Player(s) Name(s): Aura, Gaia, Masha
Player(s) Guild(s): Sabertooth
Player(s) Team(s): N/A
Job Link: Major Arcana #1
Player Ranks: B, B, B
Search found 55 matches for 1
Job Sign Up Thread - 23rd August 2018, 6:20 am
Ending A Job (Cancel/Finish) - 9th August 2018, 1:52 am
Deshitana wrote:Player(s) Name(s): Deshitana
Player(s) Guild(s): Fairy Tail
Player(s) Team(s): NA
Job Name: Job Posting
Job Approval page number: page #1 post 15 Here
Link To Job Thread: Job
Player(s) Name(s): Deshitana
Player(s) Guild(s): Fairy Tail
Player(s) Team(s): NA
Job Name: Job Posting
Job Approval page number: page #1 post 15 Here
Link To Job Thread: Job
Cr1tikal wrote:Player Name(s): Cr1tikal, Des
Job Being Cancelled?: https://www.fairytail-rp.com/t3352-on-wings-of-ice-and-fire#50187
Reason For Cancellation: Mutual agreement to quit job.
Ending A Job (Cancel/Finish) - 8th August 2018, 5:27 pm
Player(s) Name(s): Deshitana
Player(s) Guild(s): Fairy Tail
Player(s) Team(s): NA
Job Name: Job Posting
Job Approval page number: page #1 post 15 Here
Link To Job Thread: Job
Player(s) Name(s): Deshitana
Player(s) Guild(s): Fairy Tail
Player(s) Team(s): NA
Job Name: Job Posting
Job Approval page number: page #1 post 15 Here
Link To Job Thread: Job
A Hunt by Midnight's Light. - 13th July 2018, 4:07 pm
WC 0763 words TAGGED @taggedThis is where any notes or fancy quotes/song lyrics can go! If you don't need it, simply delete the text within this space. It will scroll if needed. |
The request had been vague, noting a bloodsucker in an area, and while groups of hunters were sent, they had yet to return. which was how I found myself in the Cursed Lands, a place far from Magnolia, and farther still from Hargeon. I didn't complain most of the trip, the 13 day trip on foot, because I made it a 3 day trip by flight, bypassing other groups in my haste to get to my goal. it was not like I wanted to get it done, I just wanted to be out of the Cursed Lands, one half of my being overjoyed to be here, and the other half feeling a excessive feeling of permeating peril.
Apparently, this bloodsucker was different from the rest of his or her kind, strong enough to warrant a monster hunter like myself to investigate the matter. It was listed in the House of Lost Souls, a House found in, much to my horror and dismay, the Cursed Lands. This land is off-putting to most normal people, but my body both rejoiced and rejected the magic in the air around me, as I came into view of the House itself. Once, ages ago from the looks of it, the house itself once belonged to a hunter of these creatures, long before his demise. Since then, this newer breed of vampires, dubbed thus by the pitiful hunters with no magic, or more specifically their Leader. The reason they needed a being like me, and (much to my curiosity and annoyance) my compatriot, who was the other person hired onto the job. I flew on for another few minutes before I came to land just inside the barrier, the strange feeling I got from the little bubble thing felt like a shower with cold slime, and it was not pleasant, to say the very least.
I took note of my surroundings with a quick glance all around me, noting the particularly ominous background of our little escapade, taking in the knowledge that: 1, I was currently alone, despite the fact that they said I'd be working with someone, and 2, we were deep into the Cursed lands, and surrounded on all sides by dead looking trees and the deep shadows between them. There seemed to be little I could do to aid my newfound ally, even if I did know where they were. So, I kept to the side of the small porch that overlooked the house's door, and looked out to the macabre spectacle that was the lands around it. Not even the light of the gentle moon was strong enough to pierce the magical darkness that permeated through the lands around me, a deep silver mist obscuring all that I could see within 50 feet around me, so even if I wanted to see beyond the tree line, or into what was once a clear night sky, I'd have to leave the area of the job I was called out to do. So, option #1, out the proverbial window. Then, I could just wait, which seemed like the most likely prospect, despite the loosely tense atmosphere that emanated from the very ground beneath me. Option 3 was the least likely, so I ignored it, despite all it entailed was trying to communicate beyond the bubble, see if anyone was coming. However, willingly reliving that strange magic slime shower was not high on my list of priorities right now. So, I went and did what I wanted to do in the cool sunshine of Hargeon: Nap. I made my way over to the swinging chair that rested on the porch, and rested. It had only been a few minutes before the startlingly close sound of a howl pierced my napping mood, and nap-based energy.
