Welcome to Gaia! ::


The Grand Arena


Greetings and Welcome to the Grand Arena. This is a place for all the warriors and Combatants of Gaia from all of its realms and dimensions to meet up duke it out and prove who has the stronger position. As such first please Register at out desk first and move on from there.

Current Events Going On:
HvH / Megalith Tournament 8 members (Closed no longer accepting)
1v1 Challenge Battle




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Upon entering the Lobby the individuals find themselves at a receptionist desk be handed a piece of paper in which they will fill in and put in the mail box (PM it to GalaxyCommander Thank you)
Document

Gaia name:

Name:

Gender:

Age/Apparent Age:

Race:

Appearance(Height, Weight, Eye Color, Hair Color, Clothes, pics accepted):

Personality:

History/bio:

Weapons:

Weapon abilities:

Powers/abilities:

Explanations of powers, weapons, and abilities where applicable:

Attacks:

Special Attacks:

Weakness:


Please fill in all this information if you do not have a weakness your character is likely too powerful to compete in any combat other than DBZ and that is called god mode in pretty much everything.


Table of Contents

Page 1 Intro
Page 2 The Rules
Page 3 Profiles Link and Assistance
Page 4 Announcements
Page 5 Links and Locations
Page 6 Hall Of Victory
Page 7 Judge Information
Page 8 Fight Specifics (If you are here for non tournament fights this is you)
Page 9 Tournament Match-ups and Brackets
Page 10 Affiliations
Page 11 Those Trusted As Mods and Judges
Page 12 The Blacklist
Page 13 The Lobby Roleplay
Page 14 History
Page 15 Example Profiles
THE RULES


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~Please Respect those around you

~ God mode of anything is Not allowed with one exception is the Characters Bar and Lounge will be explained in the lounge.

~ Auto hitting is not allowed :This is a form of god mode where the combatant rp's their attack and also rps it hitting and doing damage to an opponent.

~ Spamming is a ban-able offense.

~ Follow Gaia TOS cussing is allowed but I do not want anyone to try and compete with Boondock Saints in exploring the diversity of cursing.

~ Semi literate to Literate posts. I am not going to Grammar Nazi anyone (my grammar is horrible anyways) But I want to see some content to the posts. If you are having a hard time or struggling with this here is some insight. Describe your attack how it's attacking, what angle is the attack coming from. How powerful is the Fireball. Exactly how is your character moving and at what speed. The more description you put into the fight the better your fight will be period. You should be able to read your post and watch the scene play out in your head. If you cant imagine your characters scene than you have not described it enough.

~ Stretching out posts with overly exorbitant explanations has the counter effect. If your character simply dodges a sword lounge and counter attacks but it takes 12 paragraphs to explain this your posts are 100% going to lose the interest of the readers.

~ No one here is high and mighty. Not even me I am human mistakes happen. This ooc exists to talk and work things out and just to socialize.

~ There are judges and moderators for this please listen to them with a grain of salt do not take offense to their actions and decisions as long as they are just.

~ Teleporting, planar psionics, Atomoic Manipulation, Telekenisis, Manipulation of Space Time. These are all highly controversial powers that in their very core are likely going to be called God Mode. If ANY of these are your powers you need to very seriously go over them with me and in 99.9% of the time you will not be allowed to use them.

~ Healing and regenerating is highly monitored it has to cost something to be done and is not immediate

Watch out for these and do everything you can to avoid them:


If you are reported of committing these actions and no reparations or compromise is made there will be a ban and blacklist. I highly doubt anyone will fall into this but it has happened in the past unfortunately.

Trolls are not welcome here if you are caught trolling you will be reported to Gaia staff, and banned.





Rules Over the Arena's


ɪ: Two competitors will be assigned to an arena. They will be given time to post in character or forfeit the match as a no show.

ɪɪ: The matches will be posted and linked within the Arena and the matchboard below.

ɪɪɪ: If an acceptable reason as to why the person is late to a match An extension will be granted to allow the match to commence, The crowd likes their fights to happen even if it is late.

ɪѵ: Matches are to be one versus one matches with the exception of special events.

ѵ: When a fight ends, by knockout of one character. Knockout of both characters, in the case of time running out. Or finally hitting the posting limit (40) 20 posts per fighter, then judging phase will commence in which a post will be posted in the Arena, and at that time further posting in the fight is not allowed. (these conditions are not the same for every fight or tournament)

ѵɪ: Only the two fighters within that match are allowed to post within the arena at the time of the fight. Anyone else with the exception of judges will result in the deletion of their post and possibly invoke further wrath.

ѵɪɪ: Communication with your opponent is both allowed and promoted however keep the out of character chat out of the fighting areas. If there is an issue bring it up with a judge and get it resolved.

ѵɪɪɪ: Try to keep your posts both clear, and concise; there is no need to overwhelm your opponent with towers of text. Stay on the topic of your fight, and include only things that are relevant to the match.
Never make assumptions about your opponent or their actions. This includes metagaming and all other similar activities.
Never attempt to withhold important information from your opponent. You should always include all relevant information to a performed action, or ability.
You will never be allowed to take-back an action/post after it has been performed, and responded to. Attempting to do so is a serious penalty, and will result in corrective action...if not immediate forfeiture.

ɪx: If a match shall not reach 5 posts per competitor, the Judge Staff will determine the party at fault (assuming that one person, in particular, failed to post)...penalizing them accordingly. Exceptions to this can be given, provided there is a legitimate cause.

x: Most of all have fun and may your blood find the sands of the arena in an honorable manner.
THE PROFILES


A few small things to note On Profiles. I am not overly particular about how the profile is Formatted or if there is extra information on them or not.

Weapons, armor, Abilities , Magic, etc

You do not need to go all out and explain every minute detail on all of them. However, if your character is a fire mage and starts Using Wind, Water, and Lightning and that is not in the profile there is going to be a problem. Also, keep in mind your much bigger attacks are going to need some sort of limitations. A great example of how this is done is like this;
GalaxyCommander

Armor Implant: The armor Implant has three stages and uses. Using the armor in any of these stages does not counteract using it for another stage, For example, using stage one does not nullify a stage 2 or 3 use However two posts in between most occur Before being capable of using a different stage armor. (Posts referring to the users post not other people)

Furthermore, the armor develops as the person fights and uses it changing its appearance. For the first few uses, it is most likely just heavy plated armor. However, as it is used, it might grow spikes or the plates could be sharpened even grow extremities and go from there.

Stage 1: Stage 1 Armor is a Defensive Armor with some offensive ability and no Utility. The armor will shoot out heavily Plated Armor to cover the Users Body. Takehitsu's Tends to have Rows of spikes and the plates are sharpened for close combat effectiveness and a few other uses. The armor is so durable it can resist significant finishing moves however not fully there will still be damages. Due to its weight, it renders the user very slow.

Stage 1 conditions: The stage 1 armor activates on post one b the end of post 2 it deactivates and returns to the implant. It takes 10 posts after this to cool-down and recharge. Again posts referring to the user. It cannot be used within 2 posts of any other armor stage being used.


In short activating, the ability will have several posts (Of the User) to recharge before it can be used again. This is called a cooldown.

The second type of restriction is called a charge timer. So a summoner summoning the Grand ultimatous dragon of doom takes him three posts of chanting to pull off.

