Rand al'Thor
Jan 14, 2020 15:21:34 GMT -5
Post by Ziya on Jan 14, 2020 15:21:34 GMT -5
Member Information
Player Username: Ziya
Current Character List: See Signature for the character list.
Random Character Notes: Damage system update.
Character Basics
Character Name: Rand al’Thor
Character Age: 427 or 27, depending on if you count his past life
Character Race: Human (Channeler)
Character Gender: Male
About the Character
Character Personality: Calm, collected, and at peace are usually the first impressions people have when meeting Rand. He is a leader not by nature but by experience, having directed armies numerous times across his previous life and his current, often choosing to disregard the philosophy his friend Matrim so often quotes and leading from the front of his forces and leave tactics to those he trusts. As such, he is also very confident in his ability to stand his ground on the battlefield, both through channeling and the use of his blade.
Those who are close to him know Rand’s lightly sarcastic humor and strong wit well, though those are few and far between as most in his universe viewed him as one step below the Creator, and thus shied away unless bound by duty. He prefers to spend time with people before trusting them with his past, unwilling to risk alienation by revealing his otherness prematurely.
He is slow to anger, with few ways to bypass his patience, but once that feat is achieved he is a terrifying sight, his fury only matched by his tenacity at removing the problem, but that same patience reveals what is to some his greatest asset and to others his weakness – he is stubborn to a fault. Those he was raised amongst had a saying, “We’ll survive, the Light willing. And if the Light doesn’t will, we’ll still survive.”
Character Appearance: Rand is a handsome, very tall, light-skinned man, standing roughly 1 span 7 inches (6’7”) and weighing 23 ½ stone (235 lbs.). He has blue-gray eyes and dark reddish, unruly hair hanging just past his ears. Rand has the typical tall, broad shouldered Aiel physique, although he is more slender and not as heavily built as his friend Perrin, who has been a blacksmith most of his life. He is strong and muscular from years of arduous farm work, archery training, sword practice, fighting and training with the Aiel.
His palms have brands in the shape of a heron that are the marks of the Dragon Reborn in the prophecies of his world and on his forearms are two scarlet and gold, metallic dragons, naming him the Car'a'carn, or Chief of Chiefs, to the Aiel people.
Battle Statistics
Character Position: Neutral Good
Character Spells :
Fireball: A simple weave of Fire creates a ball of fire up to two feet wide that is launched at a target as if thrown, detonating in a blast twice its size to deal light damage. Cooldown one post.
Arrows of Fire: Flows of Earth and Fire can be used to fire up to 10 filaments of superheated material at targets. Each one can vaporize enough material to pierce through 6 inches of steel before stopping, dealing moderate damage. Cooldown three posts.
Blossoms of Fire: A weave that utilizes Earth, Air, and Fire to create a bar of fire about ten inches across and ten feet tall somewhere within sight that emits a high pitched whistle. Once another flow of Air is added the bar explodes in a thirty foot wide blast of fire that deals heavy damage capable of incinerating lesser enemies and throwing back those that survive up to a hundred feet away. Cooldown four posts.
Riven Earth: Using flows of Earth and Fire Rand can cause a row of earth up to five feet by ten feet to tremble as if in an earthquake before exploding violently upwards, dealing moderate damage. Cooldown three posts.
Lightning Blast: Using Fire and Air Rand can cause a static charge to build in a target that will cause a tingling sensation, quickly followed by a bolt of lightning striking that spot that deals light damage. Cooldown one posts.
Lightning Storm: By using Fire, Air, and Water Rand can summon thunderclouds that can rain lightning onto an area up to 30 feet across for two posts. Anything within the area talkes moderate damage per post. Cooldown three posts.
Waterspouts: Using flows of Water and Air Rand can create up to three water vortices ten feet tall and two feet wide that are capable of drilling through a half inch sheet of steel in under a minute, dealing moderate damage. They can travel anywhere within sight at up to 10 mph and last up to three posts. Cooldown three posts.
Tornados: By using flows of Air Rand can create up to three tornadoes ten feet tall and half again as wide that ravage the battlefield at his command, dealing moderate damage. They can travel anywhere within sight at up to 10 mph and last up to three posts. Cooldown three posts.
