Edit: I was beaten to the punch, so if you would rather have first come, first served, I shall respectfully bow out.
If you would have me, I would attempt this with my golem. She's a recent addition to my roleplay arsenal, so I'm still working the kinks out. For the sake of fairness, I'd only use whichever powers, if any, you'd deem fit for use and Gehenna would be automatically nixed. Tartarus's gun functions would also be nixed, though it could still be a sword. The spellbook would be only in her pack and the only other weapons I would have her use would be here needles and maybe the alcohol if you count that as a weapon in itself. Ranked match or no, it would be a good test to see if she is balanced. Well, here's her bio to look over. Her history is still in the works, though.
::Basic Information::
Name: Charity Paine
Age: 332
Height: 5’5”
Weight: 159 pounds
Eyes: Green
Hair: Dirty blonde
Skin: Light brown, though darker than tanned skin
Noticeable Marks: Aside from the bone-like plates over her neck and that plate her upper and lower jaw and collarbones, Charity has a three tattooed onto her left breast, meaning she was the third try. She also has a somewhat large ouroboros symbol on her left inner thigh, an alchemical symbol on her right inner thigh.
::Immunities and Resistances::
Toxins – natural resistance
Fire – natural resistance
Lightning – minor resistance
Ailments – natural resistance
Psychic – moderate resistance
::Clothing::
Heavyweight White Coat: A simple in appearance high-collared white coat, though having a series of buckles on the collar, this coat weighs quite a bit more than it appears to be. The collar hides the golem’s face up to the bridge of the nose. It can withstand quite a few slashes, thrusts, and magical/energy-based attacks before it begins to degrade. The coat is tight across the shoulders and down to the breasts, though it becomes a bit more loose and flowing further downward. The straps and buckles on the collar are to seal the golem’s highly specialized mouth. The weighted clothes are designed to dampen her extreme power and speed to make her less deadly.
Weighted Striped Scarf: Though the scarf appears simple, a mere black and white stripe pattern upon it, yet it weighs quite a bit. It is also not worn around the neck as with most, instead wrapped over the left shoulder and under the right arm to the hip. It is kept pinned with a black brooch with a similar appearance to a scarab beetle.
Heavyweight Black Cargo Pants: These black cargo pants, with their many pockets, appear normal. They do, however, weigh quite a bit to help regulate the golem’s speed and power. This is because the creator feared her power after witnessing her slaughter of a band of jealous bandits attacked her “father” before he taught her of right and wrong.
Thick Leather Belts: Two thick leather belts adorn the golem’s waist. These do nothing but hold objects, however, for they do not hold up the pants, nor do they weigh more than they appear. One is black and one is brown, with both possessing polished silver buckles.
Knuckledusters: Despite the name, these are not brass knuckles. Instead, they are a pair of white gloves made of a sturdy and yet flexible all-weather material. They protect the golem’s hands from intense heat and cold that could damage the delicate joints of the hand. They are extremely durable gloves, not tearing easily and capable of allowing the wearer to capture sharp blades. Their durability can be attributed both to the golem’s innate zero point energy absorption or to the alchemical symbols upon the backs of the gloves. These symbols can also emit shields of energy that can resist a fair amount of damage before shattering, requiring twenty minutes to create a shield again if a glove is used, though the other is not affected. The knuckles of the gloves hold studs of compressed diamond, though it only increases her punching damage and have no other effect. The alchemical symbol shields can absorb up to three attacks before becoming “brittle” and shattering.
::Natural Abilities::
Natural abilities do not require enough energy as a whole to sap power from the golem to an appreciable degree
Zero point energy manipulation/absorption: Zero point energy exists everywhere as a fact. The golem can harness this energy, be it large amounts or traces, able to use this for attacks, defense, and support but also to power itself. As an example of support, it can be used to create platforms of energy to defy gravity since she cannot fly.
