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Square Elite Tournament 2017

Discussion in 'Arena OOC' started by Nova, Oct 2, 2017.

  1. Nova

    Nova A Ghost Staff Member Administrator

    In light of the increased interest in the arena recently. And as a small nod toward the website's new focus, I invite any and all who are interested to an appropriately themed tournament. Square Elite's first official tournament will be a round-robin bracket with a Final Fantasy power base. All characters present in the battle will be expected to have some sort of relevance to that theme. Sign ups begin Monday, October 2nd 2017 and enrollment will be closed on Monday October 9, 2017. No exceptions.

    Terms
    • Level 5 power tier in accordance to the Arena Rules & Guidelines.
    • Character must have some thematic relation with Final Fantasy XV.
    • Characters should be original; no characters from canon material.
      • Your character may not include any over powered canon items, weapons, abilities, armor, or accessories.
    • Each match will have a 3 week time limit. If a battle has not reached it's conclusion by end time, judges will decide on a winner based on a number of factors.
    • Judging will be done by myself and @Kai. Unless we end up with an odd number of registrations. In which case, I will submit a character to fill the space.
    • Anyone who exceeds 48 hours before taking their turn to post during an active battle will take damage automatically. Three offenses from the same player over the course of the tournament will result in a forfeit.
    • One character per player. No summons.
    • All rules of the Arena Rules and Guidelines apply.
    Character Sheet
    • Name:
    • Age: (standard human ages)
    • Gender:
    • Appearance: (Optional image or description)
    • Class: (Freelancer, mage, gunner, knight, etc...)
    • Powers (Any and all inborn traits)
    • Abilities: (learned talents and physical and magical prowess that the character might possess).
    • Weaknesses: (These should be tangible liabilities, rather than personal shortcomings. Conditions adverse for the character that aren't covered in any limitations highlighted by their powers and abilities.)
    • Weapons: (Any and all weapons your character intends to bring into battle and quantities)
    • Armor: (Any clothing items worn by your character to boost defense or specific stats. No OP canon armor will be accepted.)
    • Equipment: (Any and all resources, like potions or elixirs, that your character will have on hand for the battle. Also list quantities).

    Setting: Altissa Colosseum

    The monster arena in Altissa has temporarily been re-purposed for the event.
    [​IMG]
     
    Last edited: Oct 3, 2017
    RebelMurf likes this.
  2. Become

    Become The Pink Opaque Staff Member Moderator Content Writer

    Cutting it a bit close on that one?
     
  3. Nova

    Nova A Ghost Staff Member Administrator

    I can extend it if you think it's necessary
     
  4. Become

    Become The Pink Opaque Staff Member Moderator Content Writer

    Well, I think you can agree that most of us here are way too busy to get even close to a legitimate fight in one week. Two to three weeks is typically the time span given for tournament rounds, when such time limits are implemented.
     
  5. Nova

    Nova A Ghost Staff Member Administrator

    EDIT: Match length has been extended to three weeks and we are going off of a general classic FF theme. Still no op canon characters, objects, or abilities allowed.
     
    Last edited: Oct 3, 2017
  6. Become

    Become The Pink Opaque Staff Member Moderator Content Writer

    Wait... so... are the battles happening in an open arena or will things be modified differently for each battle?
     
  7. Nova

    Nova A Ghost Staff Member Administrator

    Same arena different battles. Unless you just want to brawl with everyone at once.
     
  8. Become

    Become The Pink Opaque Staff Member Moderator Content Writer

    Decided to forge a fresh character. Probably didn't hit the "thematic" mark too closely. Just keeping my fingers crossed that I didn't load it too much.

    Name: Andrea (‘Ahn-dray-uh’) Volkslied
    Age: 25
    Gender: Female
    Class: Freelancer; holds a primary proclivity for Gunner-Warrior tactics complimented by some magical prowess.