The Third valid restriction is Association Conflict. You just summoned the Grand Ultimatous dragon of Doom While it flies of causing devastation the wizard needs to catch his breath before summoning billy bob beans. Rather than just endlessly summoning.

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How to get your profile accepted:

Explain your attacks and powers in as great a detail as you can. Note; The only people who are going to see your profiles are the judging staff, and myself. I require weakness within characters simply because it helps put into perspective that no one is all-powerful and everyone has a weakness. Also, keep in mind these are not mental weaknesses but their weaker attributes. Fire is weak against water, the strong physique smashes a weak physique. In The Grand Tournament we do like those competitors to be a little more powerful than the humans of the world however we find the concept of watching god-like characters battle it out unrealistic and thus boring. Keeping the character more realistic while making them stronger earns kudos.

PM me Galaxycommander the profiles. They will then be reviewed and your name shall be added to the list of those who are being reviewed. There are a limited amount of spots so please do not take too long or you may miss your opportunity to compete.




Restricted Equipment & Abilities

- While some items in a Character Profile can be too powerful, if not outright broken, we wish to avoid overtly labeling anything as "restricted". It is the Staff's position that, with some tinkering, any equipment/ability can be balanced for fair play. However, we will establish some ground-rules below to bear in mind...These specific effects will -NOT- be allowed in GT combat.

o Instant effects that allow for the immediate destruction of an opponent, their equipment, or large quantities of occupied space.

o Instantaneous teleportation, or the like.

o Detrimental Effects that the opponent can not interact with, or defend against, in any way.

o Indestructible Equipment.

o Total Immunities to -any- effect, save those which originate from one's own abilities; applying only to the round in which said ability was activated.


Profile Submission Guidelines

- Established limits will be placed on certain types of equipment, and abilities. These are represented as the "maximum effect allowed", and should not suggest that a character is permitted to possess multiple max-level items within their character. In the end, all matters pertaining to character balance are the responsibility of the Judge Staff.

+ Equipment

- Guns:: Renaissance era or earlier style firearms will be allowed. Alternatively, any item that is -like- a firearm must meet these same requirements.

- Armor:: Total Immunity to any effect (be they magical, elemental, or otherwise) is not allowed. Alternatively, a defensive item may possess partial resistance to such effects; at the approval, and discretion, of the Judge Staff.

- Weapons:: May not be permanently autonomous, and must (even if sentient) be under some form of influenced directly by the item's wielder while moving under its own power.


+ Abilities

- Flight:: The ability to fly will be limited to a max speed of [ 20mph ], and a max height of [ 50ft ]. Additional conditions will apply dependent on the remainder of the profile.

- Elemental:: Manipulation of non-material, elemental, forces will be limited as such: Fire [ 4000°F ], Cold [ -58°F ], Wind [ 80mph ], Electricity [ The higher the voltage; the lower the current/amperage must be. Meaning that you can increase your voltage to deal with small electrical shocks at a distance...or, lower the voltage and increase the amperage to deal more significant damage in touch. ]. These are the maximum values allowed for elemental effects of this type, and can not be exceeded while in combat.

- Size :: The maximum/minimum (unassisted) height allowed by GT fighters is [ 8ft/4ft ], and the maximum/minimum weight is [ 400lbs/50lbs ]. This in no way limits abilities that might temporarily increase/decrease in height or weight.

- Resistances:: While no fighter may be immune to any effect, they may list resistances to said effects. These resistances will always be at the approval of Judge Staff. This in no way limits abilities that might potentially grant temporary immunities or the like.

- Physical Specs :: The following limits are imposed on the physical abilities of all League Fighters: Strength (( Benching [ 600lbs ], Lifting off the ground [ 1200lbs ], Overhead lifting [ 400lbs ], and Striking [ 2000psi ] )), Speed (( Running [ 40mph ], Climbing [ 20mph ], Swimming [ 50mph ] )), Agility (( Jump Distance [ 15ft ], Jump Height [ 8ft ] )). This limits do not include any benefits granted by certain types of gear, or magical abilities. In those cases, each instance will be assessed accordingly by Judge Staff.
ANNOUNCEMENTS


HvH Heaven Versus Hell
Megalith Assassins Guild
Are having a joint tournament 8 members Currently closed and in progress



Open for free fights and others to join.
LINKS AND LOCATIONS


 The Grand Arena
        OP: GalaxyCommander
        Genre: Tournament (semi-lit to lit)
        Description: The Grand Arena Bring your characters and fight for the win. All the restrictions are on page one working on getting competitors to fight and get some tournaments going.
        Notes: The tournament is technically full but we are looking for for more competitors with ready made profiles seeing as some people are looking to get eliminated for never submitting a profile.



The Fighters Lobby Non-Comat RP


(working on editing a lot of these.)

Central Arena

Yggdrasil Arena

The Forgotten Pass Arena

The Field of Titans Arena

Osiris' Gauntlet Arena

The Broken Kingdom Arena

The Flying Dutchman Arena

Echo River Arena

The Muted Zone Arena

Beneath Pompeii Arena

Thunderstorm Arena

The Frost Range Arena

The Crossed Lands Arena

The Crystal Corridor Arena

The Heart Knot Arena

The Atlantean Ruins Arena

Central Stage

Earth Arena

Wind Arena

Water Arena

Fire Arena

Maze Arena

Hill Arena

Cave Arena

Moving Platforms Arena

Floating Platforms Arena

The Dojo Arena

Volcano Arena

Floodplains Arena

Inner city Arena

Castle Arena

Factory Arena

Special Arena's:
The 3rd tier:
ANTI-magic suppression chamber

Dome of Gravitical Bladewhips

Semi-finals:
HALL OF VICTORY AND RECORDS
JUDGES


There are several different types of judges based on fight style and ideas

The first is the timed battles Judging;

You must not give out your identity during the tournament to anyone. If you make it to the semi-finals you are relieved from judging duties to remove all forms of Bias. The other Judges will not know each others identities. In this way you can actively compete but it removes the Bias and Face from Judging. Obviously the most well known Judge is myself, and only I cannot hide my identity.


The judges are now working as a committee rather than just kind of doing certain things. As such getting profiles accepted and things too pass might take a little longer.


Second is the moderator Judge;

This Judge watches the fights for suspected god modding and moderates and pauses the fights when necessary. Think of being in this position as a babysitter x.x


Third is a legal matter I doubt any of us will fit that one

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FIGHT INFORMATION


Megalith and HVH guild Tournament will be run in a series. First 4 matches will be on plain Arena like disks non environmental effect arenas. The first matches will have a two week timer at the end of two weeks if one competitor does not stand the victor a judging call will be made. Judges are Ghosts the only Publicly known judge is myself Takehitsu. (One Match is being given exception as their entire first week is going to be consumed by

After the first match there will be a small break The second round will start January first. The second round will consist of two primary matches and two subsidiary matches. The subsidiary will be composed of those who were defeated in the first round. The subsidiary bracket will be competing for third place. The second match will also be a two week match. With luck by February 2020 the Tournament will be wrapped up to a close.

