour: 6+ Armour save.
+15 Enchanted Shield: 5+ Armour save (4+)

The Death Coil This immense blackened gory flail radiates a sickly green light of unliving energies.
+75 Blade Of Realities: For each successful hit inflicted by this weapon, the victim must pass a Leadership Test (On it's own, unmodified) or be slain instantly. No Armour, Ward or Regeneration saves can be used to against this special attack. If the tests are passed roll To Wound as normal.

Special Rules:

Natural Armour: Arcturus's is built up of tiny riveted dark steel scales.
Scaly skin; 4+ Armour save (1+)

Cold Blooded; roll 3D6 for LD tests instead of 2D6 and discard the highest result.
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Prince Asuryan
Posted: Jul 15 2009, 04:19 PM


Master Assassin


Group: Member
Posts: 600
Member No.: 82
Joined: 17-October 07



QUOTE (NoOoDLe @ Jul 15 2009, 01:53 PM)
Time to enter my contribution to Daelrog's fluff. Trez's brother.

Yes, this arena is fluff open - seen as it's set just after the latest AoD, people who want to should feel free to carry on their next fluff pieces.


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Life is short. If you don't stop to look around, you might miss it.

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robtheguru
Posted: Jul 15 2009, 04:49 PM


I WEARZ WOAD!!!


Group: Member
Posts: 55
Member No.: 161
Joined: 7-July 09



Eurwyn Llewellyn

Fluff: A man of tall stature, Eurwyn is as fierce in combat as he looks. His long flowing hair and beard trail behind him leaving a path of devastation only seen on the most brutal of battlefields. He left his tribe from the Wetlands of Albion to search for opponants who he could test his strength against. Wielding a sword almost as tall as himself, Eurwyn can cleave through the strongest and thickest of armour as if it isn't there.


Race: Albion Native(Fluff)/Black Orc Warboss(Rules)
Appearance: http://farm4.static.flickr.com/3399/355755...d748ebfa5_o.jpg

Set Up:

-Sword of Gawain: A sword of one of the great Ancient Kings of Albion. Since its discovery in a cave by Gawain, it has never had to be sharpened. Slaying many giants, the massive sword can make quick work of anyone on the receiving end of its eternally sharpend edge (Basha's Bloodaxe, Warboss Imbad's Iron Gnashas)
-Hides of the Hills: The armour used by Eurwyn is made from hides of creatures located all over Albion (Talisman Protection, Heavy Armour, Shield)

Total Cost- 249

Overview:

Offence: 5-10 WS7, S5 Attacks(S6 1st Round), Killing Blow, I4
Defence: W3, T5, 4+ Armour, 6+ Ward

This post has been edited by robtheguru on Jul 19 2009, 01:26 PM


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Slann Lord Chilipepa
Posted: Jul 15 2009, 06:21 PM


Tyrant


Group: Admin
Posts: 1,577
Member No.: 2
Joined: 25-June 06



Tiqtoq, Kroxigor Pit Fighter

A group of Skinks watching the recent arena triumphs of Graak the Troll realised that very few arenas enforce height restrictions: acting on their revelation, they have brought forth Tiqtoq, one of the city’s younger Kroxigor, given him a big axe, and pointed him in the general direction of the nearest pit, crediting themselves as ‘managers’.

Counts as a Saurus Oldblood (145pts)
M4 WS6 BS0 S5 T5(6) W3 I4 A5 Ld8
Cold-Blooded, Scaly Skin (4+)

Equipment:

Great Axe (12pts)

He’s a Big One – Tiqtoq is a twelve-foot wall of scales, and about as easy to fell as a tree. Unfortunately, the analogy also stretches to his tactical know-how.
Counts as the Hide of the Cold Ones (50pts) and the Talisman of Protection (15pts): 5+ armour save, 6+ ward save, +1 Toughness, causes Fear, suffers from Stupidity.