    Arsenal
    • Schmerzhafter Abschied; following in tow with the early prototype models, Trennschmerz has stepped into perfecting the production of ‘Gunblades.’ Andrea’s Gunblade was constructed with the base of a Valiant-inspired sixshot pistol as its handle, barrel, and firing action, and an Engine Blade; the makeup of this weapon allots it the benefits of its base weapons. Trennschmerz is of a moderate weight and power, suiting it ideally to mid-to-close range combat.
    • Todesengel; utilizing the Cerberus-inspired rifle as its firing basis, and the blade of a spear as a complementing fixture upon the end of its barrel, Todesengel is Andrea’s go-to arm for dealing with enemies at greater distances. It is capable of dealing great damage unto its targets. Holds up tp ten rounds at one time.
    • Blutkrallen; capitalizing on the design of the Quicksilver-class of pistols, Blutkrallen are further adorned by the likeness of an assassin’s daggers stemming out from the bottom of the handle. Wielded as a pair, these weapons are ideal for up-close combat. With the consideration of the firearm’s design, it eschews the common sixshot style adopted by most weapons of its type, in favor of a more sizable magazine, allowing up to twice the number of rounds to be available in a single moment. Holds up to 12 round in a single magazine.
    • Bebenfaust; gauntlet-like apparatuses integrated as part of Andrea's armor, Bebenfaust make use of an effect comparable to the ability coined "Cyclone." Engaged through a specific tightening of the fist, the gauntlets emit a mild resonance, as to exacerbate the impact of punches. The effect of this resonance can be felt even by the wearer, and excessive use of them can prove harmful to the bones and muscles in the forearm.
    Ammunition
    • Standard Rounds; basic bullets effective against targets such as unarmoured beings and all but the largest or most resilient hunting games. (120 ; 30 ; 60)
    • Armour Piercing; an advanced class of bullets designed with a more pointed end as to consolidate the force of impact, making them more ideal for breaking through armour, and taking down more resilient beasts and animals. (36 ; 10 ; 48)
    • Impact Shells; blank rounds that, while firing no projectile, utilize the internal shockwave of a bursting shell to exacerbate the impact of a successful blow. (12 ; 10 ; 12)
    • Stun Shell; shells that have been imbued with the essence of ‘Stun’’ magic, allowing them the capacity of causing temporary paralysis. (6; 0 ; 12)
    • Dark Shot; a specialized ammunition with the capacity to release a Dark spell, inflicting blindness if its target is successfully hit. (6 ; 10 ; 0)
    • Gravishell; a unique shell that seems to be more of a prototype than anything else, this ammunition bears the propensity of gravity well technology, in that its end result is drawing objects and beings towards it. Unlike other ammunitions in Andrea’s arsenal, Gravishells do not initiate their magical effects on impact, but rather after reaching a set distance after being fired. Due to the gravity well’s smaller mass, however, they must be within a closer proximity to their intended target(s) to hold effect, and may also have the same effect upon Andrea herself if she does not distance herself properly. (2 ; 1 ; 2)
    Armour
    Layering; as a means of striking the balance between maintaining agility and keeping to her defenses, Andrea focuses her armouring on the concept of layering. By this, she incorporates the wearing of protective fabric garments that can fit underneath a set of lightweight armour.
    • Base Layer; hardly worthy of the term armour, Andrea’s innermost layer of clothing is more like the average person’s athletic wear, consisting of synthetic, snug fitting, moisture-wicking materials that provide comfort against the bare skin. This layer of clothing incorporates the bare essentials of clothing in the form of a long-sleeves shirt, undergarments light pants that are, essentially, leggings, and calf-height socks.
    • Outer Layer; almost equally as snug, fitting seamlessly over her base layer, the outer layer adorns Andrea in a lightweight, leather-like attire, consistent of a dark brown overshirt with a turtleneck collar, pants (held at the waist by a discrete belt) and a pair of knee-length boots matching with her overshirt. This layer also consists of a pair of thin, padded gloves.
    • Armour Layer; The outermost layer of armor with comparable aesthetics and defensive properties to an Assist Suit, with an additional implementation of ballistic defenses applied to the torso and head areas.

