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Air Arena
Arenas aire2
  • The objects in the arena have been charmed to almost defy gravity, floating around, boulders, rocks, etc
  • At the base level of this arena is just normal ground with vegetation/shrubs/grass and trees, as well as varying size terrain, ranging from a few feet tall, to much taller
  • Floating high above in the air is small islands, some with greenery and vines hanging down towards the ground, ranging in size and height from the ground, so that even if a person didn't have the power of flight, if they are an adept climber, everything is spaced out enough they could climb as high as possible, as well as utilise some of the smaller floating debree to aid in their climb. Some of the floating islands even have small waterfalls
  • Between the floating islands and the tall peeks and trees, there are plenty of shadows and places to hide
  • On two sides of the arena there are 2 automaton birds stationed, currently in "off" mode, they are roughly 6 feet tall.
  • The arena is open to the sky and elements
  • On each end of the arena, on top of some large pillars, are pyres, full of fire and wood. The fire that burns within the pyres can not be extinguished, but if the fire is removed from the pyres, it can then be put out.

Pre-Battle

Zoey-Deutch-Vampire-Academy

Jasmine Donphin -Child of Zephyrus
-The Girl of The Winds

 – "It's a little drafty in here, or is it just me?"

Jasmine pulled over her ragged leather tunic. She hadn't used it many times before, but it had helped other campers in battle. She readied her axe and put her hair into a french braid.

"You're going down, Ember!" She shouted, examining the arena.




Ember ~ Daughter of Zephyrus 雲
EmberNew1
Having entered the arena over four t imes, the lieutenant was confident in her abilities and knowledge; however, she was still cautious. The two wind children were approximately seven meters apart. This daughter of Zephyrus wore a comfortably functional attire consisting of the following: her twin armbands, leather breastplate over her white v-neck shirt, black stretchable skinny combat pants, and black combat shoes. Ember has her kusarigama on hand and packed ambrosia cubes concealed. Her hair was neatly tied into a bun and perfected with a golden hair chopstick (secretly a sword). She positioned herself defensively. "First move's yours, CHALLENGER," Ember sneers, emphasizing Jasmine's humble status.
Character's Bio


 Age: 22  Height: 5'7  Weight: 118 lbs
 Sexuality: Heterosexual  Relationship Status: Single
 Birth Place: New Zealand  Main Weapon: Kusarigama
~Clouded Perfectionist/ Lt. of Zephyrus' Cabin

Character's Powers

 Powers of a daughter of Zephyrus:

Offensive

  1. Children of Zephyrus have the ability to create gusts of wind, however, the stronger the gust, the more it drains them.

Defensive

  1. Children of Zephyrus have the ability to create a dome shaped torrent of wind, roughly two to three time the size of the user, which can be used to block attacks for a very short time.
  2. Children of Zephyrus have the ability to create a small tornado, about the size of the user, which can be used to block projectile attacks for a short time.
  3. Children of Zephyrus have the ability to create large clouds which obstruct vision of everyone else.

Passive

  1. Children of Zephyrus are stronger in the spring months.

Supplementary

  1. Children of Zephyrus have the ability to hover or fly, however, the longer they fly the more it drains them.
  2. Children of Zephyrus have the ability to call upon the winds to speed their movements or attacks; this can also be used oppositely to slow the movements or attacks of others.

3 Months After Character is Made

  1. Children of Zephyrus have the ability to create a massive rainstorm which will begin to downpour and flood the immediate area, for a short time.

6 Months After Character is Made

  1. Children of Zephyrus have the ability to increase the water density of clouds, enabling them to knock people over with them or even ride atop them; this significantly drains the child of Zephyrus.

9 Months After Character is Made

  1. Children of Zephyrus can shed their flesh and turn into pure clouds, while in this state they are immune to attacks, can travel long distances in a fraction of the time, can knock enemies off their feet, the longer they maintain this form, the more energy is drained, and the weaker they become.