For a match that needs to be judged. Three judges will read and review the fights. The fights will be graded based on several elements. Ability to cope and deal with defense, creativity and exploration as offense, and how well and fair the controller played their character. This goes to damage carrying over from the beginning to the end and many other things. The judges will submit these responses privately to GalaxyCommander the show-host and votes tallied. The end results will be posted with judges names absent from the ballets and winner announced (this is so both competitors can see how they were judged and improve themselves.) If judges have a question that will be forwarded to GalaxyCommander who will quote and ask the competitors to keep anonymity.
Matching and Brackets


https://challonge.com/2vs339mw

Red Wing


Deo
Vs
Roy
12/16/19-12/30/19


THE CENTRAL STAGE




Janus
Vs
Takehitsu
12/16/19-12/30/19



THE FORGOTTEN PASS

Blue Wing




Laphiette
Vs
Drake
12/9/19-12/23/19



YGGDRASIL



Oni
Vs
Kora
12/9/19-12/23/19

THE FIELD OF TITANS


Inferno
vs
Sariel
12/16/19-12/30/19


The Central Dark
Affiliations






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THE OVERLY TRUSTED ONES


JillyFro
Devil-Steel
I HATE YOU WITH A PASSION
LightsOfDecember
ShockingCat
RabidSmurfX
Dues Ex Aizen
Kira Skyra
Frozen_Kaori_Chan
SIash Ex
THE BLACKLIST
THE LOBBY ROLEPLAY


In the lobby this room is literally Godmoded to a point where people believe that whatever grand being is in charge of the universe felt like trolling those within.

The ability to draw, apparate, or bring out a weapon in any way is impossible.

All abilities and powers fizzle upon use doing absolutely nothing.

The ability to damage a person or attack them in any way is halted before it can hurt a person.

Damaging property will 100% result in failure, yes I am sorry to all those vikings who want to smash their coffee mugs into the floor. The coffee mug will stop before hitting the ground rebound smack the thrower in the face and seat itself nicely and unharmed on the table. The Tables are made of some unknown Material we refer to as God-X. Be warned it is 100% indestructible all attempts to damage this material will result in personal harm.

All people who in normal circumstances are dangerous such as a fire elemental, are no longer harmful hug them as much as you like.

This lounge is not responsible for personal problems, mental breakdowns or all attempts to damage oneself.

Have fun in the lounge be respectful and drink or eat whatever you desire while watching all the fights on their screens. Thank you Grand Arena Management.

LINK
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HISTORY
For The Grand Tournament




The Grand Tournament is an evolving ever-changing tournament that aims to become better with each year of it's running. This is officially it's the fourth Session of running in the public domain. With many hardships, and a lot of sweat and blood the tournament has become what it is today and shall be ever-improving for a more exceptional experience for the fighters and staff involved in the works of the tournament.


The First grand tournament fought to completion. The Championship fell to Slash Zinrai due to his opponent having to withdraw at the last minute. Second place was Laphiette, and third place was inclusive and never decided. Overall the tournament was rather enjoyable to read and resulted in a lot of good memories for the competitors and staff.






The second running of the tournament saw a few changes mostly in terms of the staff as well as the competitors. Raven Kanzaki was named victor with Bishop coming in a close second. Again third place was not chosen as a result of the system to define who was third place has now been changed. Overall many thanks have been given to the staff as real life caused a significant amount of problems.






The Third Grand Tournament sadly did not take off due to real-life problems on many accounts causing the accepting process of profiles to never fully finish. This has been addressed and now it is time for The Grand Tournament to Thrive.



Here we are in the present.
Example Profiles


Example Profiles



Below, you will find three Samples; each of which have been broken down into "types": Shinobi, Mage, Brawler. Limitations are based, primarily, on Utility...not power.

Ultimately, these Profiles should only serve as a compass; guiding you to ask certain questions of your own character, such as: Could I fight these sample characters?, would it be an even fight?, and are my abilities too strong?


Fire mage:



Name: Steve

Gender: Male

Age/Apparent Age: 19

Race: Human

Appearance(Height, Weight, Eye Color, Hair Color, Clothes, pics accepted): 5'8'' Eyes and hair are a bright red, He typically wears robes that have fiery designs in red with a black base color. He has standard sturdy boots made of a rough leather.

Personality: A rather active outgoing and fiery type of person. He is quick to anger and loves to prove the power of his magic.

History/bio: He grew up in a school for magicians and was always at the top of his class at least in terms of ability to use his magic and it's outright destructive powers. However he lost points with patience and careful planning.

Weapons: Bassanto

Weapon ability's: The Bassanto is a standardized one handed long sword made of silver. However it's specifically aligned to the element of fire. It can burst into flames and throw flames in a torrent alike to a beam for up to 20 feet away once every four posts, with no cost. As for the blade itself burning it lasts for three posts and can be cast after three posts of not burning after each burning phase.

Powers/abilities: Fire magic, control of flames, Ability to ignite small amounts of flames in open air up to five feet from user, and keep them burning. 90% immunity to heat

Explanations of powers, weapons, and abilities where applicable: His fire magic is not master level but it is still something to be wary of. His fire causes burns rather quickly, for the flame to pass over a person the area would get minor one degree burns, if the person is on fire or has their body in the flames for a full post it will result in two degree burns and a 50/50 chance of being caught on fire.(flip a coin) Within three posts the burns will become third degree burns and need serious medical attention. If caught on fire it takes one full post for one degree two full posts for second and four full posts of being on fire for third degree burns.

Attacks:
Flame Aura: A small border of flames borders the users body, causing an aura of heat. When near the person wearing the aura the chances of being caught on fire increase 50% (making average chance from 50% to 75%) (roll four sided dice 1-3 means on fire 4 means safe) lasts for four posts has a cool-down of 8.

Fire blast: Throws fourth a large torrent of flames that engulf a 5x5 area and can blast as long as 30 feet. All standard fire effects apply reference Explanation above. Has a cool-down of 5 posts.

Fire ball: Throws a large 6 foot sphere of fire that explodes upon impact or command. The explosion carries no force but rather ignites all non-living things within the area causing fire and the person is forced to roll for being ignited. The blast area is a 30 foot sphere. The ignited area burns for three posts. Cool-down of 5 posts

Flame hands: Ignites the users hands on fire. This is especially useful in grappling and other close proximity fighting, as well as can be used as an elemental shield to attempt to reflect magical attacks although is not the most impressive use of such. Lasts up to 4 posts and has a cool-down of 6.

Special Attacks:
Thunderstorm of Fire: Causes a flaming Cumulonimbus cloud to appear. The area underneath becomes a terrible place to be. The sky begins to rain fire mostly small little droplets which increase the heat and dry the air as well as scorch the Earth. Lightning bolts of pure flame strike at anything standing quickly erasing buildings trees and people alike. Large fireballs that fall the size of two foot spheres and explode igniting 8 foot circular areas fall beneath as well.

The Fire bolts shoot two per post per user. Roll a six sided dice per bolt, 1 hits a building 2 hits the caster, 3 hits a tree or local something causing it to burst into flames, 4 hits the opponent of caster, 5 the bolt begins to circle the caster allowing it to be used as a weaker spell than normally being struck, 6 the bolt hits a local animal, observer etc

Three larger fireballs fall per post per user. Due to the randomness of them falling once every other post of the person writing they will have to deal with one exploding with them in distance of the igniting flames.

The tiny droplets cause minor annoying burns but nothing more then artistic mention.