    Powers
    • Physicality; training and practice have gifted Andrea with the natural physical prowess inherent of humans of peak condition. She is especially adept in terms of her agility and flexibility, being quick and nimble, as well as capable of impressive feats of contortion.
    • Combat; Andrea is versed in swordplay, marksmanship, and some hand-to-hand combat.
    • Blindproof; Through either sheet magical status, or, perhaps some manner of physical augmentation, Andrea is immune to any manner of magic, item, or technique that would directly intrude upon her sense of sight.
    Magic
    • Fire; casts a volatile projectile composed of combusted energy, exploding outward upon contact with a surface.
    • Thunder; casts a bolt of lightning towards a target.
    • Sabre; a spell that amplifies the power of Andrea’s physical attacks. (Active 4 Turns)
    • Haste; a magic that temporarily provides Andrea with a boost in speed. (Active 4 Turns)
    • Protect; a minor defensive spell that temporarily buffers Andrea against physical strikes and low tier magic. (Active 4 Turns)
    Abilities
    • Infusion; the bullets with which Andrea stocks herself are accepting to the influence of her spells. Any form of round she uses can be infused with the effects of a spell. Infusion into blanks results in the temporary infusion of magic into the weapon itself.
    • Pure Power; at certain intervals, Andrea is able to directly cast a spell of pure, non-elemental magic, drawn directly from her latent magical potential. This ability requires the innate magical essence of her weapons to utilize as a medium. A weapon that is used for this must take time to 'cool down.' (Minimum 1 turn of cool down)
      • True Power; only accessible after Sabre has been cast, True Power allows a more powerful shot of non-elemental magic. Unlike its lesser variant, it can be utilized with or without a weapon on hand, but requires a charging period. (Minimum 1 Turn to charge, unless also under the effects of Haste).
    • Phasing & Warping; supplementing to her functionality as a mobile fighter, Andrea is adept in the abilities of phasing and warping. She can phase through attacks, provided that she has the optimal time frame in which to do so, and may do so without major repercussions. Warping is a more limited in usage, only being usable in two simultaneous instances before a recharge period is necessitated. (May use warps twice every 3 turns).
    • Rapid Action; an ability only accessible after Haste magic has been used, Rapid Action extends the Haste spell to the weapon itself, allowing Andrea to use them at a faster rate of fire. Use of this power allows Pure Power to be used without cool down.
    • Power Shot; similar to Rapid Action, Andrea may extend the use of her Sabre magic to a weapon, augmenting the force of impact.
    • Double Casting; Andrea is skilled enough in her casting prowess to cast two spells simultaneously. Casting elemental spells in this fashion serves to drain her magical energy faster. Double Casting spells that enhance performance simultaneously results in the reduction of their active time frame by half.
    Items
    • Ammunition Pouches; Andrea keeps all of her firearms’ ammunition safely in pouches firmly strapped to her person at non-obstructive places on her body. She has no real system in terms of splitting her ammunition, preferring to mix them together while relying more on the more discreet markings inside of the pouches, and her own memory, to retrieve the desired shells. This, according to her reason, prevents foes from catching onto patterns that might indicate which type of bullet she might use next. All of her ammunition pouches have been imbued with the highest possible level of defensive spells, as to prevent unintended damages or discharges of effects.
    • Elixir; a medicinal item that partially heals her physically while completely restoring her magical power. (5)
    Combat Philosophy
    “Hold them from one end; defeat them from the other.”
    A somewhat versatile combatant, bred from both formal military conditioning and hunting beasts and Daemons in the wilds, Andrea is fluent in the playing of both ends of a battlefield and the space in between. It is her typical approach to most battles to wear her enemies down from one distance in order to land the final blows from another. In the basic examples of this method, she will often, if able to, begin a battle from afar, breaking and tiring a foe while closing the distance. This style of combat is malleable to differing situations, allowing her to combat opponents in a manner that is to their disadvantage.​

    Weaknesses
    • Diversity vs. Mastery; being versed in combative arts of marksmanship, swordplay, and magic, has left Andrea with little room for mastering any one practice. Thus, she is likely to pale in these categories when faced with one who has taken the time to dedicate themselves more wholly to a single practice.
    • A Good Offense…; Andrea’s focus of skills and combative style lend her almost entirely to an offensive role, therefore hampering her defensive potential. She relies almost exclusively on speed and dexterity to evade attacks.
    • Limited Supply; the majority of Andrea’s combative viability hinges on her use of her ammunition, which are only allotted to her in finite supply.
     