You Won’t Like Him When He’s Angry – Tiqtoq can be slow to catch on to what’s actually happening in the confusing environs of a New One fighting pit, but when he realises that the little thing in front of him is attacking him, he often does not stop his counter-attack until all that is left of it are a few scattered pieces of limb.
Counts as the Carnosaur Pendant (20pts) – once Tiqtoq causes a wound, he becomes subject to Frenzy, which he cannot lose.

247pts total.

Offence: 5(6 after he causes a wound) attacks with WS6 S7, striking last.
Defence: 3 T6 wounds, with a 2+ armour save and a 6+ ward.


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It was an intelligence that had already been long basted in guile and marinated in cunning by the time a group of almost-monkeys were wondering whether standing on two legs was a good career move. It wasn't an intelligence that had any truck with, or even understood, the arts of diplomacy.

It wouldn't play with you, or ask you riddles. But it understood all about arrogance and power and cruelty and if it could possibly manage it, it would burn your head off.


- Terry Pratchett
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Prince Asuryan
Posted: Jul 15 2009, 07:04 PM


Master Assassin


Group: Member
Posts: 600
Member No.: 82
Joined: 17-October 07



QUOTE (robtheguru @ Jul 15 2009, 04:49 PM)
-Sword of Gawain: A sword of one of the great Ancient Kings of Albion. Since its discovery in a cave by Gawain, it has never had to be sharpened. Slaying many giants, the massive sword can make quick work of anyone on the receiving end of its eternally sharpend edge (Basha's Bloodaxe, Warboss Imbad's Iron Gnashas)


Offence: 5-10 WS7, S5 Attacks(S6 1st Round), Killing Blow, I4
Defence: W3, T5, 4+ Armour, 6+ Ward

This is the '+D6 Frenzy attacks' blade correct?

Could people please ensure that the effects of items are spelled out to me, as I lack most of the Army Books tongue.gif


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Life is short. If you don't stop to look around, you might miss it.

The Assassin's Guild has arrived - http://z13.invisionfree.com/Rezephua/index.php?showtopic=343
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robtheguru
Posted: Jul 15 2009, 07:16 PM


I WEARZ WOAD!!!


Group: Member
Posts: 55
Member No.: 161
Joined: 7-July 09



QUOTE (Prince Asuryan @ Jul 15 2009, 07:04 PM)
QUOTE (robtheguru @ Jul 15 2009, 04:49 PM)
-Sword of Gawain: A sword of one of the great Ancient Kings of Albion. Since its discovery in a cave by Gawain, it has never had to be sharpened. Slaying many giants, the massive sword can make quick work of anyone on the receiving end of its eternally sharpend edge (Basha's Bloodaxe, Warboss Imbad's Iron Gnashas)


Offence: 5-10 WS7, S5 Attacks(S6 1st Round), Killing Blow, I4
Defence: W3, T5, 4+ Armour, 6+ Ward

This is the '+D6 Frenzy attacks' blade correct?

Could people please ensure that the effects of items are spelled out to me, as I lack most of the Army Books tongue.gif

My apologies and yes...yes it is. +D6 frenzy attacks that cannot be lost.


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TheGallant!
Posted: Jul 15 2009, 07:17 PM


The Truth is Tangible


Group: Member
Posts: 1,604
Member No.: 56
Joined: 3-July 07



Secretary Grumkin entered Shnucka's office with a scowl plastered across his face. Evidently, he was still upset about the last arena: he didn't have the parts he needed to fix his Choppa, and the money needed to special order them was excessive. Upon entering the room, he saw that the Boss was talking to Lewt again, but they had bost stopped when he entered. Shnucka sighed, and Lewt stared at Grumkin in wide-eyed horror. Grumkin had attacked her several times in the last month, and now she was cornered. However, Grumkin simply growled at her before turning his attention towards Shnucka.

"New arena's opened up."

"Oo're we sendin'?" Shnucka replied. "'Ave got too much Biz'Niz goin' on."