It seemed that the Cursed Lands themselves were unwilling to let a girl get her beauty sleep.
Anyhow, I sat down to wait, and began to hum. It was not the first, nor last time that I would not get the sleep I wished for, as the first signs of footsteps, of dead twigs snapping underfoot, and of dead plant life were audible for what felt like miles around, as I could see no one in the fog. Just my luck, my first foray into one of the most non-welcoming places around would be the first time something attempted to ambush me, and would have been successful. It was only after I began to see something materialize in the fog that I remembered: Hey, I have omnipresent sight magic. Ugh I'm such an idiot.
STATS HP: 300 MP: 300 Current Durations: Spell Name 0/0 Current Cooldowns: Spell Name 0/0
|
ivyleaf33 of FTRP
Guest
Wizard Saints of Fiore - 17th June 2018, 5:36 pm
[mention]Cr1tikal[/mention] wrote:
- Other Stuff for Last Approved App for Wizard Saint:
[mention]Cr1tikal[/mention] wrote:Guild: Lamia Scale
Position Wanted: Wizard Saint #(whatever deemed worthy)
Rank: S
Activity: Daily
Why Should Your Character Should Be....: AIyana has always been one that looks out for everyone and their well-being. Good, bad, ugly, it does not matter to her. Everyone deserves a chance at life. She defends those in need and is more than willing to stand up for herself as well as help make a name for any guild she joins. She is close friends with Ardere, a current God of Ishval, as was a good friend of one previous God of Ishval as well, Elyx. She has been involved with many of the major happenings within Earthland since becoming a mage, and the celestial spirit shows no signs of slowing down in her endeavors to bring about good change everywhere.
Events involved in;
☆ Light within the Dark (Social): After one of her many concerts within Oak Town, Desirée found herself walking through the streets in order to get something to eat, but instead witnessed a man getting tortured by an Ace of Basilisk Fang, Sol Terumi. With this, the idol defended the man and eventually found herself in a duel with the dragon king, where her summons would nearly be able to take someone with a much higher skill level than her. However, learning she was capable of using the spells that her summons held. Escaping and reporting him to the Magic Council afterward, she was recognized for her efforts in fighting such a hefty criminal and grew in magical power because of it.
*wheezes* Das a lotta writin'.
Gimme a couple more high-rank jobs, A+, but preferably S+. Then I'll make a statue in your image and label it with the title 'saint'.
Guest
Wizard Saints of Fiore - 13th June 2018, 11:43 pm
Guild: Crystal Swan
Position Wanted: 1st tier
Rank: H
Activity: Yes
Why Should Your Character Should Be....:
- Past WS App:
- [mention]Madame Astrid[/mention] wrote:Guild: Golden Phoenix
Position Wanted: ¯\_(ツ)_/¯
Rank: A (in the middle of S-rank exam)
Activity: It's everyday, browith that Disney channel flow
Why Should Your Character Should Be....:[mention]Astrid Foss[/mention] wrote:Character Name: Astrid Foss
Guild: Golden Phoenix
Position Wanted: Whatever position seems best
Rank: B
Activity: On daily
Why Should Your Character Be....:- Rising Star App:
- Astrid was born in Mountain Village, known for it’s… Well, mountains. Though she did not stay there her entire life. Though some people would not even begin to think it is true, Astrid was born deaf. Completely deaf, unable to hear a thing. It wasn’t until she was a couple of months old did her parents realize this. Unable to afford to take care of a disabled child, once she grew older Astrid was shipped off to Peace Village to live with her grandfather, who had experience in caring for the deaf.
It was here that she eventually gained the ability to hear, thanks to her grandfather’s invention. Two hearing aids infused with a bit of magic, originally meant for her grandmother as she lost the ability to hear rapidly over time, though she sadly passed before he could finish them.