    Last edited: Oct 13, 2017
    Nova likes this.
  9. Oath

    Oath King Bitch™

    So when you say October 9th do you mean that's the last day or that today is? I'm a failure I know.
     
  10. Nova

    Nova A Ghost Staff Member Administrator

    Tomorrow is the last day.
     
  11. Become

    Become The Pink Opaque Staff Member Moderator Content Writer

    Will finitely supplied items (potions, elixers, etc.) be considered as restocked between rounds? Or will depletion carry over?
     
  12. Nova

    Nova A Ghost Staff Member Administrator

    Should be fine to be able to restock them
     
  13. Oath

    Oath King Bitch™

    After seeing Become's profile, I feel they are too similar. I will be editing this post with a new character asap.

    @Hope has been posting for me as I come up with things to send to her. But I don't have any more time to work on this. I'll be back tomorrow.
    -Oath

    • [*]Name: Sha're (sha-ray)
      [*]Age: 17
      [*]Gender: F
      [*]Appearance:
      • [​IMG]
      • [​IMG]
      [*]Class: Rouge/Mage
      [*]Abilities:
      • Magic
        • Fire- Sha're has a preference for fire spells.
          • Fire Dancer- A flame spell that creates a cyclone of burning flame in a chosen location in her range.
            • Scorch- If left un dispelled, Fire dancer will expand to affect a much wider area.
          • Thermal Ray- A pillar of flame thrown from the hand.
          • Fire Breath- She breathes fire.
          • Flame Claw- Casting fire magic on her hand gauntlets temporarily sets the blades on fire to increase damage.
          • Nul Flame- A shield spell to decrease fire damage. Has a very short working time.
        • Ice-
          • Ice Pick- A spear formed of ice. Freezes a target if contact is made. Effectiveness varies depending on the target's magic defense.
          • Blizzard- A flurry of ice and snow around a targeted area meant to freeze or confuse.
          • Frost Bite- Ice spell cast on her claw to add ice damage.
          • Nul Ice- A shield spell to decrease Ice damage. Has a very short working time.
        • Lightning-
          • Bolt- Can send a bolt of electricity from a metal conductor like her claws.
          • Storm- Multiple bolts of electricity summoned to her concentrated area around 6 feet.
          • Nul Shock- A shield spell to decrease Lightning damage. Has a very short working time.
        • Light-
          • Delirium- A strobe affect focused around a target's eyes meant to distract or stun.
        • Shadow-
          • Veil- To darken the combat area.
      • Physical
        • Physique- Due to extensive training, Sha're is in peak physical form. She has trained herself to be more fast and agile than strong, though.
        • Endurance- High energy that allows her to fight at her hardest for extended periods of time without tiring.
        • Self Discipline- Targeted training on being able to stay focused on the fight even after taking a bad hit or tiring.
        • High Pain Tolerance- It takes a lot to slow her down.
      [*]Weaknesses:
      • Experience- Even with her natural talent, Sha'res age sets her back against more experienced enemies.
      • Light Defense- Sha're is a fearsome fighter, but she isn't very durable. She relies mainly on speed and agility to avoid being hit which can backfire against anyone who might be able to corner her.
      • Overconfidence- In relation to her youth and lack of experience. Sha're can get too confident in combat when things are going her way which can cause serious missteps.
      [*]Weapons:
      • [​IMG]
      [*]Armor: (Any clothing items worn by your character to boost defense or specific stats. No OP canon armor will be accepted.)
      [*]Equipment: (Any and all resources, like potions or elixirs, that your character will have on hand for the battle. Also list quantities).
     