Grumkin smiled at this, and nodded towards Lewt. Lewt's eyes widened even more.

"You can't mean me? I can't go into an arena! Remember last time? I got wrecked! And I had super powers! No. Way. Nuh-uh."

"You owe 'em." This was from Shnucka, who sat with his head in his hands. He was tired of the two of them bickering, and was more than willing to take hold of this new opportunity.

"But... but I might die!"

"It's 'eld by dat assassin's gilled yoo luv so much." This was from Grumkin. "Ye might git ta meet dat 'ero of yours, the one dat you made meh lose against."

Lewt pondered this. A golden opportunity. A chance to meet the famous Nahaz. But she might end up dead, never to return from wherever in God's name this thing is being held.

Lewt smiled, half crying, before squeaking out an unconvincing "You only live once, right?"

"Good. Grum, 'elp her prepare." And with that Shnucka waved them both away.

----

Lewt, Thief Extraordinaire! (As she appears in the Arena of Shadows!)

Counting as a Vampire! (total of 250 pts) (100 vampire, 100 magic items, 50 powers, which include the mundane items.)

M6 WS6 BS4 S5 T4 W2 I6 A3 Ld7

The Armor-Eater. "This wrist mounted contraption was once a prototype part for Grumkin's Choppa's engine. It is a six inch pneumatic spike that is activated by a contact part in Lewt's palm. Once she presses her palm against a surface the spike fires, and can punch through just about anything. Sadly, after it's used it has to be repressurized from an external source." Lance.

Impact Absorption Device. "This is a work-up of several 'shocks' running up Lewt's arm, attached to the Armor Eater. It's design is meant to lessen the impact on Lewt's body from using her weapon, and is made of tough enough materials that it can serve as impromptu armor." Cadaverous Cuirass, Shield, Barded Nightmare.

Impromptu Acrobatics. "Lewt gets out of danger mostly from dancing, dodging or diving out of the way. However, due to the uneven weight from the Armor Eater and the IAD, it's going to be difficult!" Crown of the Damned.

Critical Super Crasher Under-Arm Rocket Barrage Attack! "Hidden under Lewt's jacket, replacing most of her usual tools, are some impromptu low-yield rocket salvos that Grum had intended to mount to his Choppa in the near future. Simple by pulling a hidden lever, Lewt is able to let fly dozens of these rockets across a wide area at once." Hand of Dust.

Mindset: Determination. "Lewt was mostly forced into this arena; but she's still going to make the best of it. She'll stop at nothing to meet her idol." Infinite Hatred, Undead.

----

The Shield, Nightmare and Lance are coming from the Vampiric power 'dread knight'
The horse attack can be explained away through some part of the IAD snapping off and hitting the opponent, or something of the sort. There's a lot of pressure in the system, I guess? Maybe attribute the vampire strength on her normal attacks to some wacky technology. Use some imagination!

----

Offensive Summary: 3 WS6 S5(7 in first round) attacks with permanent hatred.
Defensive Summary: 2 T4 wounds behind a 2+ armor save and a 4+ ward save.
Special Status: Immune to poison and killing blow. Stupid. Undead?
C.S.C.U.A.R.B. Attack: (Hand of Dust) Bound Spell of Power Level 3. If success, 2D6 S5 hits on a unit in base contact, as if from shooting. After successful use roll a D6, if a 1 it can't be used again.

----

I'm sure there is some familiarity with her by now, but for this arena, and with her goal in mind, she's going to be even more overzealous than she normally is while trying to make an impression on Nahaz!

This post has been edited by TheGallant! on Jul 18 2009, 11:37 PM


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TheGallant!
Posted: Jul 15 2009, 08:02 PM


The Truth is Tangible


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Joined: 3-July 07



Just to clear up how these darnfangled bound spells work.

Since they happen in the magic phase, consider this scenario.

If Lewt goes first, i.e. has higher initiative than her opponent, will it go in the order of...