Once Astrid had gotten use to her restored sense her grandfather took her down to the center of the village to show her a performance happening. A performance by none other than a younger Elyx Reiaki. Though unable to understand any sort of words at that point, the young boy’s music managed to touch her heart in a way words could never. The melody alone showed his feelings. It was surreal to the girl, being able to understand someone’s feelings with this new noise.
It ignited a sudden and everlasting desire to master the violin and make other people feel the way she felt on that very day. Joy.
After obtaining the Foss family heirloom, a violin able to control light, Astrid began to practice every day in hopes she would be able to match the boy’s beautiful playing. And maybe, see him once again.
She spent the rest of her life living in Peace Village. While there she adopted Lucius Foss, the current {#}2{/#} Coming Storm, into her family after she found the boy bloody and alone on the doorstep one fateful afternoon. To Lucius’ dismay, Astrid and her grandfather accepted him with open arms.
A couple weeks later the two * Astrid and Aiyana team up upon the command of the council to exterminate some more monsters in Desert Village. After a rough fight, the two not only save the village, but Fiore as well from a swarm of killer wasps. (event)
Extras;;
https://www.fairytail-rp.com/t33372-yo-girl-o-private-izayuki (social w/ Iza)
https://www.fairytail-rp.com/t33277-how-the-mighty-fall-o-private-job-erika (B-rank w/ Erika)
https://www.fairytail-rp.com/t31661-settle-the-scar-o-private-erika (social w/ Erika)
https://www.fairytail-rp.com/t32043-there-is-sun-and-spring-and-green-forever-o-private-social-erika-lilium (social w/ Erika and Lilium)
https://www.fairytail-rp.com/t32662-flower-crowns-private-astrid (D-rank w/ Sharp)
https://www.fairytail-rp.com/t31845-you-re-the-idiot-flashback-astrid-mikka (social w/ Jiyu)
https://www.fairytail-rp.com/t31002-two-birds-on-a-wire-o-private-lucius-exam (Exam/social w/ Lucius)
https://www.fairytail-rp.com/t31301-the-room-where-it-happens-o-private (social w/ Fluffy)
https://www.fairytail-rp.com/t30597-goddamn-right-you-should-be-scared-of-me-o-open-br-members (social w/ BR)
https://www.fairytail-rp.com/t33133-a-dank-and-spoopy-night-private-astrid (C-rank w/ Sharp)
I'd add more fluff and stuff but i already lost this app once while writing it.
Guest
Rising Stars - 4th June 2018, 7:36 pm
[mention]Lester Drynedi[/mention] wrote:
❀ LESTER DRYNEDI ❀
Character Name: Lester Drynedi
Guild: Crystal Swan
Position Wanted: Above current rank (fifth)
Rank: B Rank
Activity: Online Daily, at least 3 or 4 active jobs at all times, + Staff work
Why Should Your Character Be A Rising Star: Lester is a well known individual, after being there when his friend, mentor and guildmaster created Crystal Swan to being in the presence of multiple well known individuals he has risen up from where he started as a simple Florist. Not to mention the ladies love him!~
❀Event & Exam❀
❀ To hunt a vampire Pt.1 ❀ [ongoing] As part of his aim to work with a range of people, to understand the different styles of living and further research the psychological state of minds that existed within the line of work another job came up, it sit with him better than the last. A new breed of Vampires had been announced to the world when Lester and Darius Al-Sayyid had worked to restore a vampire hunting society to its prime after it had been decimated by this unknown vampire type.❀ the rise of the unprecedented florist ❀
Template (c) Izayuki
Approved for {#}5{/#}.
Approved for {#}1{/#}.
Guest
Coming Storms - 25th May 2018, 12:22 am
[mention]Lucie[/mention] wrote:[mention]Lucie[/mention] wrote: [/center]
Guild:
Nightmare
Position Wanted:
Coming Storm {#}1{/#}, or at least a higher one than {#}6{/#}. :'D
Rank:
B
Activity:
Fair
Why Should Your Character Should Be....:
For starters, Lucie is the daughter of a unique villain who has been consistently played for five years, and has done a number of great evils. While this mother of hers does not stretch too far into this verse, as of yet, this will consistently effect the daughter of the great Daemon, Ecclesia Invidium Morgana, in times to come, if it does not already.