    Last edited by a moderator: Oct 10, 2017
  14. Nova

    Nova A Ghost Staff Member Administrator

    Due to a lack of submissions, I'm going to extend the registration period another week. Those of you who submitted complete profiles on time (so @Become) should receive some sort of benefit IC for being the only one to follow the rules.
     
  15. Moogle

    Moogle Well-Known Member

    kupo.

    Name: Veldaan
    Age: 32
    Gender: Male
    Appearance: Bronze Bangaa with scars running down his chest, with straps crisscrossing his chest to meet on his shoulder for a studded leather pauldron. He wears loose, baggy pants as is the Ivalice style.
    Class: Monk
    Powers: As a Bangaa, Veldaan has a heightened sense of smell and hearing that enables him to seek out his opponents even if blinded. As a monk, he is aware of his many inherent disadvantages and has trained to try and meet them, making him very adept at intercepting and countering enemy attacks at close range, and dodging at long. But, he is inept with anything besides his fist weapons in terms of combat
    Abilities: Veldaan cannot cast any magics. However, thanks to rigorous training, he has gained physical abilities that can rival and in select cases surpass magical ones.
    • Combo Chaining: As he makes more hits on a target, Veldaan's proficiency grows, allowing him to use unique abilities. He can cancel a chain at any time and start on a new line as the situation needs. He does not need to necessarily hit with the attack in order to continue the chain, but obviously if he doesn't hit, he doesn't do much damage and in some cases (like Dark Strike) this will hurt him in the long run.
    • Chain A1: Earth Render - By focusing his ki, Veldaan can send his fist into the ground, sending the terrain in a line in front of him disrupting in a line. Pushes opponents back. It is not an earth attack.
    • Chain A2: Air Render - Veldaan follows up his pushback by sending burts of ki from his fists, allowing him to hit opponents up to mid range with his attacks. He can continue using this indefinitely on reaching this stage, provided he doesn't switch attacks. It is not a wind attack.
    • Chain B1: Pummel - Veldaan strikes up to three times in one instant.
    • Chain B2: Rending Strike - Veldaan shatters or severely damages a piece of armor or weapon his opponent uses.
    • Chain B3: Dark Strike - By sacrificing his own life force, Veldaan can make a strike far beyond his own abilities, allowing him to charge and deal massive damage. This is a DARK attack.
    • Chain B4: Withering Strike - This ability deals more damage the more wounded Veldaan is. He can use this attack up to three times upon reaching this level before he has to start a new chain.
    • Chain C1: Holy Sign - Veldaan sends out a wave of ki, purging a buff from an opponent and removing a debuff from himself.
    • Chain C2: Chakra - Veldaan uses his own ki in order to give himself a burst of healing energy. It's not massive, but it can sustain him in a prolonged battle or bring him back from the brink of death easily.
    • Chain C3: Exorcise - Veldaan sends a fist at an opponent, shooting a wave of HOLY energy. Must switch to a new chain after using.
    • Chain D1: Flying Kick - Veldaan leaps towards an opponent, closing the distance between him and them while making an attack. Can be used up to mid-long range, cannot be used at close range.
    • Chain D2: Bulwark - Veldaan braces his arms with KI and rushes his opponent with a full body tackle. He takes less damage while doing this, but loses finesse.
    • Chain D3: Blink Counter - When an opponent makes an attack (up to short-medium range), Veldaan warps behind them for a strike and knocks them forwards. Must switch to a new chain after using.
    Weaknesses: As a bangaa, Veldaan has a physical weakness to the WATER element. Primarily, Veldaan's other weakness revolves around his skills - while he remains flexible in combat, it takes precious time for him to be able to use any of his advanced techniques. As a monk, he also must wear very little equipment in order for him to use his abilities effectively, and even with his strong body this means that attacks on him will obviously hurt more than on a dragoon or even a gladiator, who both have armor to cover bodies.
    Weapons: Crescent Gauntlets - These gauntlets, made of a blue metal, are extremely sturdy but designed for one purpose - striking and blocking. Each one has a crescent shaped blade spanning the knuckles and ending at the opposite sides of the hands, and can be flipped backwards with ease for open palm attacks.
    Armor: Veldaan has very little armor, save for a studded leather pauldron he wears on the left side of his body.
    Equipment: Chocobo Feather - Grants Haste on use. Allows Veldaan to act twice, but doubles the speed negative effects (Poison and Doom) act on him.
     