The dryness in the air makes casting fire spells a little easier, The thunderbolt that circles the caster can be thrown at an opponent with the speed of 90 mph. If hit the person hit is ignited without a chance of resisting and takes a punch of electrical force similar to sticking a finger in the wall socket, momentary shock costing 1/2 of their next post to be in shock. (the same applies to being hit from the cloud only difference is if hit by the cloud the entire body is one degree burned.)

Weakness: Water magic does heavy damage against this mage, Due to his abilities with magic he is rather weak physically and thus in hand to hand combat is unskilled. He is however somewhat threatening due to the heat of his magic and abilities but he cannot take a lot of punishment.


These following two examples where taken From GT3 I find them to be absolutely amazing examples and thus they shall continue to be used, with thanks to Slash Zinrai for making them.:



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[SHINOBI]

Name(s) :: Hattori Hayato
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Player :: Slash Zinrai

Date of Birth :: Unknown/28 years old

Place of Birth :: North-Western Mie Prefecture (Suzuka Mountains), Japan

Race/Ethnicity :: Human/Japanese

Height :: 5'7"

Weight :: 140lbs

Reach/Wingspan :: 67"

Body Type :: Athletic/Lithe

Mode of Combat :: Ninjutsu

Appearance :: Placeholder

History & Personality :: Placeholder

Other :: Placeholder

<====================>

[]Weapons[] :: Dai Sanji, Kunai, Shuriken, Fukku -Kakutō, Tekko-Kagi, Tetsubishi, Torinoko, Kēji no doku.

Weapon Information ::

Kaimetsu :: Hayato’s primary weapon, and also his most trusted; this Katana represents the finest workmanship of his clan! Overall the weapon is 42 1/8”, with 28” owed specifically to the blade. Forged of imported Damascus, and folded over 1000 times; the Kaimetsu (meaning catastrophe) is both extremely durable, and yet flexible. Honed to a deadly edge, the sword possesses superior cutting strength…capable of severing flesh, and bone. Beyond these physical qualities, the katana has been imbued with ancient magics; allowing it to cleave through directed magical attacks, and dispel them. In so doing, the blade will…temporarily…assume the qualities of the ability dispelled. Thus, as an example, if the sword were to cut through a ball of fire…the blade would be limned in flames. The edge of the weapon must be used to cut through the intended target, and can not simply touch it in passing. This effect has an active duration of two-posts, and is then expelled from the weapon. This ability can not be used against magical techniques that have already activated in an area, such as AoE style abilities; likewise being useless against touch attacks. Only one such effect may be active at a time, and cutting through another viable target will refresh…and over-ride…the previous effect.

Kunai :: These throwing knives are perfectly balanced kunai, constructed using single pieces of forged steel. Each double edged thrower measures 12” long and has a black cord wrapped handle with a finger ring built into the pommel. These massive blades are equally suitable for use as a thrower or as a close quarters dagger. The edge of each knife is coated in blessed silver, and thus capable of penetrating the natural defenses of creatures such as: Undead, evil-aligned beings, Lycanthropes, or any other creature with such a weakness. Hayato keeps six such kunai on his person at all times.

Shuriken :: Similar to the Kunai, these shuriken are perfectly balanced and constructed of forged steel. Each one has four sharpened points, weighs approximately 4.2 oz, and is 5 ¾” overall. The edge of each blade is coated in blessed silver, and thus capable of penetrating the natural defenses of creatures such as: Undead, evil-aligned beings, Lycanthropes, or any other creature with such a weakness. Hayato keeps ten such shuriken on his person at all times.

Kaginawa :: Beyond being an exceptionally well made, steel, grapnel the Kaginawa is essentially as durable as such an object would normally be; the prongs of this device are designed to catch, and hold, limbs or clothing with the same tenacity as solid surfaces. Hayato uses the hook for various utility purposes, but it can also be an effective means by which to grab onto…and pull in…opponents. Comes attached to fifteen feet of blackened cord, which has been treated to resist catching fire and is somewhat difficult to cut (requiring two good swings from a sharpened blade).

Tekko-Kagi :: Little more than a reliable pair of steel climbing claws, Hayato uses these to quickly scale nearly smooth surfaces. In addition, his natural climbing speed can be tripled while wearing the Tekko-Kagi. Also, because of the sharpened points, these can be used to dig into an opponent…and thus improve his grapples.

Tetsubishi :: As basic as they are effective, these blackened…pointy…pieces of metal are known as caltrops. They can be thrown, or dropped, on any mostly-horizontal surface; serving as a simple trap for any person who should walk/run over them. Each caltrop is approximately 2“ long, and one bag is sufficient to cover an area roughly 6ft in diameter. Hayato keeps a bag of twenty-five caltrops on both hips…for a total of fifty. In addition, each individual spike is coated with a movement hindering poison; slowing anyone so damaged by 50% for 2 full posts.

Torinoko :: Also known as homemade Firecrackers, and smoke bombs, Hayato uses these in conjunction with his [Misdirection] ability to confuse enemies; giving him time to attack, evade, or retreat as needed. The firecrackers, while loud and capable of causing temporary blindness, are not harmful; though they do carry an acrid smell that can hinder scent based tracking. Likewise, the smoke bombs are purely for their designed effect; filling a 10x10x10 area with enough smoke to obscure Hayato’s movements (leaving only his silhouette only partial visible, and completely hiding any of his specific movements). Both types of Torinoko only last for one-round, and he carries three of each into every battle.

Kyofudo doku :: Hayato, per his skill in handling poisons, is able to utilize this specialized toxin to coat his weapons. Distilled from darkness via ancient rituals, the Kyofudo doku (or Terror realm poison) fills its victims with physical terror; causing the area surrounding a wound to lock up, as if frozen with fear. Once cut, or pierced, by an object coated in this poison; the affected part of the body begins to tingle, and their mind replaces common visual features with more sinister ones (such as statues moving, insects crawling on them, eyes appearing where they should not, etc.). By the second round, the tingling is replaced by persistent itching beneath the skin; paired with slightly more frightening visions pulled from the victim’s psyche (dead relatives replacing visible people, armor or weapons cracking, water rushing in around them, etc.). Finally, on the third post, the injured region is caught in the localized throws of a full-scale muscle cramp; locking whichever two limbs are closest to the afflicted area, and leaving them unable to be used for the full duration of the post. During this time, their fear and paranoia reaches its height…resulting in major changes to the visible world around them. Finally, in the fourth round, the effects wear off…resulting in nothing more than a vivid tingling sensation in the affected region that never completely fades away. While this poison does cause hallucinations, it does not “hide” Hayato’s actions from the target; merely forcing them to be seen in a different light, or under more frightening conditions. For example, they might see the chain-devil that killed their mother when they were a child…instead of seeing Hayato himself. Hayato always enters battle with only one dose of Kēji no doku on his person, and the poison…once applied to a weapon/tool…persists for three posts; becoming dried out, and useless, on the fourth round. Likewise, once the poison has been successfully applied to a target, the dosage becomes useless from then on.

[]Armor[] :: Kusari Katabira, Shinobi Shozoku.