Enter protect the attacking monsters. She confronts the legal mage, Oras, and engages him in combat to see the monsters successful.
Approved for {#}3{/#}.
Coming Storms - 24th May 2018, 11:48 pm
[/center]
Guild:
Nightmare
Position Wanted:
Coming Storm #1, or at least a higher one than #6. :'D
Rank:
B
Activity:
Fair
Why Should Your Character Should Be....:
For starters, Lucie is the daughter of a unique villain who has been consistently played for five years, and has done a number of great evils. While this mother of hers does not stretch too far into this verse, as of yet, this will consistently effect the daughter of the great Daemon, Ecclesia Invidium Morgana, in times to come, if it does not already.
Enter Ren, an individual who lived a short life thanks to Ecclesia's claws. Presently, he is naught but a malevolent, vengeful spirit stuck in a constant cycle of reincarnation and punishment, only being a piece in the great game of this Daemon. The bell has rung- the last round is being played, and has been set in motion. But upon discovery of a unique fetus spirit, Ecclesia's stillborn child, Ren has found what seems to be the ultimate means of revenge. He takes the kid-spirit and soul, and sticks it inside of the body of a little mute girl, Nanna, whom he suppresses. From here on out, it is just Ren and the child, whom he named "Lucie"... and it us up to him to corrupt her and make the perfect tool of revenge against her own mother.
In this series of Lucie's 'brutal' training, Ren takes control often, to demonstrate how a Daemon's daughter should go about life. When in line to get her passport, Lucie killed a man and threatened the passport-giver. It was here where Ren teaches that life is easy if one can play the game right, and that means getting to the front by any means.
Later on, when a group of kids ask Lucie to join them in a game of tag, she wields her legendary Crepundia, a deadly dagger, to 'tag' them with, killing all of the many children in the park who were playing. She is also friends with Annazima Koszmar, who she sometimes assists in random acts of killing (threads still in progress).
Not far after this, Lucie kills an innocent mailman, without much rhyme or reason. Her childish innocence leads her to fulfill his last request for the letters to be delivered... but how far does sincerity truly go?
More notoriously, there was once a lovely Blood Drive in Rose Garden. Even the Magic Council would notice those who assisted in this charity event, and they most certainly noticed this. Instead of helping people who had blood taken or aiding those around, Lucie goes on a literal blood drive, killing everybody there. This was definitely not missed or overlooked so easily.
---
Continued, Lucie has brought the guild of Fairy Tail down, with them choosing to harbor the Coming Storm and take on the role of dark guild. Shortly afterward, Lucie goes to the Neutral Grounds in broad daylight to fetch an iLac alongside the Coming Storm #1.
Finally, the Fairy Tail guild decides they wish to rid themselves of the dark guild label, and Sorano, the guild master, banishes Lucie from the guild.
When the monsters in Fat Monster Land took over, Lucie demonstrated her strength by fighting off some of them in self defense.
During another instance in Fat Monster Land, Lucie kills off a few monsters, and makes plans to attack two other monster fighters.
Later, Lucie is called by the God of Blood, Chaoris, to fight off some pestilent monsters to rescue a blood-worshipping city in the evil, villainous world of Shinku. Unable to get back home to Earthland, however, Lucie finds herself trapped in the Realm of Fire, and comes to terms with her Daemonic nature.
Upon returning to Earthland, Lucie joins the dark guild known as Nightmare.
Finally, after offscreen framing Black Rose for mass murder in Peace Village, Lucie returns to the village to protect the attacking monsters. She confronts the legal mage, Oras, and engages him in combat to see the monsters successful.
Sky God Slayer - 6th May 2018, 11:22 pm
- ❀:
- Luna Jaeger wrote:Magic
Primary Magic: Sky God Slayer (Third Generation)
Secondary Magic: Sky God Slayer
Caster or Holder: Caster
Description: Sky God Slayer fuses the elemental properties of wind with the deathly properties of God Slayer magic. Conjured winds are corrupted and used to deliver an advanced technique of darkness-based decay that eats through flesh in steady, concentrated pushes, leaving perfect lacerations upon enemies; the magic cuts cleanly, despite that in truth it's not a cutting art at all much unlike true wind magic. Wielding the black winds is no easy feat and demands wielders worthy of its potential.