Traits

  1. Children of Zephyrus are generally left handed.

Owned by: Broken ~ Posted on: {{{2}}}

Fight

  • Jasmine: She creates a small gust of wind to hopefully get her out of Ember's line of sight so she can hopefully get a far enough distance away from her so she can prepare a well-timed attack.
  • Ember: Simultaneously, Ember also dashed. While locking her eyes on Jasmine for as far as she could, the lieutenant propelled herself to the sky. She landed on a floating island barely twenty meters apart from the base level. The grass field had a few trees, plants, and best of all, debris. From an end of the small island, this daughter of Zephyrus blasts a gust of wind that swept the debris along. Similar to a hailstorm, the gust (mixed with pebbles, dirt, dust, and sand) rains down on Jasmine. Ember aims to use the turn as both a distraction and an offensive attack. Now this is how I hit above the belt, she thought cockily. Hoping the distraction worked, the lieutenant then dives towards Jasmine for a cross-chest slice with her kusarigama. She readies her armbands and ball as defensive measures. Despite the outcome, she would immediately create space afterward.
  • Jasmine: The pebbles, dirt, dust and sand rain down on her as she turns to see Ember charging at her. She feels the blade sink lightly into her shoulder and she attempts to kick Ember away from her and flies into the air, axe ready to come down and strike her.
  • Ember: Ember came down head first. Due to the force sheathing Ember from her high jump, Jasmine's kick less of a pain and more of an extra boost; nonetheless, Ember's shoulder was still hit. Since she could flip back to safety, her shoulder was fine. Ember then shifts her attention to her half-sibling. The lieutenant spins her kusarigama's ball and chain. The moment Jasmine inches closer, this daughter of Zephyrus would be aiming to lasso and snatch her half-sister's ax while defending herself with her sharpened sickle.
  • Jasmine: Jasmine held tightly on to the axe as the ball and chain whipped from ember. Clenching on tightly to the axe, she was dragged closer to Ember. She got up and charged head first into Ember's abdomen, hoping to knock her to the ground where she could get an upper hand.
  • Ember: Honestly, Ember wasn't surprised; in fact, she planned it. Obviously, if she pulled for the ax, it's natural for her stubborn half-sister to come along. Once Jasmine came close to crashing, Ember aims a clean horizontal sweep across her half-sister's clavicle and flies off in the nick of time. Hopefully, Jasmine will receive the slash, slam her head on the ground, and lose grip of her weapon from the impact and tug from above. Of course, if these didn't happen, the lieutenant will still soar towards the sky with added speed from the wind. This daughter of Zephyrus simply refuses to leave Jasmine with a weapon. She will continue to pull until Jasmine had executed her next move; then, will Ember act again.
  • Jasmine: She took the slash head on. As she saw her half sister begin to escalate in aptitude, she tugged on the axe strongly, hoping to pull her half sister spiraling towards the ground, such as an unplanned ambush Jasmine always saw in the wild western movies.
  • Ember: Unlike what Jasmine had planned, Ember didn't plunge towards the ground. A normal kusarigama chain has the length of 3.6 meters; however, Ember's chain was 4 meters long. Flying diagonally from Jasmine, Ember had increased her flight speed, thus increasing the force on Jasmine's machete as well; she had both the wind and her own strength pulling the poleax, while Jasmine only had her strength (and probably gravity) pulling Ember. Once this daughter of Zephyrus had reached the maximum stretching point, she realized her snatch was to no avail. Honestly, Ember was surprised at the sudden strong pull; howbeit, the length and her wind command allowed her to slow the situation and regain her balance. From her position, she freed Jasmine's weapon and landed on the ground with a safe four-meter distance from Jasmine. Swinging the chain again, Ember aimed for her half-sister's calves. If it didn't wrap her left calf, Ember hopes to strike any lower body part with the weight at the end of her kusarigama. Despite the fruits of her effort, this daughter of Zephyrus dashed towards her sister from the opposite (right) side with the intention to run-stab-run Jasmine's right thigh. As usual, Ember had commanded the winds to increase her speed.
  • Jasmine: She had been expecting too much when it happened. The distance between Ember and Jasmine was just enough to strike back as Ember shot her weapon at Jasmine. Already being downed from the earlier hit, the weapon flew right over Jasmine's nose. As she saw Ember's speed increasing, she did the same, charging the winds behind her to get a lead. Preparing her axe, she took liftoff, getting a higher view of what was going on. She looked down to see Ember's perfect location, speed was now going to be Jasmine's best friend. She raced down to the ground and attempted to slice at the back of her half-sister's kneecaps. She then slid under Ember's legs and attempted to stab her dagger deep into Ember's inner thigh.
  • Ember: To evade Jasmine's next attacks, this daughter of Zephyrus simultaenously shot up to the sky and twisted to confront Jasmine; however, Ember wasn't fast enough to dodge the first one. Once slashed moderately across the back of her calves, Ember mouthed, "Bullsh*t. The lieutenant knew she had to act fast, so the later stab was repelled by a small wind dome that shielded Ember's lower legs. "By this time, Ember was facing Jasmine and blew a gust of wind in attempt to slam Jasmine to the oak tree. Even if Jasmine could blow the clouds away, Ember took a chance. In mid-air, she summons large clouds to obstruct Jasmine's vision. During the process, she flies closer towards one end of the arena. Of course, she first had to navigate through the islands. To be less drained, she decided to run and jump on land with extra wind speed.