Bestow Energy: The golem can lay hands on an object, be it a thin, whip-like branch or even a blade of grass, allowing them to be used as a weapon. This ability can also bestow upon another energy, though too much can cause a being to explode spectacularly.
Rapid Regeneration: Due to her state as a sentient construct, the golem’s body can regenerate limbs and damaged cell tissues in a matter of minutes or moments respectively.
Steel Skin: Though her skin is not truly made of steel, if one were to try and cut the golem, one would encounter similar resistance to a shield. To the hand, however, it appears soft and supple, the kind of flesh one would want a lover to have. This is not an infallible ability, however, and sufficient strikes would slice her flesh.
Lifelike: Though the name of the ability seems odd, the golem appears to be a living, breathing woman. The breathing, however, is only a taught ability. It is not required, nor is food required, though she does consume it out of lessons from her “father.” The only requirements for life are the constant and often unintentional absorption of zero point energy and the consumption of water.
Explosive Noise: The golem was created with a very special mouth. Not only does it lack lips and resemble a shark’s maw, it also possesses a skill similar to that of the fabled banshee. By sucking in a deep breath, the golem can allow an explosive din to emit from her maw. This can shatter brittle materials and glass, but also deafen her foe for a few moments if they do nothing to cover their ears.
Piercing Gaze: Though ethereal beings and illusions so far escape her notice, attempting to disappear via speed is essentially useless against the golem. Her eyes can see in the dark and, as a result of her “father’s” tinkering, she can also see at far distances or at near-microscopic levels closer to her body.
Immense Speed: Even with her weighted clothes on, the golem is rather fast. She can outrun most average humans. By doffing some of her weighted attire, she can begin to outstrip even seasoned athletes. If she is ever to take off all of her clothing, her natural speed allows her to dodge bullets.
::Special Ability::
Unholy Beam: The name of this special ability is quite misleading. There is nothing holy or unholy about this beam. It is instead a harnessing of solar energy through a small form of universal manipulation. The golem has full control of the beam, which falls from the sky atop her and is then cast out in a similar manner to the way a video game character would emit a beam: from the hands. Depending on the opponent’s defense, if hit, they could be badly burned, disintegrated, or even unaffected by the intensifying heat. Due to not being a natural ability, instead learned, the golem will lose energy at a rapid pace. Her core will shut itself off for a few moments if held for too long, leaving her momentarily defenceless.
Dense Body: For the times when she is flung into the air, the golem can utilize her abilities to increase her density and defensive capabilities, allowing her to fall like a comet. When used as an attack, it is rather easy to dodge, but it is mostly utilized to recover from surprise attacks that launch her into the air.
::Equipment::
Divine Book: Though the book has been called divine, it is merely blessed. The one thousand pages of the book hold many spells, yet the golem is only able to perform relatively few. It is no larger than twelve inches tall, eight inches wide, and a single inch thick. The book is durable, waterproof, bound with silver-overlaid iron and leather. It has a small lock upon the front to keep it closed.
Antimagic Field: The antimagic field is an invisible barrier than surrounds the caster and moves with them. The space within the ten foot radius is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. It likewise prevents the function of any magic items or spells from within, as well. Summoned creatures of any type and incorporeal undead disappear if they enter the antimagic field. They reappear in the same spot once the field has been moved or dispelled. The time spent winked out, as it is called, counts against the time that a summoned creature may stay in the “real” world if there is a time limit. Golems and constructs imbued with magic during their creation process and thereafter self-supporting, are not affected either unless summoned. Elementals, physical undead, and outsiders are likewise unaffected unless summoned. The spell requires a pinch of powdered iron or iron filings to use if being cast. It is always in effect for the wielder of the book so long as it remains closed.
