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SoulBeaver
12-14-08, 12:40 PM
Need a partner :D I've played on a couple of forums for a while now, and I'll gladly show some posts.

Status:

Finished for now. Ready to be judged.

Name:

OOC: Name pending. I might just leave it at that.

The Light Archon.

Age:

Doesn't remember.

Equipment:

None until Archon transforms. All armor and weapons are of average make and quality, and Archon is only average in most types of weapons, though he is inefficient with exotic weapon types.

Race:

Archons in the DnD sense, which makes them out to be glowing light specks of dubious power, and complete, wholehearted desire for good in every sense of the word that includes, by definition, the law of the people.

This Light Archon shall not deviate too much from the paragon appearance, but its appearance does have some differences in that its glow, or hue, is blue and the actual center of the Archon has a diameter less than one centimeter.

Many fine ripples extend from the center and move sporadically about, but all stop with perfect precision at a radius of ten centimeters to make a beautiful flying orb. Much like with atoms, only the center is really tangible and everything outside just adorns this little glowing beauty. Sparks sometimes fly vehemently out of his sphere. They do 'not' hurt, but try to intimidate as a show of uncontrollable potential.

From any viewpoint the Archon appears to be a ball in space. It blends quite well against lightly colored blue backgrounds and under no circumstances can one make out the center. However, the center is easily located, but one could not tell that it's material.

Occupation:

Murderer and messenger of his Deity. Light Archon is aware, if not much more, of the blatant hypocrisy that murdering people goes against everything that it has learned from his deity.

Personality:

The first step Light Archon ever took as it left the emptiness of nonexistence was to admit that its life meant nothing. Only through acceptance of its meaningless, failure-riddled, and flawed life could it become the creature it is now. So said its deity that summoned it.

It has long since realized that its goals, to brutally exterminate the evil, vile, and wicked, oppose the teachings of its deity by such a great margin that many a mind would snap from the blatant offense. However, Light Archon sees it as the duty for 'good' to eradicate said evils in order to lessen the entropy that plagues everything bound by existence and time. Its deity heartily agrees and often sends it to the prime planes in search of those evils. Its deity does 'not' help.

Apart from its fanatical zeal that Light Archon often brings with to conversations, more specifically in the way it forces others to listen it talk about righteousness when everybody else talked about getting a load of that ass, it actually is quite a placid and socially interactive creature. If one can look past the constant swaggering about it, its deity, and 'morals'- whatever the hell that needs to mean.

Friendly, not quite extroverted, but a long shot from an outsider, and often found floating past, and above, people's heads. It enjoys humming to himself while it soars over everybody.

When things become serious, so does Archon's demeanor. It no longer hums, nor does it float above, but constantly tries to maintain an eye level height. All words become pragmatic, and it rarely derails into some kind of pitter-patter prating friend or foe. Oddly, Archon does mention any amount of prating after the resolution of whatever may have occurred and occasionally even finds the spirit to laugh about them long after the words have died.

Usually speaks only through minds since it has no other ability to talk. However, there are exceptions, but even then it prefers the traditional, annoying mind-speak. One, because its deity does it, two because normal words might get lost under the lethargic body of cacophony, and, three, because it has no mouth most of the time.

Avoids the slums, the bad parts of town, and harems. Also avoids religious zealots because they don't know the 'right' way, and many an accident has occurred during their unfortunate meetings. Archon always got away just fine though- no scratches at all.

On the other side of the spectrum, Archon is almost magically drawn towards beggars that need to see the 'light', and all other types of people that seem prone to conversion, and social gatherings so it has a grand opportunity of converting even more people. Other places of interests: inside church roofs, kitchens, and very high in the sky, metaphorically speaking and literally.

History:

Summoned by its deity, which needs to remain unnamed, during some time that remains undisclosed. However, Archon has seen the rise and fall of mountains so, even though it doesn't know its own age, it is fairly certain that it has been millions, or more, of years. Not that that influenced anything except hardening its beliefs into a wall spanning from one end of the known 'verse to the other without a single crack. One might call it ridiculous.

Has actively begun seeking the defilers when somebody managed to steal, on accident, the name of its deity for a new religion that claimed all people belong to some million-armed, headed, and eyed monstrosity that had a name comprised of all known, and some imaginary, vowels. During the cleansing of that 'cult' it saw the corruption that plagued man, along with a reflection of itself, Archon, in glorious imperfection, and asked its deity to fix man- and creaturekind.