Bound Spell, Lewt attacks, Enemy attacks?

Or how does this work?


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Prince Asuryan
Posted: Jul 15 2009, 08:09 PM


Master Assassin


Group: Member
Posts: 600
Member No.: 82
Joined: 17-October 07



QUOTE (TheGallant! @ Jul 15 2009, 08:02 PM)
Just to clear up how these darnfangled bound spells work.

Since they happen in the magic phase, consider this scenario.

If Lewt goes first, i.e. has higher initiative than her opponent, will it go in the order of...

Bound Spell, Lewt attacks, Enemy attacks?

Or how does this work?

Correct. If Lewt strikes second, it would go 'Opponent, Bound Spell, Lewt'.


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Life is short. If you don't stop to look around, you might miss it.

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daelrog
Posted: Jul 16 2009, 02:18 AM


Great Taste & Smooth


Group: Member
Posts: 240
Member No.: 112
Joined: 23-September 08



Now I have to decide whether to enter a character from my Trez/Fire Elves stoyline, or from Alons's growing Spice Beer Company. I suppose since Alons is keeping his nose out of the underworld, it would be up to the Fire Elves to take part. Yes, I know how fun it would be to have Trez and Arcturas fight, but he needs to fight a scrub first. So...

Alaril Lorilyle

Alaril Lorilyle is the heartthrobe of any elf. Her round, athletic form only complements her delicate face and fiery personality. She is daring, charming, and wild. She is covered in fiery tattoos that seem to move, she wears a cloak of smoke around her, over a sleek silk skirt.

Counts as Wood Elf Highborn

Soul Strike - With her twin blades mounted on her wrists, she has mastered a technique that has been in the making for thousands of years. With a swift strike at key points of the body (different depending on race) she can shatter a soul, leaving the od lifeless. However, this daring attack leaves her wide open.
Counts as The Spirit Sword - For every wound Alaril inflicts, each player rolls a D6 and adds their leadership. For every point Alaril wins by, her opponent suffers an additional wound on top of the one she has given with no armor of ward possible. For every point her opponent wins by, Alaril suffers a wound with no armor or ward allowed. Also wounds automatically.

Deathly leaps and bounds - She is a famed athlete of her kind as well as a warrior. She can jump, leap, and bound above her enemies, dodgin side to side.
Counts as Stone of Crystal Mere - Grants a 3++ ward save that is lost once it is failed.

Superior Training - She has spent her whole life honing her skills, making her an instinctual fighter that few can match.
Counts as Alter Kindred - Grants movement of 9, Initiative 9, and +1 Attack

I am away from my books right now, so I'll have a summary on Saturday, Sunday at the latest.


Alaril has come to this arena to find and purge whatever Chaos taint lies in the underworld.

This post has been edited by daelrog on Jul 18 2009, 11:36 PM


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Kind? Virtuous? Compassionate? You will never hear me refer myself as such, nor should you spread such nonsense.
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TheGallant!
Posted: Jul 16 2009, 02:44 AM


The Truth is Tangible


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Joined: 3-July 07



QUOTE (daelrog @ Jul 16 2009, 02:18 AM)
I am away from my books right now, so I'll have a summary on Saturday, Sunday at the latest.

I can do you one better, Sir!

From what I can tell...

Offense: 5 WS7 S4 attacks that wound automatically. Any unsaved wounds cause both players to roll D6+Leadership. Losing player takes a wound for each point they lose the contest by, with no armor or ward saves allowed.

Defense: 3 T3 wounds behind a 3+ ward save that once failed is gone forever.

Special: Ld10, I9, carries a ranged weapon.