Shield of Air: Flows of Air can be used to create a barrier of any size up to ten feet across that can block up to five light attacks, three moderate attacks, two heavy attacks, or one finisher/fatal attack for one post. Cooldown two posts.
Shield: Rand can place a shield that inflicts Silence on a target for two posts, but has to be completely focused on that opponent. If Rand is not completely focused on that one opponent, the shield can hold for one post, with the tradeoff that he can use other spells on different targets. Cooldown five posts.
Healing: Weaving Spirit, Earth, Water, Fire, and Air together Rand can detect and heal any physical wounds in another person in seconds. The process requires concentration and taxes him somewhat, so it cannot be done continuously or on the move. Cooldown four posts.
Character Abilities:
Enhanced Senses (Passive): When in combat Rand is connected to the Power (the source of his magic) constantly, allowing all of his senses to be heightened to nearly double a normal human’s.
Blademaster (Passive): Rand is one of the best at his world’s style of swordplay, able to react to and counter blows far quicker than most. His techniques are nearly all named, and he refers to them by name even mentally.
Slicing Weaves: Using a weave of pure Spirit Rand can cut through any single magical use, nullifying what was cut. Cooldown three posts.
Hardened Air: By utilizing flows of Air Rand can manipulate up to ten objects up to half his size within sight as if he were holding them. Can also be used to deflect attacks, including magic. Cooldown two posts.
Mirror of Mists: This weave can be used to alter the appearance of Rand into anything he wishes, so long as the result is as large or larger than he. This new appearance is only an illusion; though additional weaves of Air can give it the impression of being solid it cannot attack. Lasts for up to four posts, with an additional cooldown of two posts.
Gateways: Rand can create what is effectively a square portal between two places that is up to eight feet to a side. These gateways can allow him to travel anywhere he wishes or to redirect an attack, and can be opened anywhere. Using them in battle is taxing however, limiting the number of uses for combat. Cooldown two posts while in combat.
Elemental Blade: Using intricate weaves of one of the five Powers of Spirit, Air, Fire, Water, and Earth, Rand can modify his blade to become an embodiment of the chosen Power at the cost of not being able to use spells while this is active. This ability has five potential variants, which can be changed every four posts:
Spirit Blade: Gives the blade the ability to cut through magic in any form as if it were physical, and can inflict Silence on a target for one post if touched. Can only Silence once every two posts.
Air Blade: Splits the air with each attack to send a vacuum wave out. Essentially extends the reach of the blade up to ten feet.
Fire Blade: Causes anything flammable touched to burst into flame, and can melt through a half inch thick steel plate in under a minute. Rand is immune to the heat of this blade.
Water Blade: Technically an ice blade. Causes any liquid touched to freeze slowly, and can liquefy once every two posts to reshape itself using water in the air.
Earth Blade: Adds a chain that can vary in length to the pommel of his blade that allows him to use it as a rope weapon.
Character Forms/Command Styles:
Champion of Light: By focusing purely on channeling Saidin Rand can draw enough to approach the levels of power he once held on his world for up to eight posts. In this form all cooldowns are removed and replaced by charge costs equal to the number of posts the cooldown was. For example, a two post cooldown becomes a two charge cost.
This form begins with 60 charges, and Rand can use up to 10 charges per post. So long as the total number of charges used per turn does not exceed 10 any spells can be used, including multiple uses of the same spell. When the charges are exhausted the form ends, regardless of how long the form has been active. Once the form ends Rand cannot use any spells for the remainder of the battle, and cannot use this form again for the same.
Character Weapons:
Zavilat'a'Aman: The guard is a rough oval formed from the tail of a crimson dragon with gold accents on the scales. The main body of the dragon forms the spine of the blade and travels straight until the neck and head, which arc out slightly before returning to a few inches behind the foot of the blade. Within the mouth of the dragon is a circle roughly six inches across, half white and the other black with a sinuous line dividing them. The handle is wrapped in rough boar hide, while the blade is made of transparent blue crystal with a single curved edge from guard to tip, and a golden heron near the tip. The keychain is a serpent eating its own tail twisted into the sign of infinity, intertwined with a seven-spoked wheel.
In its base form Zavilat’a’Aman amplifies the area of effect for all spells by 20%.