Armor Information ::

Kusari Katabira :: At first glance, this long-sleeved shirt of blackened chain mail seems fairly mundane; however, woven into the links, are layers of protective magic! The item its self is no more durable than a shirt of tightly woven, 16 gauge steel rings would be; providing excellent protection from edged, and piercing, weapons without mitigating much of the impact. While the shirt covers Hayato from hip, to neck…and down to his wrists…the item is rarely visible; concealed by his Shinobi Shozoku, until such time as the suit is damaged. The Kusari Katabira, despite being fashioned of metal, remains completely silent regardless of actions taken; while also feather light, and form fitted.

Shinobi Shozoku :: The traditional garb of those who practice ninjutsu, and an easily recognizable symbol of the Shinobi; this jet-black cloth contains several hidden pouches that easily conceal Hayato’s small arsenal of weapons and gear. Likewise, because of its nature, the Shozoku provides unmatched freedom of movement; acting as a second skin when dry, wet, or even dirty. In addition to this, the suit easily blends into the umbra provided by any shadow…or similar area of darkness. This ability is magical, and even blocks his body-temperature; making it impossible to see him so long as he remains completely still, takes no offensive actions, and is covered by sufficiently low-light. Darkvision, night vision, and similar sight-based enhancements are completely useless against the Shozoku…but only so long as it remains undamaged.

[]Supernatural Abilities/Qualities[] :: Shōten, Akuryō kōru, Mizugumo, Fukumibarijutsu, Chikujojutsu, Kemuri Bunshin, Bōka-tai, Yoru no Suteppu, Shigamitsui Yami, Omo-sa, Toppū, Kaze ga Han'ei, Otoshianajutsu.

Supernatural Abilities/Qualities Information ::

Shōten :: The measure of Hayato’s focus, and will, this force represents the primary energy of his clan; allowing him to access his impressive arsenal of supernatural abilities. At the start of any battle, he begins with 100 Shōten; an amount that he is unable to exceed. Naturally, he gains 3 Shōten in a non-active round (meaning not attacking, or being attacked)…5 Shōten in an active round (attacking, or being attacked)…and 15 Shōten for a round in which he successfully attacks (striking an opponent, and inflicting some form of damage).

Akuryō kōru :: By channeling his Shōten, Hayato can reduce the cool-down of one ability; sacrificing 10 Shōten per post, in exchange for dropping the cool-down counter by an additional post. So, for example, if [Kemuri Bunshin] had been used on the previous round…and Hayato chose to utilize [Akuryō kōru]…then the cool-down would drop by two posts, instead of the usual one. While under the effects of this ability, Hayato may not passively gain Shōten.

Mizugumo :: Constant; allows Hayato to walk/run on water, or any other liquid, as if solid land. He may choose to deactivate this ability at any time, and then reactivate it with equal ease.

Fukumibarijutsu :: Instant cast; allows Hayato to spit three, 5” long steel needles from his mouth. These have a range of 10ft, and travel at the speed of a blow-dart. Requires three posts of cool-down between each usage.

Chikujojutsu :: Instant cast; allows Hayato to place one hand against any solid, non-living/attended (such as items held), surface and raise a wall composed of whatever material he touched. The wall rises immediately to ten feet high, is roughly three feet thick, and ten feet long. Because of the force provided by the summoning, Hayato can use this ability to increase his vertical jump by up to twenty feet…doing the same for his horizontal leap. This wall is, from then on, permanent until destroyed. May be used once per round, and costs 30 Shōten.

Kemuri Bunshin :: Instant cast; allows Hayato to…so long as there is an open flame within 15ft…wreath himself in smoke, and create a perfect…albeit intangible…clone of himself. The clone can then, immediately, move in any direction of Hayato’s choosing, but can not attack. The clone creates a trail of obscuring smoke, to which Hayato is immune, and is easily destroyed if attacked. Requires five posts of cool-down between each usage, and costs 10 Shōten.

Bōka-tai :: Instant cast; allows Hayato to unleash a gout of searing flames from his mouth, and set fire to people or objects. Typically, this attack is used to set local terrain on fire (which, regardless of composition, will burn for three posts), and thus provide him with available smoke and light. The fire burns at around 2200°F, has a range of 30ft, and exits his mouth as a stream. It may accurately strike a specific target of his choosing, so long as he can see it and it remains un-obstructed by any fire-proofed object. Because of the brilliance of the flames, this ability is obvious…even from within concealment. Requires one post of cool-down between each usage, and costs 30 Shōten.

Yoru no Suteppu :: Instant cast; allows Hayato to move into the space occupied by his own shadow, effectively displacing him from one spot to the next. In order to do this, there must be a light source capable of extending his shadow out to at least five feet (such as an open flame, or the setting/rising sun). In this way, he can then shift himself up to fifteen feet along the path of his shadow. When using this ability, his shadow will magically extend itself to allow the movement. He may not attack during this movement, but may himself be attacked if the opponent is able. Requires five posts of cool-down between each usage, and costs 30 Shōten.

Shigamitsui Yami :: Instant cast; allows Hayato to give his shadow the ability to catch, and hold, anything placed into or against it. Essentially, this transforms the umbra of his body into a magical anchor…capable of holding up to 600lbs. The shadow, once this ability activates, becomes sticky; tenaciously holding onto anything that touches it for two rounds. This can be used for several purposes, such as: Trapping an opponent, standing on otherwise impossible surfaces (such as walls, or ceilings), securing ropes to an object, and so on. Hayato must not exit the space of his shadow in order for this ability to function, but may walk across the shadow so long as he remains in it…and any object/person that is caught must, likewise, remain within the umbra, but can not move. If either user, or target, are removed from the area…even temporarily…the ability fails. Requires two posts of cool-down between each usage, and costs 10 Shōten.

Omo-sa :: Instant cast; allows Hayato to temporarily coat his hands in magic steel, and grant them protection from metal weapons while also encumbering them. Anytime an opponent’s metal weapon strikes Hayato’s hand, while it is under this effect, it is treated as a bludgeoning weapon and 50lbs of additional weight is added onto it for one round. The reflective/deflective qualities of an individual weapon are useless against this effect. Requires five posts of cool-down between each usage, and costs 30 Shōten.

Toppū :: Instant cast; allows Hayato to summon an upward gust of wind that lets him survive falls from as high as 100ft. The wind effect is localized, and thus limited to only affecting his own body and gear. Requires two posts of cool-down between each usage, but costs no Shōten.

Kaze ga Han'ei :: Instant cast; allows Hayato to unleash a blast of air from his mouth that can displace solid ranged attacks (such as arrows, bolts, stones, spears, and the like) and throw them back at there source. So long as the object possesses a physical form, this ability will immediately halt its momentum, and send it back to the source with equal strength. However, this can not be used in conjunction with any other “mouth” ability. Requires one post of cool-down, and costs 50 Shōten.

Otoshianajutsu :: Instant cast; allows Hayato to summon a circular pit that is ten feet deep and five feet wide beneath himself, or his opponent(if they are within five feet of Hayato). He must, however, place one hand upon any solid non-living/attended surface on which the pit will be created. This pit is, from then on, permanent until filled in. Requires three posts of cool-down, and costs 30 Shōten.

