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Colosseum The Grand Tournament Roster (Characters)

Moldie

Modpurger Edgelord
This is the character thread of the colloseum RP "The Grand Tournament". The RP is always open so feel free to apply here!

Champion Sheet: (Overseer sheet will come soon)

Name:

Title: (Optional)

Overseer:

Class:

Race/Being:

Age: (Optional)

Backstory/Personality:

Skills/Strengths:

Weaknesses:

(Just add what you feel is appropriate if I missed anything!)
 
Name: Ar’Wen

Title: (Optional)

Overseer: Angus Von Harrmen

Class: Bruiser

Race/Being: Demon

Age: (Optional) Unknown (But has been tied to Von Harmenn for like a week)

Appearance: Ar’Wens skin is a purplish cherry red hue, making her medium length white hair pop. She’s about 2.10 M in length, with a pronounced muscular build. Two black curved horns and a menacing smile made out of rows of knifelike teeth instills fear in her foes.

Her hands are disproportionately large, and fade to black until reaching her pitch black claw like nails. Same goes for her feet. Made a little portrait for her:
Demonos.png

Backstory/Personality: Von Harrmen bought a mysterious pot off auction, apparently it contained a demon. He sealed a deal with the creature, giving his soul to her upon death (An easy trade for him as he isn't in any way superstitious), making her his sworn servant of war.

Ar’wens a cocky spirit, sore loser and very temperamental. When none of the previous describes her mood, sarcasm probably does.

Skills/Strengths: Muscle Mass - Very strong and sturdily built, her mass makes her very tolerant against blunt force. The muscle also allows for her to lift heavy objects and leap long distances.

Predatory Traits - As said she has claw like nails and long sharp teeth, making up her main line of offense. She can also unhinge her jaw to make her bite even more deadly.

Fortification - The two horns on Ar’wens head can serve both as a defense and an offense. On the more purely defensive side she also has small patches of black scales on her shoulders, knees and a few other places which are very durable.

Demonic Stamina - Like many other demons, her physical stamina and tolerance is very high, but many types of magic can severely compromise it. Ar’wen also has the ability to regenerate damages to a small extent if she consumes fresh flesh or blood.

Dirge Inferno - Upon consuming enough blood, Ar’wen can morph into her full demonic spirit. Her body grows about 50% larger, a pair of wing burst out her back and the muscles in her arms and legs grow so rapidly her skin tears. Although she gains many perks in this form, she loses all regenerative ability.

Weaknesses: Very weak to all manners of magic, and in certain cases piercing as well as slashing damage. Tying into her weakness to magic, she is a demon and anything holy poses an instant threat.

Although her claws and horns makes for proficient piercing/slashing weapons, high grade armor often poses a problem for Ar’wen. Not only does it block her bite, but also makes it hard for her to consume the victim in question.
 
Names:
Helios, Gaia, Oasis, Light, Whisper

Appearances:
1524776005339.png
(Credits to the original artist)
All standing at the height of 2'7 ft and all weight varies from different element. Whisper being the lightest and Gaia the heaviest.

Title:
Lady Nina's final line of defense.

Overseer:
Lady Nina

Classes:
Helios- DPS
Gaia- Tank
Oasis- Debuffer
Light- Crowd control
Whisper- Support

Races/Beings:

Elementals- Proudly handcrafted by the Overseer herself Lady Nina. They are your typical elementals that you'll find in a RPG of a video game. Nothing new really. Their appearances are enough to describe what they are. They are biological. So they are quite solid.

Ages:
Early ages of 6-7

Backstory/Personality:
Created by Nina herself. These small elementals were originally suppose to be pets. That is until Lady Nina lost all her defenses and all her other created creatures were killed in action. She had to train them for the worst. She successfully did manage to train them to defend themselves and now they are more than just something that just hops around.

Despite being wild elemental creatures. They behave similar to a bunch of clueless young children. They do think on their own yet they aren't too smart. They hardly react to anything. Meaning they don't seem to fear anything but they are aware of the concept of danger. Purely unpredictable. For a small bunch of monsters who can hardly speak for themselves.

Skills/Strengths:
Strength in numbers- The most obvious advantage of these little tykes is that they are stronger together. Almost an unstoppable force of nature when they combat together. It's only common to their nature that they need one another.

Diverse elemental advantage- Another strength these little defenders have is that they have a diverse variety of elements they can use to their disposal. In fact if one of the Elementals are exposed to their correct element area or element attack. They can absorb it to increase their own elemental powers, heal faster and move more quickly around the area. Using this advantage causes them to make new elements and new combos of attacks that are never seen.

In this spoiler is what each Elemental can do.
Helios- Fire manipulation/Projection: The classic fire type kind of fellow. They can cast fire out of their hands to create fireballs, pound the ground for area of effect fire explosion or even do a classic flamethower style of attack that goes 8 meters far. They deal the most damage among all the Elementals. They can control fire that is 15 meters in their range. They can even deflect it too. (Range and deflection applies to almost all Elementals)

Gaia- Earth manipulation/Earth creation: One thing for sure is that Gaia's earth manipulation is no laughing matter when they shake the earth. Most of their moves are rock solid and almost hard to dodge. Leaving most opponents staggered on their feet. They can emerge pointy earth rocks from the ground. The maximum height being 12 feet high. They can also transform themselves into a huge 5'10 ball of rocks to roll around. They can only summon spikes if there is earth beneath them. As for rock throwing the can do that to a certain range. They create small rocks only. Out of all the Elementals. They are the one who is the most hardest to deal with and the most toughest too.

Oasis- Water Manipulation/Water projection: Now, they may not look like threatening as much as the next guy but one thing for sure is that they are the most troublesome among the bunch. They have a large variety moves that will surely make for their slow non lethal methods. They can shoot rapid firing bubbles filled with water, Project high pressure water streams out of it's mouth, Wet targets and cast small geysers off the floor. Oasis's hardly damages but they can sure slow any opponent down for real.

Light- Lightning manipulation/Lightning Projection: One of the fastest and most annoying among the bunch. Light can is sure to bring the lightning. They can surprise surprise! Cast lightning, make thunderball projectiles, Shockwave those around them (Sometimes it's EMP) by literally clapping their hands once. Their lightning doesn't do much damage but if one is being constantly hit by their electric powers too much or expose too much. There is a chance getting stunned by the next hit from them. Their lightning can hit multiple enemies at once. Thus earning their class name as crowd control.

Whisper- Wind manipulation/Wind creation: Compared to the rest of the Elementals. Whisper is recorded as the most weakest Elemental among them. Compared to Oasis. Whispers attacks are completely harmless and little to non lethal but don't judge a book by it's cover. This Elemental is what makes the whole strong. Sure they can blow away enemies with sheer wind force or create twisters but they can also amp up and influence other fellow elements. They keep opponents at a distance by simply blowing them away. This fella has the biggest manipulation range. About like 5x the standard range applied to all of them. They have good control of wind direction influence that will make any flying type opponents have a hard time staying up in the air.

Weaknesses:
If one falls...:
Like i said earlier. One is without the others. Sure they look like an unstoppable force but believe me. One may have a hard time taking down one of them because the others are present but it is possible to beat them. If one falls. The rest will follow. They will become unbalanced and one will eventually beat them.

Melee combat:
If one can notice. The Elementals will always keep their opponents in a distance because they excel at that range. Coming in close is tricky but this is another effective method for they aren't good at melee combat.

Limited mobility: A rather obvious flaw. They can only hop around despite each of them have a unique way of travelling around. Even with all that power they lack movement. They will hardly dodge attacks and taking some of it like a champ.​
 

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