A very difficult to master technique in which one conjures dark magic within air currents is necessary in order to wield Sky God Slayer, which unlike God Slayer forms, demands that the user constantly perceives and adapts their spells in action as they are being actively used against enemies. It is easy to lose focus while doing so, as wind is a free and ever-changing element by nature, thus it is imperative for wielders of Sky God Slayer to enrich their method of casting with meditation; most practitioners wield pure, unbridled hatred to attain mastery of the Black Winds.
The caster who wields the magic of Sky God Slayer may do so as if the magic was an extension of herself, conjuring the corrupted winds near-effortlessly and using visual prowess to manipulate the magic in whichever way is required. The magic is as if an extension of herself, however it is also limited to the ability of one's eyesight and line of sight. This means that if an area is obscured fully that magic simply cannot activate, however even if one's eyes are fooled if there is still line of sight the magic will activate.
Strengths:- The magic is a fusion of Air and God Slayer magic, a powerful mixture.
- The winds can be easily redirected once cast by visual prowess.
- Air magic is strong against Earth magic as it erodes earth.
Weaknesses:- Sky God Slayer is not as proficient with winds that cut through foes.
- As it is God Slayer magic, it is nulled by certain demon slayers
- The magic can be dealt with by removing eyesight/line of sight
- Wind magic only serves to heighten flames and fire magic
Proof of Purchase: The Trading Hub (post no. 349), The Magic Shop (post no. 300), Sacrifice for B-rank Sig
God Slayer Info:- Spoiler:
God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart. The colour of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using.
The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Holy, God, and Angel type non-human beings.
Third Gen. God Slayers have learned the magic from the God of their respective element, as well as imbued themselves with Lacrima from the same God.
God Force: Can be activated at will, anytime providing they have at least 50% magic power remaining.
God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%.
The spell power of each rank is increased to 150%.
In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
Lasts 7 posts.
LINEAGE AND ABILITIES
Lineage:- Spoiler:
Knight of Destiny
Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker then before.
Ability: Allows the user to dodge any one spell in a post. The user also has a 25% passive speed boost.
Usage: Upon a spell being targeted directly at the user they can dodge it miraculously. This can only be used a maximum of three times per a thread. After dodging this ability has a 5 post cooldown. Passive 25% speed boost.
Unique Abilities:- Spoiler:
- #1:
Name: Blitzschrei (Flash Cry)
Description: Blitschrei is a trait which focuses upon Luna Jaeger's ability to imbue herself with air in order to enhance her own natural abilities. Wind courses around the form of Luna in a nearly-invisible aura of overlapping air currents, both pressing her body into action at an accelerated rate and accelerating her body's movements. This ability is passive and nature and grants the boon of +40% to Luna's speed and allows her to phase through solid physical matter so long as it isn't magical in nature.
- #2:
Name: Himmelskönigin (Sky Queen)
Description: Through nothing other than natural selection on a genetic level and perhaps due to her half-blooded demonic heritage, Luna's magical wind has that much more power behind them. While the reason for this is unknown and only to be speculated, the result is quite clear with a +10% increase to Spell Strength for all of Luna's wind spells, with +10% per rank scaling past D-rank to a maximum of +60% Spell Power increase.
- #3:
Name: Schwebe (Levitation)
Description: Schwebe is an advanced form of movement, allowing the caster to travel at high speeds by riding on the flow of air created underneath their feet in the form of a 'screen'. The movement comes naturally to Luna as if by second nature and allows her to travel without so much of a forethought and can be used to hover or 'fly' long distances. Out of combat this could allow one to travel comparably to a commercial jet-liner, however in battle travels at dash speeds plus an additional +50%.
- #4:
Name: Allsehendes Auge (All-Seeing Eye)
Description: By constantly releasing rippling waves of air about herself, Luna is able to garner a form of 'sight without eyes'. She releases the air vibrations much like a wavelength and then a skin-tight field about herself is able to take measurements of an object or being, it's course, and it's a trajectory and velocity in a three-hundred sixty degree rotation around the users with a radius of fifteen meters (D-rank) and +15m per rank increase. This gives the user a form of mental vision of the environment within that radius almost like echolocation and sonar but down to minute details.