This post has been edited by TheGallant! on Jul 16 2009, 03:42 AM


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Allerion
Posted: Jul 16 2009, 03:33 AM


Member


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Joined: 11-June 09



Mstislav, harbinger of Khorne

Mstislav is a perfect example of a follower of Khorne. To gain Khorne's favor, he slew three tribes who worshiped Nurgle, leaving "Blood for the Blood God" spelled out in body parts in the middle of each tribe. He is abnormally tall and muscular. But what is noticed first about him is his blood-red eyes, lacking pupils or cornea. One would wonder how he is able to see, but it is unknown. His bronze armor throws no reflections and does not shine, even on the sunniest days. Upon his blacked axe lays a blood-red symbol of khorne, which pulses bright-red when it spills blood. When charging into battle on his gigantic juggernaut, he emits an ear-splitting-ly high scream, which has made several of his lieutenants pause their charge from fear. Needless to say, those lieutenants who lived through the battle didnt survive Mstislav's fury. In a misguided attempt to further gain Khorne's favor, Mstislav slaughtered his entire host. Khorne became angry, since there were less of his followers to place skulls on his throne. In a dream, Khorne told Mstislav: "Go to Rezephua. Win. Then you will regain my favor, harbinger." When Mstislav woke, he calmly armored himself, climbed on his juggernaut, and departed for Rezephua.
______
M WS BS S T W I A Ld
4 7 3 5 4 2 6 4 8


Bronze armor of Zhrakk: chaos armor, immune to psychology. immune to KB and poisoned attacks, which are rolled normally.

Axe of Khorne: +1 S, KB

shield: 6+ AS

Mark of Khorne: frenzy

Juggernaut: 7-5-0-5-4-1-2-2-7 fear, +3 AS, MR1

______
offense: 4 WS7 I6 S6 KB attacks + frenzy; 2 WS5 I2 S5 attacks.

defense: 0+ AS, immune to KB and poison, MR1

psy: immune to psycology; causes fear



This post has been edited by Allerion on Jul 16 2009, 03:05 PM
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-Sentinel-
Posted: Jul 16 2009, 03:59 AM


Airship Captain


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History of the Academy

In the year 2512, a delegation of mages from the White Tower of Hoeth came to Altdorf with the mission to evaluate how fared the Colleges of Magic founded by Teclis two hundred years ago. Among their number was Aeshar, an enthusiastic young mage whose open-mindedness and interest in other cultures had earned him the position of interpreter. The mages stayed for several months, during which Aeshar marvelled at the resourcefulness and adaptability of the humans. After some time in the Empire, he grew annoyed by the patronizing way the Asur treated this so-called 'lesser race': for example, Teclis had only shown them the most basic spells, claiming that humans were unable to handle higher forms of magic. The young Elf, recklessly disobeying Hoeth's orders, took some human apprentices and taught them a few powerful spells that they could never have learned in the Imperial Colleges. When the Archmages learned with outrage that Aeshar shared Hoeth's secret lore with mere humans unable to handle it properly, he was put on trial in absentia, expelled from the White Tower and exiled from Ulthuan.

Abandoned in the Empire, where he no longer had diplomatic immunity to protect him from the witch hunters, Aeshar had to leave quickly. But he already had several human apprentices and did not wish to cease their training. Then the idea of a college-ship struck him: a ship could serve as a school while allowing him to travel the world and find more pupils. Diving deep in his dwindling wealth, Aeshar bought an old galleon, revamped it and hired men to crew it. Thus began the story of the Floating Academy.

The Academy is always on the move in order to find potential students, snatch any moneymaking opportunity that presents itself and, of course, escape the witch hunters. The apprentices come from everywhere in the world, but Master Aeshar forces them to create bonds that transcend culture and blood — for example, by having them give up their family name during their time aboard the ship. The Academy is now owned by Slann Lord Chilipepa, and all people on board officially work for him.







Master Johann

A gifted young Astromancer from the Empire, Johann is Master Aeshar's first and best human apprentice. He has recently been promoted to Second Master to assist his mentor in the difficult task of teaching the students of the Floating Academy more advanced spells not taught in the Colleges of Magic. As the official representative of the Academy, he joins arenas in order to publicize the school and earn the gold needed to operate it. He has the potential to one day count among the mightiest human wizards in the world — provided he can remain in control of his rapidly increasing powers, powers a human was never meant to possess. Johann is generally more level-headed and cynical than his fiery master Aeshar. His nature is dreamy and introverted.