Two River’s Longbow (Transformation): Zavilat’a’Aman can transform into a crystal and crimson dragon scale bow that is one foot taller than Rand when unstrung that fires up to five arrows of Light per post. Rand can channel his spells into arrows instead of casting them. He can create up to five arrows this way. When a channeled arrow is fired the spell activates, triggering the original effect upon contact. Using an arrow does not trigger the spell’s cooldown, but making one does.
Dragon’s Banner (Second Form): Zavilat’a’Aman can transform into an eight foot tall pike with a large white flag attached to the upper three feet. The flag has a dragon matching the one on the base form of the keyblade and on his arms, and is made of a flexible yet razor sharp material. Rand uses the pike like a staff, spinning and swinging it about to use the flag as both a weapon and shield.
In this form the cooldowns of all his spells are halved, rounded up. The form lasts for eight posts, has an eight post cooldown.
Character Shotlocks:
Dragonfire: Launches up to 20 fist-sized blasts of Fire at up to 10 targets. Each blast detonates on contact into a one foot wide explosion that deals light damage. Two post cooldown.
Character Summons:
Mist of Mashadar: A sentient, mobile mass of silvery mist that seeks out magic and consumes it, growing larger with each spell consumed. Being a mist it is immune to physical attack, and it is also resistant to any magic other than Fire and Light. Mashadar is completely uncontrollable once summoned, though it will not attack Rand or anyone he deems an ally. It remains on the battlefield for up to six posts, with a four post cooldown after. It also has the following abilities:
Draining Touch (Passive): Anything within the mists has its life drained from it, dealing a moderate level of damage each post.
Reanimation (Passive): Any creature that dies within the mist will be reanimated under its will for the duration of the summon. The creatures have little intelligence and thus have no access to magic, but will fight until they are turned to dust or rendered fully immobile. Any such creatures are turned to dust when the Mist dissipates.
Character Racial Ability: Mage’s Sight: Due to being a practiced magician in two realms of magic, Tamara can tell what type of spell is cast from magic users, regardless of if they are channellers or not. The sight makes even usual magic appear more like a pattern of lines drawn together.
Character Strengths: Patient, wise, calm
Character Weaknesses: Sometimes distant, quiet arrogance, incredibly stubborn
Character History: Rand al’Thor spent the first 20 years of his life on the outskirts of a small village in the middle of a sheltered section of his world known as the Two Rivers, peacefully raising crops and livestock alongside his father. Then came the Winternight of his 20th year, and Shadowspawn known as Trollocs attacked his home, nearly killing both him and his father. Seeking answers, he set out with a woman magic user known as an Aes Sedai along with four friends to discover why the Shadow wanted them so badly.
Along the way he discovered that he was the reincarnation of a powerful male Aes Sedai from 3000 years previous known as the Dragon, hence making him the prophesized Dragon Reborn, fated to both save and destroy the world if he didn’t go mad from the male half of magic first.
Somehow he and his friends found their way over the next two years becoming rulers and commanders of the people of their world, and at the end somehow won against the Shadow, though at the cost of many good people and Rand’s very body. Through mysterious circumstances he found himself in the body of his counterpart of the Shadow after the final fight, leaving him free of both fate and recognition, other than those closest to him, and the ability to reshape reality as he saw fit.
5 years after that battle reports began surfacing of a peculiar new type of Shadowspawn creeping about Shayol Ghul, the site of that last battle. Naturally, Rand went to investigate. What he found he later learned to be not of his world at all, but instead Heartless that quickly found the keyhole of his world, sending it into the darkness.
He awoke in another world called Radiant Garden, somehow back in his original body and able to use magic, though at the cost of his greater powers. Confused and curious, he now explores the worlds for clues to recover what he lost, or a new world to call home.
Kingdom Hearts
Please Answer the following questions using the answer provided; apply the answer to the character you are creating. Custom options are allowed, but please try and stick with the defaults if possible.
1. Which form will you choose?
The power of the warrior
The power of the defender
The power of the mystic
2. What is most important to you?
Being number one
Friendship
My prized possessions
3. What do you want out of life?
To see rare sights
To broaden my horizons
To be strong
4. What are you afraid of?
Getting old
Being different
Being indecisive
Character Relationships: Significant other of Éirín Niall
Character Accessories: A plain wooden pipe
Favorite Foods: Shepherd’s Pie
Preferred Pets:Dogs
Strongly Attracted By: Confidence, Kindness, Resolve
Strongly Repulsed By: Corruption, Greed, Malice
Player Username: Ziya
Current Character List: See Signature for the character list.