- #5:
Name: Stahlriese (Steel Giant)
Description: Luna has been compared to a literal giant or titan wading through the lines of battle thanks to her imposing physical might and her impressive stature, perhaps some part of her from her forgotten bloodline lost to memory long ago. With this particular bloodline, her physical attacks are truly mighty, improving the damage of her arm [url=https://www.fairytail-rp.com/t22804-susanoo]Susanoo[url] past what is normal for a weapon of it's rank as listed below:- D-rank: 4 Damage
- C-rank: 8 Damage
- B-rank: 12 Damage
- A-rank: 16 Damage
- S-Rank: 20 Damage
- H-rank: 24 Damage
Note: If the weapon is +, it gains an additional +2 Damage on top of the regular value listed above.- D-rank: 4 Damage
SPELL SLOTS
Signature Spells:
Name Fliegen Luftgott (Flying Sky God)
Rank: User Rank
Type: Support (Teleport)
Description: Fliegen Luftgott (Flying Sky God) is the greatest form of movement ability, however the level of the spell varies with the rank of the caster. Flying Sky God is a teleportation spell which allows the caster to move from the point of origin to destination in a flicker of energy. As this is a teleportation spell, speed is not involved in the equation of how quickly one can get from point to point - travel is instantaneous, however the range from point to point is not with fifteen meters base (at D-rank) and fifteen meters per rank above. Flying Sky God can also be used to phase through an attack whether physical or magical, however the caster must be physically able to avoid the attack in the first place. Note, this will phase through attacks even if normally unavailable provided the attack/foe is of same or lower rank to the caster.
Duration: Instant
Cooldown: Two Posts
Strengths:- The spell is an instantaneous transport between point to point, and can phase through attacks as described
Weaknesses:- The spell's transportation is limited to a set circle of range, and cannot move past that
- The caster can only phase through attacks if they could physically able to avoid the attack in the first place
Name Delaware Smash
Rank: B
Type: Offensive (Non-Magical)
Description: Luna utilizes a non-magical technique as part of her repertoire of abilities like Delaware Smash in such a case that she is unable to cast magic or her spell(s) have been sealed. Utilizing natural and unnatural physical might, Luna propels herself forward with a short lunge before throwing herself into the air and come crashing down with the force of gravity, momentum, and explosive kinetic impact. This does rank's spell damage as purely physical damage in addition to base melee damage.
Duration: Instant
Cooldown: Once per Post
Strengths:- Delaware Smash is an alternative to using spells when targeted by a magic sealing specialist.
Weaknesses:- As it is a physical technique, Delaware Smash can be avoided by dodging the punch/kick
- As it is not magical, it cannot as easily break through barriers (1/2 damage to barriers)
Name Atemluft (Sky's Breath)
Rank: D
Type: Supportive
Description: Atemluft (Sky's Breath) is a spell which directly adheres to the healing or soothing attribute of the sky, laying on hands to summon forth the air's soothing breeze and administering healing warmth to the afflicted person. The smaller wounds on this person will close immediately, while any non-life-threatening wound closes over one post-turn. The afflicted person is also healed, recovering health equal to D-rank spell damage.
Duration: Instant
Cooldown: Once per Post
Strengths:- Atemluft is a healing spell, and heals those it touches.
Weaknesses:- Atemluft requires hand-contact in order to be performed, and so can be interrupted.
- Atemluft is unable to restore those who have been fatally wounded.
B-Rank Spells- Spoiler:
Name Sky God Crash
Rank: B
Type: Offensive/Sky (Melee)
Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents. The maneuver can be executed in any way, however the end result is the same - the caster's body is surrounded by a projection of a dragon with the living wind as they crash into their victim - giving the image of the dragon swallowing the victim. The victim is then cut through by tearing winds and impacted with the crashing caster before the dragon dissipates, dealing B-rank spell damage in addition to base melee damage. This particular spell's damage ignores up to 25% total of existing armor/damage reduction.
Duration: Instant
Cooldown: Two Posts
Strengths:- This spell is a highly offensive martial move and wind spell in one, a good combination
- Sky God Crash reduces existing armor and damage reduction by 25% for the maneuver.