Has since then gotten a very wide-ranging repertoire of skills and an excellent list of spells to end the world, but Archon relies on the forces of good to force the victory. That means it refrains from using Earthshatter, a spell that kills everything, in favor of Earthbreak, a spell that kills almost everything, against enemies because a marginal victory will make it look more like a hero. A person killing somebody with completely no effort looks like a sadistic bastard, after all.


Abilities:

---OOC: If you want me to pre-generate some forms that it uses for combat, then, please, tell me. Otherwise I will probably think of something new or old to use for each fight, but the abilities will be listed and unchanged. The form will usually be nothing Earthshattering like a mega-dragon, or Death.---

Archon fights fair in the sense that it picks a form, any shape that it feels like, and two abilities. These abilities will be listed here with a brief description of their intended use. Archon always has a blue hue on its person, no matter the shape, so it always egregiously sticks out.

A form is needed. Archon has no abilities except for transformation available to it as an Archon, and is extremely frail in the sense that a punch would send it back to the realm of its deity.

The List with description and very generic examples:


Empower - Spells that raise the effectiveness of mind and body. Weakens if cast on multiple units, cannot stack, and usually does not last long.


Limitations:

Power: The reverse of Rune Magic; makes a person 50% better than normal in a given area.

Duration: One post max.

Scope: One person max.




Rune Magic - Trapping magic. Places a rune on the ground that activates when people come into its proximity. Most traps only stun, and only a very, very short duration.

Limitations:

Power: These runes may only stun for max one round. Weaker runes stun only for split-seconds in mid-combat.

Scope: Each rune is about five to ten feet in diameter.

Duration: The rune itself lasts for five turns before disappearing.




Enervation - The act of debilitating which also doesn't last very long at all for the sake of fairness.

Limitations:

Opponent may nay this spell school.

Power: May turn a 300 lb benching muscle machine into a 150 lb benching fool (50% of original strength/speed/etc).

Duration: Max one post. Once the opponent has moved with the effects of the spell active, it dissipates.

Scope: May affect any physical or nonphysical characteristic of the opponent.

This spell can only hit with the consent of the opponent since it affects him directly.




Time and Travel - Hard to explain. Most people walk themselves to a different position, but this spell makes the environment around Archon to move towards it. However, this bends the terrain, and once the spell is finished Archon is in a different place and the terrain does a slingshot back into its original position. Destructive.

Limitations:

Duration: Instantaneous, but it is possible for the opponent to cross over as well when Archon casts this spell.

Scope: Up to thirty feet.

Time needed: A full turn.

Re-casts: As often as wanted, but Archon is vulnerable during this time.

Power: Destructive. Most often it results in earthquakes and many chunks of rock being flung in the direction that the earth tries to move back into its original position.




Red Magic - Black and White magic.

Limitations:

Power: Naturally, any of these spells will inflict dire damage if they connect. However, no spell should, on its own, be a game ender if the opponent has full strength.

White magic can heal minor wounds or protect partially from incoming attacks, although never fully preventing the entire attack.

Duration: Some may be two to three posts long; most instantaneous. Attacks lasting longer than one post are usually weaker.

Scope: Up to an area of thirty feet. The larger the AoE, the weaker the spell.

Types of Spells: White magic focuses on curative and protective magics while black magic focuses on destructive magics that do not belong into any other category.




Exorcism - Self-titled school that basically only has spells designed to work against evil and nothing else. 'Evil' is not defined by hi it, otherwise all its opponents might be servants of the Dark One, but by the player himself. So if the player decides its character is evil, only then does this school of magic work. Everybody else is unaffected.

All spells of this school are timed attacks, and not instantaneous.

Limitations:

Duration: Two to Three posts long. Three-post illusions are either the strongest spells, or weaker than the two-post spells.

Scope: Up to an area of fifty feet. The larger the Aoe the weaker the spell.

Power: These attacks 'are' fatal against evil creatures if exposed for longer periods of time. Harmless against neutral/good-aligned characters.

Examples:

Holy Light: A dazzling orb, much like Archon except bigger, blasts the area with a light so pernicious to the evil flesh that instantly corrodes it away and leaving deep, white stains on their body.

