The 15-meter-high towering walls of the arena imposing in themselves had thick frosting on them, ending up with an icy exterior. Icicles hung from the top, glinting ominously in the faint, winterish sunlight. The walls themselves were of ice and stone, bolstered to resist the mightiest of impacts and the chilliest of temperatures. Viewers could see through parts of the icy walls, giving them a good view of the proceedings, as well as lending an air of mystery to the environment.
The ground was uneven, slick in places with packed snow, slippery with ice in others, the footing precarious, and every step hazardous within that 50-meter sphere. The ancients stood like sentinels at its edge, their branches heavily laden with snow and frost. Some protection came from them, but their bark was slick with ice, their branches brittle, promising to break beneath any real weight or force.
There was a partially frozen river cutting down the middle of the arena, its surface cracked and hazardous with ice. The river came to be about 5 meters wide, thus breaking into the middle of the battlefield, in which combatants were sure to cross it. Under the ice lay water, dark and ominous, and all too telling of the depth and cold that would surely await anyone who fell. The river held chunks of ice in its flow, creating further hazards and opportunities for agile fighters to use these as high stepping stones.
It was bitterly cold, each visible breath puffing out in a vapor. The temperature made an already tough enough proposition that much harder, sapping energy and slowing second-level reflexes. Snowflakes drifted lazily down from the flat, overcast sky, adding to the already thick layer of snow that covered the ground. The arena was almost silent, the typical clash of battle muffled by the heavy snowfall and the sound-absorbing quality of the ice itself.
Along the rim of the arena were tiered stone and ice benches, booked with Seven's folk in tremendous furs and cloaks. They had their eyes trained on the performers, poor breath misting in the frosty air as they cheered and shrieked and, really, as cold as it was, that went into the air, like a frost. It only added, for the more experienced, to the thrill of the proceedings this was one of the most inhospitable Seven had to offer an entertaining challenger.
The sky above the arena was dull, overcast gray but with cracks of thunder, threatening to bring a storm on its horizon. Cold, blue, diffused light imparted its touch to the whole scene from above, further giving a feel to this surreal frozen battleground. Here, only the strongest, most adaptable could hope to stay alive let alone win.
Knuckles was ready for battle, he now had a new eye that allowed him to see the weaknesses in his opponents when looking at them. Though he already knew what Lumikki's weaknesses were, he doubted he would be able to reach her to apply them here. Nor, would that be proper in front of an arena full of people.
As the Arena doors opened for him Knuckles, the daemon took on a look and laughed his hardest laugh, it probably echoed out through the winter wonderland. There was definitely someone out there that was against him when it came to picking arenas.
The gods had a funny way of testing him in his combat training in these arena fights. Though Knuckles was starting to suspect it was not HIS gods doing this but the Gods of the Seven that held power here. If that was the case then of course it made sense, only because he held two Relic weapons of their competition of Norse Gods.
Knuckles took a step into the ice tundra that was the battlefield that he and Lumikki would be fighting in, the chilling cold ran through him, but adrenaline and the source of his daemon powers Lumikki herself, had allowed him to be less affected by the chill. Perhaps this is why her chilling touches did not affect him like others. He only could guess.
Knuckles immediately rose both hammers to the skies as he looked towards Lumikki's gate. Was she already in the arena? He couldn't say for sure since he knew she could go invisible. Here was hoping that he could drag her out in the open. Mana fed into his two hammers as he called down TWO storms, one of the Void and one of This realm. He would also call upon him the Power of Thor from both hammers as lighting bolts rained down onto him covered his body in two different auras of lightning.
Knuckles was now ready with the added power of Thor to face off against Lumikki. Bolstered by the power of Thor from this realm and the Thor of the other realm. Knuckles took a much-needed breath after spending so much mana.
With His clown Clout armor set Knuckles looked with one red eye looking for his beloved, he remained at the foot of his gate waiting for her to make herself known. His physical appearance was buffered than ever though he was also faster than ever before, yet still, he had two more ways to enhance himself further if need be.
The overcast from above them would warp and turn into a monster's thunderstorm as the wind would pick up guesting at 15mph, lightning struck around the Country of the Seven focusing on the arena area. As the lightning danced throughout the sky, the bright strike reflected of the icy blue of the frozen tundra in the arena. Furthermore, the area around Knuckles would start to terraform reflecting the lands of the Void.