Random Character Notes: Damage system update.
Character Basics
Character Name: Rand al’Thor
Character Age: 427 or 27, depending on if you count his past life
Character Race: Human (Channeler)
Character Gender: Male
About the Character
Character Personality: Calm, collected, and at peace are usually the first impressions people have when meeting Rand. He is a leader not by nature but by experience, having directed armies numerous times across his previous life and his current, often choosing to disregard the philosophy his friend Matrim so often quotes and leading from the front of his forces and leave tactics to those he trusts. As such, he is also very confident in his ability to stand his ground on the battlefield, both through channeling and the use of his blade.
Those who are close to him know Rand’s lightly sarcastic humor and strong wit well, though those are few and far between as most in his universe viewed him as one step below the Creator, and thus shied away unless bound by duty. He prefers to spend time with people before trusting them with his past, unwilling to risk alienation by revealing his otherness prematurely.
He is slow to anger, with few ways to bypass his patience, but once that feat is achieved he is a terrifying sight, his fury only matched by his tenacity at removing the problem, but that same patience reveals what is to some his greatest asset and to others his weakness – he is stubborn to a fault. Those he was raised amongst had a saying, “We’ll survive, the Light willing. And if the Light doesn’t will, we’ll still survive.”
Character Appearance: Rand is a handsome, very tall, light-skinned man, standing roughly 1 span 7 inches (6’7”) and weighing 23 ½ stone (235 lbs.). He has blue-gray eyes and dark reddish, unruly hair hanging just past his ears. Rand has the typical tall, broad shouldered Aiel physique, although he is more slender and not as heavily built as his friend Perrin, who has been a blacksmith most of his life. He is strong and muscular from years of arduous farm work, archery training, sword practice, fighting and training with the Aiel.
His palms have brands in the shape of a heron that are the marks of the Dragon Reborn in the prophecies of his world and on his forearms are two scarlet and gold, metallic dragons, naming him the Car'a'carn, or Chief of Chiefs, to the Aiel people.
Battle Statistics
Character Position: Neutral Good
Character Spells :
Fireball: A simple weave of Fire creates a ball of fire up to two feet wide that is launched at a target as if thrown, detonating in a blast twice its size to deal light damage. Cooldown one post.
Arrows of Fire: Flows of Earth and Fire can be used to fire up to 10 filaments of superheated material at targets. Each one can vaporize enough material to pierce through 6 inches of steel before stopping, dealing moderate damage. Cooldown three posts.
Blossoms of Fire: A weave that utilizes Earth, Air, and Fire to create a bar of fire about ten inches across and ten feet tall somewhere within sight that emits a high pitched whistle. Once another flow of Air is added the bar explodes in a thirty foot wide blast of fire that deals heavy damage capable of incinerating lesser enemies and throwing back those that survive up to a hundred feet away. Cooldown four posts.
Riven Earth: Using flows of Earth and Fire Rand can cause a row of earth up to five feet by ten feet to tremble as if in an earthquake before exploding violently upwards, dealing moderate damage. Cooldown three posts.
Lightning Blast: Using Fire and Air Rand can cause a static charge to build in a target that will cause a tingling sensation, quickly followed by a bolt of lightning striking that spot that deals light damage. Cooldown one posts.
Lightning Storm: By using Fire, Air, and Water Rand can summon thunderclouds that can rain lightning onto an area up to 30 feet across for two posts. Anything within the area talkes moderate damage per post. Cooldown three posts.
Waterspouts: Using flows of Water and Air Rand can create up to three water vortices ten feet tall and two feet wide that are capable of drilling through a half inch sheet of steel in under a minute, dealing moderate damage. They can travel anywhere within sight at up to 10 mph and last up to three posts. Cooldown three posts.
Tornados: By using flows of Air Rand can create up to three tornadoes ten feet tall and half again as wide that ravage the battlefield at his command, dealing moderate damage. They can travel anywhere within sight at up to 10 mph and last up to three posts. Cooldown three posts.
Shield of Air: Flows of Air can be used to create a barrier of any size up to ten feet across that can block up to five light attacks, three moderate attacks, two heavy attacks, or one finisher/fatal attack for one post. Cooldown two posts.