[]Natural Abilities[] :: Misdirection, Physical specs, Fighting styles, Poison use, Acrobatics, Darkvision, Accuracy, Concealment, Slow fall

Natural Ability Information ::

Misdirection :: Hayato is trained in deception, and does not reveal his intentions through physical movements. Put simply, his every action is solid and well-timed; absent from any “tells”, or forewarning. He does not lead into actions with his eyes, and the remainder of his body is hidden beneath the layers of his Shinobi Shozoku. Beyond that, Hayato is capable of revealing false information with ease; deliberately leading his enemies into ploys, or trick movements. This is not to suggest that his every act of deception is infallible, but it does represent his exceptional training in said art.

Physical Specs :: Hayato is both a highly trained combatant, and superior athlete; representing the finest qualities of his clan! He is 5’6”, and approximately 120lbs, almost all of which is muscle. His climbing speed is 10ft/post (roughly 2ft/second), his swimming speed is 40ft/post (roughly 6ft/second), his running speed maxes out at 30MPH, his jumping ability stands at 46“ vertical and 25ft horizontal (with a running start), his endurance allows him to engage in prolonged battle for up to 15 minutes without a break, and his reaction time stands at 15kph (allowing him to anticipate…and avoid…gunfire as long as he is at least aware of a person‘s intent to fire and can see the barrel of the gun).

Fighting Styles :: Hayato is trained in various forms of combat, all of which were learned under the supervision of his clan. Currently, he is trained in: Ninjutsu (evasive/trick combat), Judo (throws), Jujutsu (grappling/ submissions), Kenjutsu (fencing), Iaijutsu (drawing slice), Tantojutsu (knife fighting), Hojojutsu (rope combat, and quick-knot tying).

Poison Use :: Hayato is capable of quickly, and safely, applying poison to his weapons or gear. By focusing on the action (not attacking, or being directly threatened) for one post he may lace one (held) weapon he possesses with a single dosage.

Acrobatics :: Hayato can access an impressive degree of acrobatics that allow him to escape mortal wounds in the same way any metal-bound knight might let an attack brush harmlessly over his armor. This ability applies even if he is standing very close to his opponent, or not in motion. He loses this ability when immobilized, or helpless. (This ability is an expression of his physical agility, and in no way allows him to 'auto-dodge'. It is merely here to state that he is capable and trained to perform acts of evasion that are within reason, such as an armor bound knight letting a sword skid over his breastplate). This also represents his ability to perform complex flips, rolls, and dives to avoid directed attacks…such as projectile spells, weapons, and abilities. He must, naturally, be aware of these attacks…and able to avoid them…in order to do so.

Darkvision :: Hayato can see in absolute/magical darkness with perfect black-white vision.

Accuracy :: Hayato is accurate with all throwing weapons out to 30ft.

Concealment :: Hayato is capable of concealing himself is areas of darkness, or shadow, as though he were actually invisible. This ability, paired with that provided by his Shinobi Shozoku, makes him almost completely undetectable so long as he is within such an umbra…and remains completely still. Moving does not immediately reveal his location, but it does raise his visibility; allowing those with superior/magically enhanced eye-sight the opportunity to pick out his movements. In addition, this ability designates any shadow/area of darkness that he occupies as “his shadow”.

Slowfall :: Can fall safely, from any height, so long as he is within reach of any non-damaging surface.


<===================>

[BRAWLER]

Name(s) :: Wallace Andrew McColl; First-born son of the Clan McColl A.K.A. "The Gentleman Rocket Fist!"
User Image
Player :: Slash Zinrai

Date of Birth :: October 10th, 1840. Is physically twenty-one years old; Displacement through time has not affected this.

Place of Birth :: Aberdeen, Scotland

Race/Ethnicity :: Human [Caucasian: Scots Irish]

Height :: 5ft 10in

Weight :: 150 lbs (180lbs with gauntlets)

Reach/Wingspan :: 86”

Body Type :: Welterweight; Tightly-packed musculature.

Mode of Combat :: Unarmed [Hand-to-Hand: Boxer-Puncher; Orthodox]

Appearance :: Placeholder

History & Personality :: Placeholder

Other :: Placeholder

<====================>

[]Weapons[] :: Steam Propulsion Gauntlets

Weapon Information ::

Steam Propulsion Gauntlets :: A set of bulky, gray-white gauntlets designed to fit completely over the user’s arms; From fingertips to elbows. Constructed of durable Titanium-alloy plates, and flexible carbon-graphite nano-weave (which have been coated with a thin layer of shock-absorbing polymer); This pair of armored sleeves are designed to take a beating, and dish out worse. Below the carapace, a complex system of pipe-work and machinery feeds out to both the palm…and wrist…of the gauntlets; Allowing the rotating 12-capsule pod to dispense steam-powered propulsion to either exit. Essentially, this allows the SPG units to create bursts of force in direct proportion to the amount of capsules expended.

The back of each hand possesses something akin to a rear-facing rocket nozzle, and serves as the primary bracing for all propulsion effects. By expending at least one capsule, attack speed is increased; Equally affecting the amount of strength behind a hit. To that end, the gauntlets can also be used to increase jump distance/height…or even create sudden bursts of physical speed.

However, each gauntlet is supported by a lattice-work of metal braces; Housed below his suit, and connected to a central structure (which can be seen as a segmented “tie“, and titanium plate "dress-shirt" facade.). Though this secondary system provides nothing in the way of additional power; It does allow the user to treat the gauntlets as if they were half their weight (Approximately 7.5lbs each). Additionally, the braces permit him to use his arms even when they are deadened/stunned/paralyzed/etc.; Albeit only to the extent of aligning them for an attack, as all real pressure must still come from the capsules.

Beyond this; Each hand is also adorned by a series of silvered fixtures. The largest of these are attached to the knuckle plate, and stylized as a set of three metallic spikes. Beneath that, each finger is ringed by two additional bands of silver; With the lot functioning as the gauntlet’s primary heat-sink. Normally, the spikes remain pointed away from the fingers; Snapping forward whenever a steam capsule is utilized, and immediately flushing with heat…As do the finger bands. The temperatures generated rise in direct proportion to the number of capsules used; going from room temperature to as high as 1,000°F at four capsules. This increase is cumulative, with each capsule generating 272°F and maintaining that temperature for two full rounds. Should any additional capsules be utilized before those two rounds are expended, then the temperature increases by another 272°F. Thus, eight rounds of using a steam capsule every other round would have the same cumulative effect as using four capsules simultaneously. Due to the diminishing returns of generated heat, the temperature will never rise higher that the 1,000°F mark.

Finally, the carbon-graphite nano-weave (and it’s polymer coating) acts as both a cushion and a shield for the user; Protecting them from the force of impact by 50%, and the latent heat generated by the internal systems up to 2000°F. Beyond this, the material is also highly resistant to shear force, ripping, tearing, or even cutting; Allowing it to remain effective even when contending with the competitive forces exerted by the gauntlets.

Overall, the one major weakness of the gauntlets is targeted piercing damage (specifically by striking between the plates, and into the nano-weave); Likewise, the devices do not conduct electricity very well (with obvious exception to the heat-sinks, which draw current exceptionally well). Lastly, the steam keeps the gauntlets from being adversely effected by chill temperatures; Even going so far as to directly counter-act them.

[]Armor[] :: Maskstache, The Gray Suit, Ammo-tie, Dress Shoes

Armor Information ::

Maskstache :: Wallace's iconic mask, fashioned as a gentlemanly visage, controls the overall function of his equipment; Transferring his mental commands into physical action. Beyond that, it also possesses the ability to transition into night-vision, thermal, infrared, and light-dampening modes. Otherwise, it is composed of the same metal as his gauntlets...And covers everything from the crown of his head, down to below his shoulders.