In his mid-to-late twenties, Johann has a rather unusual appearance due to his exposition to the wind of Azyr. For a start, his hair is snow-white. He also has mismatched eyes: his right eye is as black as the night sky while his left is a very soft blue. In battle he summons lightning bolts and even comets, but actively avoids killing sentient foes.


Empire General

WS5 BS5 S4 T4 W3 I5 A3 Ld9


Heavens' Wrath (Mace of Helstrum)
With a single word, Johann calls down lightning bolts and comets on his enemies.
May choose to make only one attack at S10 that causes the loss of D6 wounds.

Silver Staff (Full plate armor, Enchanted Shield and barded warhorse)
Johann can see his enemies' blows before they happen and parry them in time with his staff.
0+ armor save. One S3 attack at WS3 and I3.

Protected by Fate (Holy Relic)
Like all Astromancers, Johann knows exactly when and how he will die. It is not today, and not this way.
4+ ward save.



QUOTE
Summary:
1 S10 attack that inflicts D6 wounds, at WS5 and I5.
3 T4 Wounds with 0+ armor save and 4+ ward save.


This post has been edited by -Sentinel- on Jul 19 2009, 02:26 AM


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ArchonFarseerGuy
Posted: Jul 16 2009, 04:00 AM


More modest than you


Group: Member
Posts: 678
Member No.: 101
Joined: 18-May 08



Woah, I'd better get a character up quickly.

With Sir Cumference away at the Arena of Fate and Fortune, here's one I was wanting to hold off until later (I'm intending on making him and Saphiran "hobby fluff" as it were, with AoD performances being secondary), but he could be fun to enter and develop here in Rez.

Anyway, hopefully this will be appropriate given your assassins' fluff.

Alonso the Entertainer
Chaos Lord (210)
Word of Pain (40)
250

Alonso the Entertainer was another peasant born into misfortune in the uncaring city of Altdorf. Both his parents were killed early on by a local closet Necrach who decided the young Alonso was not worth the effort of bringing up or killing, so left him to his fates. However, his fortunes improved (though admittedly not by a whole lot) when he was taken to the Sigmarite Orphanage. Life in the orphanage was unpleasant and demanding, but he became skilled at stealing. In the rare moments of spare time, he would steal a knife or two from the kitchen and juggle them as he had seen some jesters do in the streets, hoping for a penny from a passer-by. Despite his many cuts and slashes, he continued with this hobby of his, until juggling five became second nature.

At age 16, he was deemed to have come of age and kicked out into the streets to fend for himself. With some bright clothes he found from a corpse in the gutter, he stood at the side of the street and juggled, earning enough to use his skill of theft only minimally. Over time, he became more and more adept at showmanship and knife-throwing for entertainment purposes.

As his success grew, so did his popularity, and he began to host his own shows where even the upper class would show up and watch on occasion. It all went horribly wrong, however, when a blindfolded knife-throwing ended up with a knife being sent through a witch hunter's chest with fatal results.

Now fearing for his life, Alonso fled to Marienburg, where he earned enough money to gain passage to one of the ports of the world in which Karl Franz held no sway. He found a ship and paid passage despite not knowing where exactly it was headed. After working on the ship for some time, he picked up his strength and regularly entertained the sailors with his performances.

Little did he know that he had, in fact, paid to board one of the Dawn Killing Fields' ships who were sending another batch of fighters to Rezephua and more tradesmen to help Auraifka and to begin work on the temple*. In this strange city, he gained money by theft and entertaining, despite the battle he had getting his knives through Customs. Once in Rezephua, he carried out two assassinations, once by "accidentally" missing his target, and once by infiltrating a house and killing the victim in their sleep. The experience was not particularly pleasant on either count, and it isn't his most desirable way of making profits.