Web: This spell, with a range of one hundred and thirty feet, creates a large web forty feet in diameter with a radius of twenty feet from any outside edge to the center. The mass is many layered, having strong, sticky strands. Those caught within them find their speed cut drastically. They are similar to a spider’s web, yet far larger and more durable. They must be anchored to two or more solid and diametrically opposed points or else the web collapses in upon itself and disappears. Creatures not strong enough to pull themselves from the sticky mass become stuck instead of slowed, though the caster can attack a creature inside the webs without becoming entangled. The webs are flammable, though anyone caught inside will be burnt with the webs. A bit of spiderweb is needed to utilize the spell. It can be made permanent with a permanency spell, meaning a damaged web regrows over time.
Arcane Sight: This is a personal spell, only targeting the caster. This spell causes the caster’s eyes to glow blue, enabling the user to see magical auras within one hundred and twenty feet. It also allows for detection of power level, as well, by this aura. This, too, can be made permanent with a permanency spell.
Mage Hand: This spell is a short-range spell, the average range being only forty feet, with the target weighing no more than ten pounds. It lasts for as long as the user can concentrate. The caster points their finger at an object and lifts it, moving it at will from a distance. The spell is indefinite so long as the user can concentrate and the object never leaves the spell’s range.
Solid Fog: It functions as a fog bank, though in addition to obscuring vision, the solid fog is so thick that any creature attempting to move through it progresses very slowly. The vapors also prevent effective use of ranged weapons (aside from magical rays and the like). A creature falling in from above is slowed by each ten feet of vapor. Severe winds can disperse the fog, but only thirty-one plus mile per hour winds. It can be made permanent with a permanency spell. It requires a pinch of dried, powdered peas combined with powdered animal hoof.
Permanency: This spell makes the spells that can be targeted by its effect permanent. It requires no material component.
Magic Missile: With a range of one hundred and thirty feet, magic missile is a rather handy spell. It is also instantaneous in casting, requiring no extra charge other than gathering energy for it. When used, a missile of energy darts forth from the fingertips, most times striking unerringly. Specific parts of a creature cannot be targeted, but normally this is not a problem. Inanimate objects are not damaged by the spell. The total number of missiles when shot is five.
Telepathic Bond: When used, the caster forms a telepathic bond with a willing creature, the number depending on the caster’s skill. The creatures can then communicate telepathically regardless of language. No other special power or influence is established as a result of the bond. The spell can be made permanent with a permanency spell. It requires pieces of eggshell from two different kinds of creatures to use.
Alchemically forged Combat Knife: The blade of her knife has been treated to be both very light and extremely durable. At eight inches long over all, it is not as impressive as some, yet it is distinctive. The pommel has a ring now attached to allow her to switch easily from an overhand to underhand grip. It sheath has its own sharpener, meaning just sheathing and unsheathing the blade keeps it keen.
Gehenna: Gehenna is a brilliant energy weapon capable of affecting the incorporeal as if it were real on top of its other abilities as a brilliant energy weapon. It was once a solid and rather light talwar, a single-edged, curved blade similar to a scimitar. It was once made of flexible and strong wootz steel until being changed to a brilliant energy blade. A brilliant energy weapon has had its significant portion transformed into light, though it does not become any lighter in terms of weight. It gives off light like a torch when unsheathed. A brilliant energy weapon also ignores nonliving matter. Armor and shields do not block it, slicing through them like water, yet not affecting them. The blade affects only living flesh. Because of this, though, the undead, constructs, and objects cannot be harmed with it. Blasts of ki or magical energy can be absorbed into the blade if it can be brought to bear in time. These can then be used to power either her special abilities or fuel a stronger shot from Tartarus.
Tartarus: Tartarus is an old-style arquebus, rather long and possessing a long bayonet, as well. The blade is often used as another form of sword to affect things unaffected by Gehenna. Though it seems old and looks as if powered by black powder, it is in truth powered by the same type of energy the golem herself uses. It can also harness energy that Gehenna absorbs, however. When fired, it can emit either a small bullet-like burst, or it can utilize all of its energy it has gathered so far into one huge, destructive beam.