WC 1003
FTRP Stats posting thing
- stats/gear:
Stats:- Strength:Base:273 Main Hand:120 Off Hand: 120 Body: 225 Head: 225 Tempest Rage: 100(Main Hand) Tempest Rage: 100 (Off-hand)
V1:Main Hand Damage:1043 (physical 3xS) Offhand damage:1043 (Magical 3xS) - Speed:Base121 Relic: 320 Tempest Rage: 100(Main Hand) Temperst Rage: 100 (Off-hand)
V1:Total: 641
501-750 Lunge Speed: 20 m/s Run Speed:40 m/s - Constitution:Base:167 Tempest Rage: 100(Main Hand) Temperst Rage: 100 (Off-hand)
Total:367
Hit Points: 5xS-Rank,
Run Duration: 8 Posts, Lunge Frequency: Four times Per Post - Endurance:Base:128 Tempest Rage: 100(Main Hand) Temperst Rage: 100 (Off-hand)
Total: 328
Pain Tolerance:3xS-Rank , Weapon Mastery:50% WC Reduction - Intelligence:1[Base]
Mana Pool: 3,400
Mana Necklace: 2,000-1600=400-340=140-140=0
Mana Earrings: 2,000-200=1800
EQUIPMENT
Weapon: Mjoinir +120 STR -100 SPD
Head:- White Vizard Mask
- Clown Clout Helm +225 Strength - 60 Speed
Body:- Gilded Centurion Armor +30 STR -30 SPD
- The Clown Armor +225 Strength - 60 Speed
Offhand: Shattered Mjolnir +120 Strength -100 Speed
Earrings:
Ring: DRAUPNIR
Relic:Magnetite Stone
Companion: Murder- Spell used:
Name: Void Storm
Rank: S
Mana Cost: 10% of the user's total base mana
Requirements: Shattered Mjolnir
Type: Supplementary
Element: Lightning & Arcane
Range: The entire topic, outdoors
Cooldown: Once per topic
Duration: Sustain
Effect: The user raises Mjolnir in their hand and points it to the sky causing the weather to become cloudy and stormy creating powerful lightning strikes throughout the surrounding area as the ground is slowly terraformed to match the void. As a result, lightning and arcane spells including those attached to this weapon deal damage for one rank higher while water-based spells deal damage for one rank lower due to the amount of lightning in the air. All those within the area except for the user will lose mana equivalent to the rank of the user one per turn.
Name: Tempest's Rage
Rank: S
Mana Cost: 1000
Requirements: None
Type: Self-Buff
Element: Lightning & Arcane
Range: The entire topic, outdoors
Cooldown: Once per topic
Duration: Instant
Effect: The user raises Mjolnir in their hand and points it to the sky immediately causing them to be empowered with the powers of Thor himself increasing the user's strength, speed, constitution, and endurance by +100 points for the remainder of the topic.
Name: Lightning Storm
Rank: S
Mana Cost: 10% of the users total base mana
Requirements: Mjolnir
Type: Supplementary
Element: Lightning
Range: The entire topic, outdoors
Cooldown: Once per topic
Duration: Instant
Effect: The user raises Mjolnir in their hand and points it to the sky causing the weather to become cloudy and stormy creating powerful lightning strikes throughout the surrounding area. As a result, lightning spells including those attached to this weapon deal damage for one rank higher while water-based spells deal damage for one rank lower due to the amount of lightning in the air.
Name: Tempest's Rage
Rank: S
Mana Cost: 1000
Requirements: None
Type: Self-Buff
Element: Lightning
Range: The entire topic, outdoors
Cooldown: Once per topic
Duration: Sustain
Effect: The user raises Mjolnir in their hand and points it to the sky. The weather conditions of the topic suddenly changes into stormy. The user's Strength, Endurance, and Constitution is increased with +100 for the remainder of the topic.
- Daemon stuff:
PERKS
Elemental Resistance: Daemons receive Minor Resistance to Darkness.
Elemental Weakness: Daemons receive Minor Weakness to Light.
God Slayer: Daemons can purchase God Slayer Magic.
Obscura Enchantment: Daemons may enchant Arcane weapons with the Darkness Element changing its elemental alignment from Arcane to Darkness for the remainder of a topic. This doesn't change the element of the spells attached to the weapon. When applied to Bows or Guns, the Basic Shot spells of the weapon change to Darkness-type though.
Darkness Synergy: Daemons receive a 1 post cooldown reduction on Darkness-type spells. This may be applied to God Slayer Magic.
Obscura Synergy: Daemons receive a 20% Mana Cost Reduction on Darkness-type spells. This may be applied to God Slayer Magic.
Abyss Gazer: Daemons cannot be blinded by Darkness-type spells.
Contract - Vice: Most common among the Demons are those that give in to their desires. They are chaotic evil by nature and delight in dispensing death and destruction wherever they go. Most of them are simple and only act according to this need for chaos and destruction, however, there are more intelligent ones among that are cunning with their need for chaos and destruction. They plot their destructions in advance, sometimes even lead armies, and are capable of bestowing their Obscura to others to further their agenda and cause destruction by proxy. The user may decide the specifics of the reasoning further themselves.
Bonus: In return, the user receives a passive increase of 10% to their Strength, Speed, Constitution, and Endurance when battling opponents of Good Alignment (Fame higher than Infamy). Should the opponent be equal or higher ranked, this becomes a 20% increase. The boost is added on top of the percentage of the Daemon transformations resulting in 20% instead of 10% for Obscura Manifestation for example. Should the user do Good Quests or perform actions that could be considered good in the eyes of the Demon, they will lose this boost and must pay double mana to use the spells listed under Daemon Mode from that moment on.