However, he is now strapped for cash, so hesitantly took up his invitation to enter The Arena of Shadows. This should also make a name for him if he manages to do well.

*So not long ago.

Counts as a Chaos Lord
Knife throwerThough he usually goes about unarmed, Alonso does carry around a lot of knives. A LOT of knives. The first thing an opponent can expect is to be used as a target for this knife thrower. Given that he throws them for a living, he has become deathly accurate at this. While this initial tactic has caused controversy in the amateur arenas, it has been ruled legitimate at the grand arenas of death, given that the throwing knives are his weapon of choice. Counts as Word of Pain (At the start of the first combat phase, Alonso inflicts D6 S4 hits on the opponent with no armour saves allowed).
Twin combat knives and unique fighting styleShould the opponent survive the initial volley, Alonso will then draw his long knives and fight with them as his weapons. His skill with them is moderately high, but he is not very accustomed to hand-to-hand combat, being primarily an entertainer by trade. His fighting style tends to rely on his light equipment lending him extra speed, allowing him to evade blows easier. The downside of wearing leather armour is that when the opponent gets a strike on him, he tends to be rather squishy... Counts as the ridiculous statline he shouldn't really get, as he's an entertainer, not a hardened ruler of a tribe of Chaos (for example, the S5 represents his ability to get a piercing blow, rather than simply crushing armour).

M4 WS8 BS3 S5 T5 W3 I7 A5 L9
Equipment: Combat knives (count as a hand weapon), full plate armour.

More fluff will follow very soon (next 24 hours). I now have a good reason to finish the introductory fluff piece for her and a paragraph should help. Let me know if you want some earlier, and I'll try pop something up.

ED: Yes, he's a completely original one-hit wonder. Should be interesting to see how he performs. I'm a bit upset that I couldn't find the points for a second hand weapon though.

This post has been edited by ArchonFarseerGuy on Jul 16 2009, 11:03 AM


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Life is an STD
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ArchonFarseerGuy
Posted: Jul 16 2009, 04:03 AM


More modest than you


Group: Member
Posts: 678
Member No.: 101
Joined: 18-May 08



QUOTE (Prince Asuryan @ Jul 16 2009, 09:09 AM)
Correct. If Lewt strikes second, it would go 'Opponent, Bound Spell, Lewt'.

I would have thought it was 'Bound spell, opponent, Lewt.'

At least, that's how I've always done it...


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Life is an STD
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Allerion
Posted: Jul 16 2009, 04:26 AM


Member


Group: Member
Posts: 29
Member No.: 158
Joined: 11-June 09



hm... seeing as its filling up rather fast, i might as well start

Mstislav Challeges Arcturus

i blame noods for losing to rammie anyway tongue.gif
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daelrog
Posted: Jul 16 2009, 05:04 AM


Great Taste & Smooth


Group: Member
Posts: 240
Member No.: 112
Joined: 23-September 08



I swear, can we have one arena where there isn't a greedy fist or obsidian armor? Yes, and it will be once I finish my current arenand host another one here.


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Kind? Virtuous? Compassionate? You will never hear me refer myself as such, nor should you spread such nonsense.
-Trez Sol
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Prince Asuryan
Posted: Jul 16 2009, 08:33 AM


Master Assassin


Group: Member
Posts: 600
Member No.: 82
Joined: 17-October 07



Entrants edited in above.

AFG, I need some details from you - see first post.


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Life is short. If you don't stop to look around, you might miss it.

The Assassin's Guild has arrived - http://z13.invisionfree.com/Rezephua/index.php?showtopic=343
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ArchonFarseerGuy
Posted: Jul 16 2009, 08:42 AM


More modest than you


Group: Member
Posts: 678
Member No.: 101
Joined: 18-May 08



QUOTE (Prince Asuryan @ Jul 16 2009, 09:33 PM)
AFG, I need some details from you - see first post.

There you go.


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