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Colosseum Arena of Gold.

fuil

Rock 'n' Roll
Name:


Race:


Appearance:(pic or description)


Powers:(up to 5 and nothing too op.)


Wepons:


You all signed up for the fights for different reasons but one goal, the grand prize of one million gold.


(The fight master, aka me, will set up the matches and decided the winners.)


(No godmoding.)


(If you are thrown out the ring you lose. If you get knocked out you lose. If you are killed you lose. If you tap out you lose.)
 
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Its dangerous to go alone. Take one of my old OCs.

Name: Raiah Marie Hexos

Race: Human (Cyborg)

Appearance: (Hay where the spoiler tags at?)

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Powers: (I don't know what counts as five powers, since all the cyborg stuff is loosely one power. I've omitted some of the more OP upgrades and stuck to her basic kit.)

-Cool cyborg stuff. Robotic arm and legs can lift 1,000 pounds easy, and a few tons with effort. Made of a scanadium-steel alloy and are extremely durable. (Also since she happens to be from a universe where magic and alchemy are more common than technology, her bionics are enchanted to be resistant to all forms of magic. This only applies to direct magical control such as ferrokenesis/technomancy that would disable the bionics directly, seize them, or turn them into something else. Indirect methods of attack (using ferrokenesis to grab another metal object to attack could still damage them.)) Could one-hit kill a normal human with a full force punch or kick. Hands and feet can extend out on pistons to extend range of punches and kicks for surprise blows.

-Double-Arm configuration. Can affix a third arm below her left (not pictured). Rule of cool dictates this makes her more powerful when IRL it would be cumbersome and awkward. The double arm configuration is primarily used to repeatedly hit targets at their resonant frequency building up a vibration and can destroy otherwise impervious targets.

-Flying. Has rockets in the side of her legs below the knees. These can swivel 360 degrees allowing her to fly up or down, or affixing herself to walls or ceiling for a time. One specialty attack is to jump and orient herself so that her feet are toward the enemy; then launch herself 'down' at the enemy at full speed. Her ability to change velocities in midair can be troublesome for enemies.

Weapons:

-Mark 3 RCS-Equipped "Thrustersleidge". The bolt like protrusions on the side are actually small rockets that allow it to translate or rotate in any direction, returning to her if she is disarmed, or even attacking enemies on its own, or serving as a means of transportation preferable to her leg-mounted rockets (pictured). The hammer is similarly made of Scanadium Steel and the head is weighted with Osmium to give it some extra oomph. It can fold up and be holstered in her right thigh robotcop-style. (The hammer is also enchanted to be resistant to magic)

Weaknesses:

-Not stealthy. Servos in legs make lots of noise and occasional clangs or grinding sounds.
-Also bad at dealing with stealthy enemies herself. Easily blindsided by sneaks.
-Cant's swim and has subconscious fears of large amounts of water. Does not short out because of water, though.
-Mediocre stamina. Doesn't do well in very long fights and can lose her composure. When playing defensive she can last awhile, though.
-Temper. Easily baited and trash talked into making brash, aggressive attacks.
-Thrustersleidge is vulnerable to being destroyed when hit on its main booster.
-Electricity is a covered weakness. Her arm and legs have circuit breakers that can flip when charged. This will disable them for a few seconds, but spare her a vast majority of the damage.
-Human bits much weaker than metal bits. Though she does have a high pain threshold, she's still technically a normal human.
-Used to fighting as part of a team, or at the very least, a pair.

Strategy:

Two phase. With most opponents her overwhelming strength is enough, and she will charge in full force attempting to shock and awe opponents with brute strength and ferocity, ending a fight quickly. Though if this is not working she will switch to phase two; in where she will become much more defensive, using her brains and brawn in concert to figure out an opponent's weakness and exploit it. She will listen, wait for the right moment and deliver a precise and powerful blow. In some fights she may skip straight to the second phase if she senses her opponent(s) are exceptionally dangerous.

Experience:

Four years of training and frequent battles. Lots of experience fighting supernatural and magically charged enemies. Has exceptional experience and training in dealing with mind domination, illusion and blocking out mind reading.
 

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