TRANSFORMATIONS
Name: Obscura Manifestation
Mana Cost: 2% of Total Base Mana
Requirements: None
Type: Transformation
Range: Self
Cooldown: 3 Posts
Duration: Sustain
Effect: The user starts to manifest their Obscura causing their eyes to turn into a bright red or purple color. The attributes of the user are increased by 10% of their base amount. In addition, Daemons reduce the attributes of those that are ranked equal or one rank lower by 10%. Though, anyone that is two ranks lower or more than the Daemon will suffer a reduction of 20%. This only affects those within 25 meters of the Daemon. This is a transformation and not a spell. Therefore, it cannot be canceled by artifacts or magics that can cancel spells.
Name: Half-Transformation: Daemon
Mana Cost: 2% of Total Base Mana
Requirements: 25 RP Posts as a Daemon; at Least C-Rank
Type: Transformation
Range: Self
Cooldown: 3 Posts
Duration: Sustain
Effect: The user starts to manifest their Obscura causing their eyes to turn into a bright red or purple color. In addition, they materialize black wings composed out of Obscura. The wings are 2 meters wide and allow the user to fly up to 5 meters above the ground without any mana cost. The attributes of the user are increased by 20% of their base amount. In addition, Daemons reduce the attributes of those that are ranked equal or one rank lower by 10%. Though, anyone that is two ranks lower or more than the Daemon will suffer a reduction of 20%. This only affects those within 25 meters of the Daemon. This is a transformation and not a spell. Therefore, it cannot be canceled by artifacts or magics that can cancel spells.
Name: Transformation: Daemon
Mana Cost: 5% of Total Base Mana
Requirements: 50 RP Posts as a Daemon; at Least B-Rank
Type: Transformation
Range: Self
Cooldown: 3 Posts
Duration: Sustain
Effect: The user starts to manifest their Obscura causing their eyes to turn into a bright red or purple color. In addition, they materialize black wings composed out of Obscura. The wings are 2 meters wide and allow the user to fly up to 15 meters above the ground without any mana cost. The user is partly shrouded in Obscura as well such as their arms and legs. While it may appear different per Daemon, their human appearance is always clearly visible. The attributes of the user are increased by 50% of their base amount. In addition, Daemons reduce the attributes of those that are ranked equal or one rank lower by 10%. Though, anyone that is two ranks lower or more than the Daemon will suffer a reduction of 20%. This only affects those within 25 meters of the Daemon. This is a transformation and not a spell. Therefore, it cannot be canceled by artifacts or magics that can cancel spells.
- Adventuer Stuff:
- FEATS
Weapon Mastery: Adventurers may use their companions in battles for Weapon Mastery as long as they battle alongside them with the actual weapon and only require one fight to level up.
Adventurer Synergy: Adventurers receive a 1 post cooldown reduction and a 20% mana cost reduction on item spells.
Equipment Discount: Adventurers receive a 20% discount on Weapons, Helmets, Armors, Shields, and Companions.
Off-Hand Slot: Adventures can use their Off-Hand slot to equip a Weapon or Shield.
Specialization Path: Adventurers unlock new perks via their path tree as they rank up or roleplay.
Adventurer Equipment: Adventurers receive three unique customs, at the start which they may use to create as a helm, armor, and weapon or companion, or claim one of each from the shop of the same rarity. This is only granted to users that start out as an Adventurer and not to users changing into an Adventurer.
Soundlessness: You don't make any sound when moving on your feet on land. This allows you to remain undetected from those you're hunting.
50 Post
Armor Breaker: Your weapon damage, excluding your Strength, weapons is considered doubled versus equipment.
75 Post
Armorsmith: You unlock an additional helm and armor slots. The additional helm and armor slots may at most be Legendary. The user's helm and armor pieces now mitigate the effects of Armor Penetration causing half of the effective damage to apply to it instead of the user while entirely negating the effect of Shared penetration causing it to only apply to the armor or helm first.
100 Post
Knock-back immunity: You may ignore the effects of knock-back. In addition, you receive a Minor Magical Resistance.
150 Post
Armor Expert: You unlock an additional Armor and Helm slot, The additional helm and armor slots may be mythic, if the user has the Weaponsmith perk that those slots may also be mythic. Should the user have kept their armor and helm from character creation, it may now be replaced with legendary customs.
250 Post
Melee Penetration: Melee weapons penetrate armor and deal damage directly to their target and the armor for one rank lower respectively. This effect stacks with other Melee Penetration modifiers.
- Strength:Base:273 Main Hand:120 Off Hand: 120 Body: 225 Head: 225 Tempest Rage: 100(Main Hand) Tempest Rage: 100 (Off-hand)
- Battle info:
- Knuckles Buffed with Tempest rage from both hammers and cast Void Storm draining A rank mana from Lumi. Also cast Lightning Storm.