Shield: Rand can place a shield that inflicts Silence on a target for two posts, but has to be completely focused on that opponent. If Rand is not completely focused on that one opponent, the shield can hold for one post, with the tradeoff that he can use other spells on different targets. Cooldown five posts.
Healing: Weaving Spirit, Earth, Water, Fire, and Air together Rand can detect and heal any physical wounds in another person in seconds. The process requires concentration and taxes him somewhat, so it cannot be done continuously or on the move. Cooldown four posts.
Character Abilities:
Enhanced Senses (Passive): When in combat Rand is connected to the Power (the source of his magic) constantly, allowing all of his senses to be heightened to nearly double a normal human’s.
Blademaster (Passive): Rand is one of the best at his world’s style of swordplay, able to react to and counter blows far quicker than most. His techniques are nearly all named, and he refers to them by name even mentally.
Slicing Weaves: Using a weave of pure Spirit Rand can cut through any single magical use, nullifying what was cut. Cooldown three posts.
Hardened Air: By utilizing flows of Air Rand can manipulate up to ten objects up to half his size within sight as if he were holding them. Can also be used to deflect attacks, including magic. Cooldown two posts.
Mirror of Mists: This weave can be used to alter the appearance of Rand into anything he wishes, so long as the result is as large or larger than he. This new appearance is only an illusion; though additional weaves of Air can give it the impression of being solid it cannot attack. Lasts for up to four posts, with an additional cooldown of two posts.
Gateways: Rand can create what is effectively a square portal between two places that is up to eight feet to a side. These gateways can allow him to travel anywhere he wishes or to redirect an attack, and can be opened anywhere. Using them in battle is taxing however, limiting the number of uses for combat. Cooldown two posts while in combat.
Elemental Blade: Using intricate weaves of one of the five Powers of Spirit, Air, Fire, Water, and Earth, Rand can modify his blade to become an embodiment of the chosen Power at the cost of not being able to use spells while this is active. This ability has five potential variants, which can be changed every four posts:
Spirit Blade: Gives the blade the ability to cut through magic in any form as if it were physical, and can inflict Silence on a target for one post if touched. Can only Silence once every two posts.
Air Blade: Splits the air with each attack to send a vacuum wave out. Essentially extends the reach of the blade up to ten feet.
Fire Blade: Causes anything flammable touched to burst into flame, and can melt through a half inch thick steel plate in under a minute. Rand is immune to the heat of this blade.
Water Blade: Technically an ice blade. Causes any liquid touched to freeze slowly, and can liquefy once every two posts to reshape itself using water in the air.
Earth Blade: Adds a chain that can vary in length to the pommel of his blade that allows him to use it as a rope weapon.
Character Forms/Command Styles:
Champion of Light: By focusing purely on channeling Saidin Rand can draw enough to approach the levels of power he once held on his world for up to eight posts. In this form all cooldowns are removed and replaced by charge costs equal to the number of posts the cooldown was. For example, a two post cooldown becomes a two charge cost.
This form begins with 60 charges, and Rand can use up to 10 charges per post. So long as the total number of charges used per turn does not exceed 10 any spells can be used, including multiple uses of the same spell. When the charges are exhausted the form ends, regardless of how long the form has been active. Once the form ends Rand cannot use any spells for the remainder of the battle, and cannot use this form again for the same.
Character Weapons:
Zavilat'a'Aman: The guard is a rough oval formed from the tail of a crimson dragon with gold accents on the scales. The main body of the dragon forms the spine of the blade and travels straight until the neck and head, which arc out slightly before returning to a few inches behind the foot of the blade. Within the mouth of the dragon is a circle roughly six inches across, half white and the other black with a sinuous line dividing them. The handle is wrapped in rough boar hide, while the blade is made of transparent blue crystal with a single curved edge from guard to tip, and a golden heron near the tip. The keychain is a serpent eating its own tail twisted into the sign of infinity, intertwined with a seven-spoked wheel.
In its base form Zavilat’a’Aman amplifies the area of effect for all spells by 20%.
Two River’s Longbow (Transformation): Zavilat’a’Aman can transform into a crystal and crimson dragon scale bow that is one foot taller than Rand when unstrung that fires up to five arrows of Light per post. Rand can channel his spells into arrows instead of casting them. He can create up to five arrows this way. When a channeled arrow is fired the spell activates, triggering the original effect upon contact. Using an arrow does not trigger the spell’s cooldown, but making one does.