Weaknesses:- The spell can easily enough be avoided by physically dodging the attack
- Abilities which deal with avoiding or canceling spells will work on this
- If the wind is somehow dispersed, it is simply a melee attack
Name Sky God Destruction
Rank: B
Type: Offensive/Sky (Melee)
Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents. Unlike other spells in the line, Sky God Destruction isn't an instant impact but rather, to increase it's destructive capabilities, is a charge-up spell that requires at-least one full post-turn of charge to be cast, but can require as many as five post-turns of charging (gaining +30% to power each turn charged) before being cast. During this time, the caster will be unable to cast other spells or use magic as all of their magical energy will be going into the spell to fuel it. The caster will then be projected towards the target at 150 meters per second to a maximum range of 100 meters towards the victim, crashing into the target as they are surrounded by living midnight-hued wind and dealing B-rank spell damage in addition to base melee damage.
Duration: Instant
Cooldown: Two Posts
Strengths:- This spell is a highly offensive martial move and wind spell in one, a good combination
Weaknesses:- Abilities which deal with avoiding or canceling spells will work on this
- If the wind is somehow dispersed, it is simply a melee attack
Name: Dark Twister
Rank: B
Type: Offensive/Sky (AoE)
Duration: One Post
Cooldown: Two Posts
Description: The caster conjures a blackened twister of fury in the shape of a roaring black tornado bound to the caster's exposed palm and releasing outwards into a spherical 100 meter radius with a height as tall as 50 meters as air of dark hue folds upon itself several times over to form several layers of sheer black. Victims who are caught within the tornado take 75% of C-Rank damage while having their sight obscured to the contents of the tornado's inside. While inside the tornado, the victim can be flung around in every which way as the gale-force wings rip into them and send them tumbling in whichever direction.
Strengths:- Dark Twister creates a large-sized area of effect which obscures sight and deals damage to all caught within
Weaknesses:- Dark Twister is limited to it's area and cannot move from where it is cast.
- If one uses light magic while in the AoE, the vortex no longer obscures the inside
- This spell is a highly offensive martial move and wind spell in one, a good combination
C-Rank Spells:- Spoiler:
Name Mourngale
Rank: C
Type: Offensive/Sky
Description: The caster conjures blackened winds around them, clasping onto the caster's form like a cloak before being released into four bursts of dark winds taking whichever form the caster so desires. These fly at 90 meters a second and can do so for up to 90 meters range before they dissipate. Each of the four dark wind bursts deal 25% of C-rank damage when the victim is hit by them. These bursts of wind can be redirected as per the abilities of the magic, however if the caster wishes he can use hand motions to direct them, allowing them to be directly controlled. This spell may be charged and the caster is not required to remain stationary, gaining +10% to the spell's damage per round charging to a maximum of two posts.
Duration: Instant
Cooldown: Two Posts
Strengths:- The spell splits up the damage among four bursts of wind so that it is easier to hit the foe
- The spell can be charged up for increased spell damage
Weaknesses:- the damage of the spell is highly dependant on how many bursts hit the victim
- Anything which can weaken wind magic will cause the bursts to fizzle
- The wind bursts cannot be fully controlled unless using hands (imagine a boomerang)
Name: Wail of Banshee
Rank: C
Type: Offensive/Sky (AoE)
Duration: One Post
Cooldown: Two Posts
Description: The caster conjures a deadly cyclone of fury in the shape of a roaring black tornado bound to the caster's exposed palm and releasing outwards into a spherical 60 meter radius with a height as tall as 30 meters with a loud and detrimental wail as air of dark hue folds upon itself several times over. Victims who are caught within the tornado take 50% of C-Rank damage while having their sight obscured to the contents of the tornado's inside. While inside the tornado, the victim can be flung around in every which way as the gale-force wings rip into them and send them tumbling in whichever direction. This spell may be charged (not duration) however the caster is required to remain stationary, gaining +20% to the spell's damage per round charging to a maximum of three posts.
Strengths:- Wail of Banshee creates a moderately-sized area of effect which obscures sight and deals damage to all caught within
Weaknesses:- Wail of Banshee is limited to it's area and cannot move from where it is cast.