(HALFTIME=10 More Posts/5 Per User)

  • Jasmine: She slammed into the tree and just managed to blow the clouds away. She watched as Ember took off, running and jumping to the other side of the arena. At her legs were blood from Jasmine's most recent slash. Jasmine took off after the counselor, flying above her. Even if it might drain her, she managed to get to the other side a few milliseconds before Ember. She spotted the girl and attempted to go down for a dive-bomb. While using the wind to increase her speed, she could manage to get the girl on the ground and get herself an advantage. 
  • Ember: The end stationed the two automated birds and the fire pyre. As the flames flickered, a smirk traced Ember's lips. Upon seeing Jasmine dive towards her, Ember swiftly creates an air dome to par with her half-sister. A second after the clash, she blasts it towards Jasmine and dashes towards the fire pyre. In front of the pyre, she blasts a wind tornado through it. Having air (oxygen, nitrogen, other gasses) support combustion, the fire tornado shoots directly towards Jasmine. Despite the fire tornado's effect, Ember uses this opportunity to jump into a bird plane. There was little time left, and Ember had switched the machine on and took off. Knowing she had done well earlier, Ember decides to "relax" and drag time.
  • Jasmine: She stopped as she saw the dome and rolled away from it. As Ember flew towards the fire pyre and began creating a fire tornado, Jasmine created just enough wind to extinguish the flames and roll out of the way. She felt drained, but she needed to win this fight. She flew towards the bird and used a large gust of wind to hopefully redirect the bird automaton towards the ground. If Ember wasn't able to get out fast enough, the bird would crash and give her an advantage. She tried her hardest and created the largest gust of wind her body at the time could tarry. 
  • Ember: Immediately on-board, Ember revealed her sealed plastic bag containing cubes of ambrosia; she pops some into her mouth before being disturbed by a great gust. Though tired seconds ago, Ember felt revived by the medicine. As Jasmine had anticipated, the automaton bird came crashing; however, having an open driver's seat, there was nothing to block Ember's exit. While the bird slammed onto the ground, the lieutenant shot out from the bird and landed on a nearby island. Ember stood behind a fairly large tree and blew a massive gust of wind. The leaves mix with the wind's course, and a moment later, Ember "rides (not literally)" on top of the mini-leaf-tornado. That way, in case Jasmine would fling the wind back, Ember wouldn't be affected. Moving on, Ember charges towards her half-sister with her sickle, aiming for Jasmine's lower limbs.

Score

Judge Defender Challenger Points Possible
  • Grammar/Spelling -
  • Defensive -
  • Offensive -
  • Fairness -
  • Balance -
  • Strategy -
  • Creativity -
  • Effective Char Use -
  • Judge's Discretion -
  • Grammar/Spelling -
  • Defensive -
  • Offensive -
  • Fairness -
  • Balance -
  • Strategy -
  • Creativity -
  • Effective Char Use -
  • Judge's Discretion -
  • Grammar/Spelling: - 5
  • Defensive - 10
  • Offensive - 10
  • Fairness - 20
  • Balance - 10
  • Strategy - 5
  • Creativity - 15
  • Effective Char Use - 20
  • Judge's Discretion - 5
Sub Total 100
  • Grammar/Spelling -
  • Defensive -
  • Offensive -
  • Fairness -
  • Balance -
  • Strategy -
  • Creativity -
  • Effective Char Use -
  • Judge's Discretion -
  • Grammar/Spelling -
  • Defensive -
  • Offensive -
  • Fairness -
  • Balance -
  • Strategy -
  • Creativity -
  • Effective Char Use -
  • Judge's Discretion -
  • Grammar/Spelling: - 5
  • Defensive - 10
  • Offensive - 10
  • Fairness - 20
  • Balance - 10
  • Strategy - 5
  • Creativity - 15
  • Effective Char Use - 20
  • Judge's Discretion - 5
Sub Total 100
Total 200

Resolution

Since Jasmine/Victor hasn't responded, Ember/Broken keeps their position.

OliJanSig Oli Move over sis, it's Jan! 21,572

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