Dragon’s Banner (Second Form): Zavilat’a’Aman can transform into an eight foot tall pike with a large white flag attached to the upper three feet. The flag has a dragon matching the one on the base form of the keyblade and on his arms, and is made of a flexible yet razor sharp material. Rand uses the pike like a staff, spinning and swinging it about to use the flag as both a weapon and shield.
In this form the cooldowns of all his spells are halved, rounded up. The form lasts for eight posts, has an eight post cooldown.
Character Shotlocks:
Dragonfire: Launches up to 20 fist-sized blasts of Fire at up to 10 targets. Each blast detonates on contact into a one foot wide explosion that deals light damage. Two post cooldown.
Character Summons:
Mist of Mashadar: A sentient, mobile mass of silvery mist that seeks out magic and consumes it, growing larger with each spell consumed. Being a mist it is immune to physical attack, and it is also resistant to any magic other than Fire and Light. Mashadar is completely uncontrollable once summoned, though it will not attack Rand or anyone he deems an ally. It remains on the battlefield for up to six posts, with a four post cooldown after. It also has the following abilities:
Draining Touch (Passive): Anything within the mists has its life drained from it, dealing a moderate level of damage each post.
Reanimation (Passive): Any creature that dies within the mist will be reanimated under its will for the duration of the summon. The creatures have little intelligence and thus have no access to magic, but will fight until they are turned to dust or rendered fully immobile. Any such creatures are turned to dust when the Mist dissipates.
Character Racial Ability: Mage’s Sight: Due to being a practiced magician in two realms of magic, Tamara can tell what type of spell is cast from magic users, regardless of if they are channellers or not. The sight makes even usual magic appear more like a pattern of lines drawn together.
Character Strengths: Patient, wise, calm
Character Weaknesses: Sometimes distant, quiet arrogance, incredibly stubborn
Character History: Rand al’Thor spent the first 20 years of his life on the outskirts of a small village in the middle of a sheltered section of his world known as the Two Rivers, peacefully raising crops and livestock alongside his father. Then came the Winternight of his 20th year, and Shadowspawn known as Trollocs attacked his home, nearly killing both him and his father. Seeking answers, he set out with a woman magic user known as an Aes Sedai along with four friends to discover why the Shadow wanted them so badly.
Along the way he discovered that he was the reincarnation of a powerful male Aes Sedai from 3000 years previous known as the Dragon, hence making him the prophesized Dragon Reborn, fated to both save and destroy the world if he didn’t go mad from the male half of magic first.
Somehow he and his friends found their way over the next two years becoming rulers and commanders of the people of their world, and at the end somehow won against the Shadow, though at the cost of many good people and Rand’s very body. Through mysterious circumstances he found himself in the body of his counterpart of the Shadow after the final fight, leaving him free of both fate and recognition, other than those closest to him, and the ability to reshape reality as he saw fit.
5 years after that battle reports began surfacing of a peculiar new type of Shadowspawn creeping about Shayol Ghul, the site of that last battle. Naturally, Rand went to investigate. What he found he later learned to be not of his world at all, but instead Heartless that quickly found the keyhole of his world, sending it into the darkness.
He awoke in another world called Radiant Garden, somehow back in his original body and able to use magic, though at the cost of his greater powers. Confused and curious, he now explores the worlds for clues to recover what he lost, or a new world to call home.
Kingdom Hearts
Please Answer the following questions using the answer provided; apply the answer to the character you are creating. Custom options are allowed, but please try and stick with the defaults if possible.
1. Which form will you choose?
The power of the warrior
The power of the defender
The power of the mystic
2. What is most important to you?
Being number one
Friendship
My prized possessions
3. What do you want out of life?
To see rare sights
To broaden my horizons
To be strong
4. What are you afraid of?
Getting old
Being different
Being indecisive
Character Relationships: Significant other of Éirín Niall
Character Accessories: A plain wooden pipe
Favorite Foods: Shepherd’s Pie
Preferred Pets:Dogs
Strongly Attracted By: Confidence, Kindness, Resolve
Strongly Repulsed By: Corruption, Greed, Malice