    Nova likes this.
  16. Nova

    Nova A Ghost Staff Member Administrator

    Scratch that. Moogle and Become both get A's for being on time.

    I'll go over these with Kai and Sho (the judges) when they are both online sometime tomorrow. And if we haven't received a fourth profile by then I'll join the fray.
     
  17. Desert Warrior

    Desert Warrior Well-Known Member

    While I certainly agree and wouldn't object to them getting some sort of benefit, what exactly counts as on time? You said today was the last day and at the time of typing this I've got ~40 minutes left. EDIT: Still making the profile and it has turned midnight for me. So I can't really argue about being late now, can I?

    Anyways, my apologies for taking so long. No idea what exactly came over me, I just couldn't really find the inspiration to come up with something. I was thinking on something, but then Moogle took the class I was gonna use. But I think I came up with something in an attempt to be unique.

    Name: Hector

    Age:
    28

    Gender:
    Male

    Appearance:
    [​IMG]


    Class:
    Dragoon/Time Battlemage

    Powers

    • Air Maneuverability: Being a Dragoon, Hector is able to alter his trajectory midair. He is able to remain airborne for long periods of time because of this.

    Abilities

    • Jump: The Dragoon's claim to fame. Hector is able to jump high into the sky before diving back down to the ground, crashing down with great momentum.
    • Lancet: An attack that may be done up close or from a short distance. Absorbs some of the target's health and magic energy.
    • Haste: Magic buff to increase Hector's movement speed. Using this alongside his general air mobility can give the illusion that he's actually flying in the air.
    • Float: Magic buff granting an immunity to earth based magic. Also keeps Hector's body floating slightly above the ground, preventing the triggering of any traps on the ground.
    • Bravery: Magic buff providing an increase to the damage dealt.
    • Reflect: Magic buff that reflects all magic from Hector, beneficial or otherwise.
    • Aero: Wind based magic used for offensive and defensive purposes.
    Weaknesses
    • Close quarters combat: Due to lances being primarily thrusting weapons, Hector has a hard time dealing with opponents who manage to get up close, past his lance's minimum reach.
    • Magic: Hector's armor is great for defense against physical attacks but does not provide much in terms of magical resistance.
    Weapons
    • [​IMG]
    • [​IMG]

    Armor
    • Dragon Armor: Armor designed to be reminiscent of a dragon. Designed to provide excellent protection from weapons, does little to protect from magic based attacks.
    • Dragon Shield: An extra component to Hector's ensemble. It is the first line of defense against enemies who manage to get in close. May be used offensively, but not much more than pushing opponents away from him.

    Equipment

    • Potion: A curative item used to heal light and medium wounds. Carries 3.
    • Ether: A curative item used to restore magical power. Carries 3.
    • Elixir: The ultimate in curative items. Heals all wounds and completely restores magical power. Carries 1.

    A couple notes. In Final Fantasy I don't think I've ever seen Lancet miss, so I'm not sure how we should really go about that move. But it is a move generally associated with the class, so I figured I needed it. Also the two spears I picked are the two strongest spears in FFXII, but I don't intend for them to be that strong. I just think they look cool enough to use. I'm not including any of their secondary effects (Such as the Zodiac Spear being able to inflict disable).
     
    Nova likes this.
  18. Become

    Become The Pink Opaque Staff Member Moderator Content Writer

    What sort of benefit? I wouldn't want to go in with an advantage.
     
    Taboo Sho and Nova like this.
  19. Nova

    Nova A Ghost Staff Member Administrator

    It was a thought but I'm not entirely sure what could be done that would not put the two of you at an advantage
     
  20. Moogle

    Moogle Well-Known Member

    Give us additional pallette swaps and 10 free lootboxes.

    EDIT: Also, sorry DW. I had to get dem chains.
     
    Last edited: Oct 10, 2017

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