Star: An area in the shape of a star embellishes the ground beneath archon and outwards for roughly twenty feet. Any vile creature shall feel it's footwork burn, with or without anything covering their disgusting feet, and seemingly give way to the pertinent punishment from below.

Light pillars: Random pillars of holy light descend from the skies in a sporadic pattern that sears the wicked daring to pass through them.

Divine Glow: Archon turns brilliantly white as his entire body becomes that which he strives to be-purity. All that strike him must now feel retribution at the hands of his deity!




Transformation - Self-explanatory. Uses this to gain two abilities in this list, cannot transform other people or the environment.

Limitations:

Duration: Until he loses.

Scope: No larger, or wider, than ten feet.

Equipment: Average equipment, and average skill on most weapons excluding the exotic ones.

Type: Humanoid or creature.

Re-Cast: No recasting.

Examples:

Humanoids: Armored troll, heavyweight brawler, seductress, etc.

Creature: Sky-serpent (ten feet long), humanoid-like frog, stag, etc.




Elemental Magic – Magic of the world. These schools of magic are aptly categorized as such: Fire, Water, Ice, Wind, Gravity, Earth, and Lightning.

Limitations:

Power: Naturally, any of these spells will inflict dire damage if they connect. However, no spell should, on its own, be a game ender if the opponent has full strength. They will be singed, frozen, electrocuted, crushed, or otherwise, but no damage should be fatal for a healthy hero.

Scope: An area of up to ten feet. Power decreases as the AoE increases.

Duration: Things such as a lightning wall and the like last two posts. All other spells are immediate.

Targets: Up to three multiple invocations of the same spell, but each only carrying one-third of its power.

Exceptions: Some spells may be specifically designed to burn, freeze, and paralyze. These will do almost no damage, but have a side-effect on the hero if it connects on some part of their body.




Summoning - Also self-explanatory. No godly beings. Duration can be discussed- not sure on this one.

Limitations:

Duration: Two to three posts long. Three-post summons are either of the strongest type, or weaker than the two-post summons.

Scope: Cannot exceed being larger, or longer, than 7 feet, and their skill can be summarized as 'average', although the strongest summons will be labeled as 'skilled'.

Type of creatures summoned: Humanoids and animals.

Exceptions: No more than one summon, or two very weak summons. These will be labeled as 'largely inferior' then.

Examples:

Most human battle professions such as Knight, Archer, etc.

Humanoids such as goblins, orcs, trolls, but no giants.

Animals raging from bloodhounds to tigers. Critters may be summoned en masse.

No creatures I have made up will appear in the summons for ease of comprehension.




Illusion - The act of deceiving the opponent by miraging reality with its own magic. It does not affect the mind, but distorts everything else including Archon. However, these distortions only happen visually, and aren't, by definition, real. A door handle displaced five feet to the left into a wall doesn't mean the handle is really 'there'. It's still connected to the door, and palpable if one tries to touch it.


Limitations:

Duration: Two to Three posts long. Three-post illusions are either the strongest spells, or weaker than the two-post spells.

Scope: Up to an area of fifty feet, but as little as only Archon himself. The larger the area the weaker the spell.

Targets: Everything but the opponent.

Exceptions: Does not actually alter anything, nor does the spell directly affect the opponent.

Taskmienster
12-14-08, 08:33 PM
Not sure if you are registering this character for the main forums play as well, or just for the tournament. If you want to use it on the main forums of Althanas, then I will help you out with the approval process and get you on your way.

SoulBeaver
12-15-08, 09:55 AM
Yes, I want to register this one for normal RP as well. I like him. He's exactly the type of personality I would never want to talk to. That just begs for me to play him xD

Taskmienster
12-15-08, 10:40 AM
Alright, well for regular play we'll have to get rid of all but maybe 3 of the spells... since you can still keep that you have average skill with the common weapons you form with, and basic forms of armor that are commonly found on whatever form you take. Though I'd prefer you had a few set forms you can currently assume, and you can add to that later as you level up.

Such as, if you take the form of an archer you'd come with a leather jerkin, leather bracers, leather boots. A knight would come with a steel brestplate, gloves, and boots. Stuff like that. Wouldn't have anything amazing, and you'd have to upgrade the quality of the things you come with per level.

Lets narrow this down a little, and then we'll look at each ability that you chose to keep and make them equivalent to level 0 for rp on the main site.