High Strength Wire: Attached to two small spools on the golem’s waist are almost thread-like wires. They are quite strong and can support her weight and more. They can slice through metal if wrapped tightly and yanked, though skin is much easier to cut. They can be attached to her sword, her needles, or to the environment as traps. Because they are difficult to detect, this makes them effective tripwires, though they would more likely slice directly through the ankle.
High Proof Alcohol: Carried in a large jug upon the golem’s waist or back, this liquid is rather strong to the taste. It is also highly flammable. The golem can normally be found either brewing or drinking it out of habit. Due to this, when she actually exhales, she can sometimes cause flames to leap and roar. She can also utilize this to her advantage and breathe fire. This alcohol is a concoction her father ingrained into her brain, however, so if one asked of her the contents, she would just shrug and go back to working.
Steel Needles: Resembling extra-large sewing needles, these are found jammed into the hems of almost every piece of the golem’s clothing. They can pierce flesh and fabrics, though are normally paired with the wire to create traps.
Bag of Holding: The bag appears to be a common sack of cloth about two feet by four feet in size. It opens into a nondimensional space. This means the insides are larger than its outer dimensions. Regardless of what is put into the bag, it weighs a fixed amount. The weight it can hold and the volume as well depends on the type of bag. The golem’s bag is a Type III, weighing thirty-five pounds and able to hold one thousand pounds with a volume limit of one hundred and fifty cubic feet. The bag can be destroyed if it is pierced by a sharp object (inside or out) or is overloaded. It will dump out all of its objects if turned inside out, though it must be righted once more to place things back inside.
Belt of Giant Strength: This is a wide belt of thick leather, studded with iron. It multiplies the wearer’s strength by four. There is a drawback, however. The wearer is much more susceptible to fatigue whilst wearing the belt. It is normally kept safely tucked away in the golem’s bag, unaware of its abilities.
Boots of Winter’s Chill: These wool-lined leather boots have quite a few abilities. The wearer is able to travel across snow at their normal speed, leaving no tracks. They also grant the ability to travel at normal speed across the most slippery ice, though only horizontal and lightly sloped surfaces, without falling or slipping. Finally, the boots keep the wearer warm even in the harshest cold conditions. These, too, are kept inside the bag of holding, as she has no need for such boots seeing as she cannot become sick or frozen without extreme temperatures. Only extreme conditions could cause her to wear them.
Aranea’s Cloak: This black garment is embroidered with a web-like pattern in silk. It gives the wearer the ability to climb as a spider does, though the wearer’s hands and feet must be free. It also grants the wearer immunity to entrapment by web spells or webs of any sort. It provides a slight immunity to spider poisons. As with the other garments, it, too, is kept in the bag, though unlike the boots and like the belt, the golem is unaware of its enchantment.
Flask of Water’s Flow: This ordinary-looking flask is anything but, having a large rubber stopper stuck into the neck. When a command word, one of three, is spoken and the stopper is removed, water, either fresh or salty, pours out. Separate command words determine what type, as well as the volume of the water and the velocity.
Stream causes one gallon of water per minute to pour out.
Fountain produces a five-foot stream at five gallons per minute.
Geyser causes a twenty-foot long, one-foot wide stream at thirty gallons per minute.
The geyser has an effect that causes considerable backpressure, or recoil, requiring the holder to brace him or herself to avoid being knocked down. The command word must be spoken again to stop it. This decanter is kept in the bag, as well, though the golem is well aware of its abilities. Her “father,” after all, did give this decanter to her.
Rusty Gauntlet: This single gauntlet appears old and pitted, with rust along its length, yet it is still quite powerful. If one can get a hand upon a foe’s weapon or armor, the wearer can cause it to begin rusting over. It also completely protects the wearer and her gear from rust, magical or otherwise. This, too, is kept in the bag, but only because the golem has not completely begun to understand its ability.