The Gray Suit :: While not invincible, the Suit is especially hardy. About as resistant to cutting tools as conditioned leather, and easily as resistant to heat as a fireman's suit, this ensemble is designed with rough & tumble in mind.

Ammo-tie :: Serves as the housing for all additional ammunition; Easily wrapping around the gauntlets via electro-magnetic bonds, and reloading them over the course of one post. Contains 24 rounds.

Dress Shoes :: Normal, in every way, except that they are of the finest quality...and have spring loaded steel ball-bearings in the treads. Controlled by the Maskstache.

[]Supernatural Abilities/Qualities[] :: High Brow Drowse, Bounce Back, Only One God, Thriftless Palaver, Bottled Emotions.

Supernatural Abilities/Qualities Information ::

High Brow Drowse :: By amplifying the speaker system in his helmet, Wallace Andrew McColl may begin speaking about matters beyond the tolerance of mere-mortals; Creating an effect similar to drowsiness upon any target within range. The creature so effected must be capable of hearing, via traditional means, in order for this ability to function. On the first round, all targets begin to feel burdened; as if an additional 20lbs had been added to their physical weight, as is resting on their shoulders. For each, consecutive, round...up to round three...the weight increases; moving from 20lbs, to 30lbs, and maxing out at 50lbs. In order for this ability to function, and remain active, Wallace Andrew McColl must stand in one place, and continue speaking non-stop...and the target must remain in the effected area. So long as these conditions are met, the effect can last for up to five rounds total; ending immediately, and removing the effect, at the beginning of round six. This is a mind-affecting ability, and has a range of 20ft.

Bounce Back :: Anytime Wallace Andrew McColl is knocked down, and dealt significant enough damage to break the skin, he may shake off the effects of disorientation/pain/nausea/fear/decay/sensory deprivation/etc other than the damage that initiated this ability. Essentially, this allows him to focus his Gentlemanly vigor into a wall of determination that purges him of all non-permanent negative effects; Stopping any that may be active, but not reversing any standing damage already done. So, for example, if he were under the effects of an attack that simulated acid...The damage that had already been done would remain, but (after the activation of this ability) the acid would burn away and affect him no longer. As a secondary effect, he may then return to his feet in a burst of speed. This ability may be used three times in a given battle.

Only One God :: Wallace Andrew McColl, as a practitioner of "The Dapper Way" knows that there is only one God; And is thus highly resistant to the poppycock beliefs of Heathens. Holy/Unholy spells and energy are, thus, not very effective against him; causing any such ability to function at 25% effectiveness when activated against him.

Thriftless Palaver :: Wallace Andrew McColl possesses a unique resistance to word-based abilities; Such as, but not necessarily limited to: Enchantments, Lustful Advances, Compulsory Effects, Lies, etc. On the roll of a d%, so long as the result is higher than 25, the intended effect will fail to work against Wallace Andrew McColl.

Bottled Emotions :: A racial quality possessed by all Gentlemen that allows them to resist the effects of any ability/action/technique/etc that directly impacts their emotions in any way. Essentially, the offending emotion is forced back; Causing it to occur 1d4 rounds later than intended...At 50% greater intensity. Unfortunately, as useful as this power is, [Bottled Emotions] has resulted in more Gentleman Suicides than any other, single, event in human history. This ability is passive, but only activates twice in any given battle.

[]Natural Abilities[] :: Rocket Punch, Stationary Punch, Double Rocket Punch, Rocket Elbow, Rocket Backhand, Rocket Push, Ignition Fist, Vice Grip, Rocket Shot, Rocket Jump, Rocket Slide, Rocket Brake, Rocket Wheel, Heat Purge, What's in a Name?, Detect Commoner.

Natural Ability Information ::

Rocket Punch :: By far, this is why the gauntlets were built. As simple as it is effective, the rear-mount ejects a condensed packet of steam; Launching the hand forward in a sudden, and vicious, assault of heated metal. Because of how these weapons are designed, up to three steam capsules can be loaded (safely) into a single burst; With a total “magazine” of twelve capsules available. Each capsule increases the amount of force applied; With each unit adjusting the force by a magnitude of 300 psi. So, for example, one capsule would generate an amount of force equal to a single hit (700 psi) plus 300 psi. While the maximum amount of force that his body can handle is 1600 psi, he may choose to utilize as many capsules as he wishes; With ranging detrimental effects to his body.

4] Deadening of the arm for a full post; Any usage of natural strength during that post acts at 50% (350 psi), and any offensive capsule usage immediately progresses the personal damage up a number of categories equal to the number of capsules used. For example: While the arm is deadened, using two capsules would immediately progress the damage to six capsules of damage.

5] Stress to the arm leaves it nearly useless for a full post; Any attempt to hit naturally results in an extremely weak punch (175 psi), and any offensive capsule usage immediately progresses the personal damage up a number of categories equal to the number of capsules used.

6] Stress to the arm leaves it nearly useless for two full posts; Any attempt to hit naturally results in an extremely weak punch (175 psi), and any offensive capsule usage immediately progresses the personal damage up a number of categories equal to twice the number of capsules used. For example: While the arm is weakened, using two capsules would immediately progress the damage to ten capsules of damage.

7] The arm is completely unusable for a round, where-in only the hand can be manipulated, and is then weakened for an additional round; Any attempt to hit naturally fails entirely, causes searing pain, and any offensive capsule usage immediately progresses the personal damage up a number of categories equal to twice the number of capsules used.

8] The arm is completely unusable for a round, where-in only the hand can be manipulated, and is then weakened for two additional rounds; Any attempt to hit naturally fails entirely, causes searing pain, and any offensive capsule usage immediately progresses the personal damage up to twelve capsules.

9] The arm is completely unusable for two rounds, where-in only the hand can be manipulated, and is then weakened for one additional round; Any attempt to hit naturally fails entirely, causes searing pain, and any offensive capsule usage immediately progresses the personal damage up to twelve capsules.

10] The arm is fractured, and moving it results in severe pain; Any attempt to hit naturally fails entirely, and any offensive capsule usage immediately progresses the personal damage up to twelve capsules.

11] The arm is broken, and remains in a constant state of severe pain; Any attempt to hit naturally fails entirely, and any offensive capsule usage immediately progresses the personal damage up to twelve capsules.

12] Either by attempting to condense twelve capsules of steam, or via the progression of injuries, the arm is utterly destroyed; Breaking bone, ripping tendons, snapping ligaments, bursting blood vessels, and tearing muscles in an excruciatingly painful way. Not even the gauntlet is spared; Warping the metal, destroying it’s inner workings, and essentially reducing the whole thing to a pile of scrap.


Stationary Punch :: By expending a number of capsules, the user my generate the force of a punch without actually needing to draw back his arm. This allows him to strike hard even in situations where he might not be able to retract his fist, or generate force without telegraphing an attack. Because, in this scenario, he is not attempting to utilize his own striking power plus that of the capsules, he can safely expend more charges than normal (Up to five; With a sixth capsule resulting in fourth capsule damage, and so-on).

Double Rocket Punch :: Used either in conjunction, or as a combination, this is the same overall ability as [Rocket Punch]; With both gauntlets working in unison.

((While the rear-mount provides most of the force; The palm-mount serves as the source of several secondary skills. Primarily, it is utilized to push opponents away, or create bursts of reverse momentum. However, when used in conjunction with the electric diodes, the palm-mounts can create extremely dangerous side-effects for anyone caught unprepared.))


Rocket Elbow :: This is, again, the same basic process as a [Rocket Punch]; Just expending from the palm, and used to hit with the elbow. The biggest difference is in the structure of the elbow plate, which is much more pointed than the fist; And, also, possesses no heat-sink.

Rocket Backhand :: Same as a [Rocket Punch]; Albeit a backhand, and thus incapable of using the piercing knuckle spikes to provide additional damage. The heat-sinks, however, can still burn a given target.

Rocket Push :: By driving forward, and thus physically pushing a target with both hands, the user can consume up to five capsules per gauntlet (safely)to effect 4400 psi of force; Potentially sending a person, or object, flying back. This ability can be used with a single hand, but is only half as effective. Should additional charges be used, treat them as though the physical damage functions per the description of [Stationary Punch].

Ignition Fist :: Each gauntlet possesses a single, highly-insulated, pocket; Housing a pressurized quantity of gunpowder. By activating the necessary mechanism, and holding out one of his palms, the user may unleash the powder as a cone effect; With the highly explosive material then clinging to whatever it hits. Upon passing from either fist, due to the inner mechanism, the gunpowder explodes. The attack also produces 100 decibels of sound and 3 million Candela of light within a 5-foot (1.5 m) diameter. Because the effects of this ability are well known to the user, and it only happens when he intends, the mask’s properties to reduce light/sound protect him from the secondary effects completely. Specifically, the explosion generates nothing in the form of heat within the blast; providing enough forward force to stagger a target (up to 500lbs) back 5ft.

Vice Grip :: Though the primary intention of the gauntlets is to deal damage; The steam can also serve in other, equally impressive, ways. This ability, for example, allows the user to pump two capsules of steam into one (or both) hands; Causing the finger plates to forcibly tighten into a vice grip. The pressure is then stored, locking the hand in place, and creating a nearly unbreakable hold upon whatever is gripped. Short of physically destroying the gauntlet, nothing can break the [Vice Grip] until the steam is released.

Rocket Shot :: While the steam capsules serve the primary purpose of ejecting energy into the gauntlets; They also have another, secondary, use. As the capsules are expended, they immediately feed into a recycle-case; Where-in they are retrieved later, and reused. However, by adjusting the system appropriately, Wallace Andrew McColl can expend a steam charge to launch an empty/full capsule 20ft at 95 mph. The impact is equivocal to being struck by a baseball, thrown by a major-league pitcher, albeit from a smaller...denser...object. Due to the way that force is expended, and the construction of the capsules themselves, the ability functions the same for the entirety of it's range...Losing all effectiveness beyond it's 20ft reach. Finally, if a full capsule of steam is used (as opposed to an empty 'shell') then the capsule is hot to the touch; Roughly 300°F. If such a capsule is struck while in flight, or connects with an especially solid or resistant surface, it expels its contents...Expelling 300psi of force in a burst of hot air (272°F).

((Certain abilities can be used via either mount; Depending solely on the method of their usage.))


Rocket Jump :: By jumping, and either pointing both arms down/up, the user may consume a number of steam capsules to increase his jump height/distance. His average jump height/distance is 2ft/4ft (16ft while running).

1] 300 psi - 3ft/6ft (20ft)

2] 600 psi - 4ft/8ft (24ft)

3] 900 psi - 5ft/10ft (28ft)

4] 1200 psi - 6ft/12ft (32ft)

5] 1500 psi - 7ft/14ft (36ft)

6] 1800 psi - 8ft/16ft (40ft)

7] 2100 psi - 10ft/18ft (44ft) - Maximum safe usage

8] 2400 psi - 11ft/20ft (48ft) - Equivalent to four capsules of damage.

9] 2700 psi - 12ft/22ft (52ft) - Equivalent to five capsules of damage.

10] 3000 psi - 13ft/24ft (56ft) - Equivalent to six capsules of damage.

11] 3300 psi - 14ft/26ft (60ft) - Equivalent to seven capsules of damage.

12] 3600 psi - 15ft/28ft (64ft) - Equivalent to eight capsules of damage.


Rocket Slide :: Through utilization of the ball-bearings in his dress shoes, and two capsules of force, the user can shift himself by 15ft in any direction as though running at approximately 10mph. For every additional capsule, up to a maximum speed of four, add 5mph; Maxing out at 20mph, or 30ft. This shift must be in a straight line, and can never be used to pass through an opponent; But it can be used to tackle them.

Rocket Brake :: By expending three capsules of steam, the user may halt any attack with his arms; Immediately redirecting it in the opposite direction of the force applied. So, for example, an elbow strike could be redirected into a punch…Or vice-versa. However, this ability can be used to turn a special attack (such as [Rocket Punch]) into a regular punch/elbow…or, per this example, [Rocket Elbow]. If used in this way, additional steam capsules must be used to cancel out the amount of energy being used. Thus, to turn a [Rocket Punch] with three capsules of force (1600 psi) into a [Rocket Elbow] with two capsules of force (1300 psi) the user would have to use ten capsules of steam (3000 psi, with 100 psi extra). Any extra force is applied as bonus power, and does not adversely affect the body unless the additional energy is equal to, or greater than, 300 psi.

Rocket Wheel :: By utilizing the Ball-Bearings to reduce his standing friction with the ground, he may initiate a 1080-degree spin attack by expending any number of steam capsules (following the same rules as [Stationary Punch]). The attack lasts the full duration of a round, but is disorienting to the user; Causing dizziness that persists for 2 rounds. Effects of this draw back decrease his accuracy significantly; Making head-shots practically impossible. Also, during this duration, he can't perform another [Rocket Wheel], or risk becoming Nauseated.

Heat Purge :: In the event that the heat-sinks should reach 1000°F, the user may choose to expend two steam charges from the over-heating gauntlet; Opening both the wrist and palm mounts simultaneously and unleashing a cloud of steam. The cloud quickly fills a doughnut-shaped area roughly 13ft in diameter (with the cloud being roughly 5ft wide, and 6ft high, all the way around), with the user at it’s center (a cylinder roughly 3ft wide) and thus safe from the heat. Within the steam, the temperatures reach a cumulative total of the purging gauntlet's temperature...halved. The effect lasts for two posts, losing half of it’s heat after the post in which it forms…and then dispersing completely at the end of the second post.

What's in a Name? :: A Gentleman must always be referred to by their full name (and title if applicable), and anyone who acts in opposition to this sacred law earns nothing but ire from those of the Dapper Way. Anytime this ability would activate, Wallace Andrew McColl becomes approximately 50% stronger for two full posts; Equating to a 300psi increase to his natural punching strength. After that time, he is "winded" for one round...Resulting in an inability to attack for that duration.

Detect Commoner :: This ability functions as a two-fold technique: Allowing both the location of any non-Gentleman, and immediately identifying the "true-gender" of any person. In both regards, this ability is scent-based; And can be occluded by effects that would naturally block sense of smell.

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