- If one uses light magic while in the AoE, the vortex no longer obscures the inside
Name Sky God Chariot
Rank: C
Type: Offensive/Sky (Melee)
Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving from either behind or above the victim with the maneuver, using either the right or left leg. This is performed as a flying kick towards the victim using the momentum of movements to quickly shoot out at the foe, while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing C-Rank damage in addition to base melee damage as the victim is pushed into a downwards tumble to meet the ground. Anyone of higher rank than this spell will only be knocked back for three meters.
Duration: Instant
Cooldown: Two Posts
Strengths:- This spell is a highly offensive martial move and wind spell in one, a good combination
- Sky God Chariot knocks victims to the ground, and high-ranked foes will be knocked back somewhat.
Weaknesses:- The spell can easily enough be avoided by physically dodging the attack
- Abilities which deal with avoiding or canceling spells will work on this
- If the wind is somehow dispersed, it is simply a melee attack
Name: Sky God Lariat
Rank: C
Type: Offensive/Sky (Melee)
Duration: Instant
Cooldown: Two Posts
Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving instantly as no more than a hazy blur across the space of five meters towards the victim with either the right arm or left arm raised. As the caster's body moves forth with the continual inertial of such high speeds, their arm yanks forwards into a lariat at the victim while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing C-Rank damage in addition to base melee damage as the victim is pushed back from the great impact of the lariat - anyone who is of lower rank than this spell will simply be knocked to the ground.
Strengths:- This spell is a highly offensive martial move and wind spell in one, a good combination
- Sky God Lariat can knock down lower-ranked (than the spell) victims to the ground
Weaknesses:- The spell can easily enough be avoided by physically dodging the attack
- Abilities which deal with avoiding or canceling spells will work on this
- If the wind is somehow dispersed, it is simply a melee attack
Name: Sky God Drop
Rank: C
Type: Offensive/Sky (Melee)
Duration: Instant
Cooldown: Two Posts
Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents with a pair of black draconic-like wings entirely of wind, beginning with kicking or punching (upper-cut) their victim on high and throwing the victim higher with gale-force winds before taking flight into the sky to just above the victim and releasing the wind into a devastating punch while the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, knocking them hard into the ground to deal C-Rank damage in addition to base melee damage as the victim is imprinted into the ground as the force causes minor damage to structures within a twenty meter area.
Strengths:- This spell is a highly offensive martial move and wind spell in one, a good combination
Weaknesses:- The spell can easily enough be avoided by physically dodging the attack
- If the wind is somehow dispersed, it is simply a melee attack
Name: Ikone das Luft (Icon of Sky)
Rank: C
Type: Debuff
Duration: Four Posts
Cooldown: Five Posts
Description: An advanced form of Reverse Pressure, the caster channels a nearly-invisible aura of five meters around them, only visible by the slightest tinge of dark-hued energy surrounding the caster while the spell is active, swirling around the user for the duration of four posts and with a five post cooldown after it's end. Victims caught within the aura will immediately feel the effects as if they are heavier, caused by rotating air pressure pushing down upon the victim from above and from all sides. This means that foes caught within the aura of air pressure have -35% speed and more sluggish body movements resulting in -25% reflexes/reaction time. It is said that the air pressure from the aura releases in the manifestation of a wail.
Strengths:- The spell creates an aura of debilitating effect for those who find themselves within it
Weaknesses:- The foes can avoid the aura entirely by simply attacking at range, it's only useful close up
- Anything which could slow or halt the currents of wind will reduce the aura's effectiveness
- The spell splits up the damage among four bursts of wind so that it is easier to hit the foe
D-Rank Spells:- Spoiler:
Name: Fell Wind
Rank: D
Type: Offensive/Sky (DoT)
Duration: Three Posts
Cooldown: Four Posts
Description: The caster manifests a slash-like talon of black wind at the victim, traveling at speeds of fifteen (15) meters per second. Wounds caused by Fell Wind are cut so cleanly that they will suffer bleeding effect for a grevious three posts of time followed by a four-post cooldown afterwards. Fell Wind can manifest itself in a variety of forms as well for expert users, from the traditional talon to a winglet of black wind. This has a range of 15m on the initial hit and deals 50% D-Rank damage initially followed by 25% D-Rank damage each post for the following duration.
Strengths:- Fell Wind does not require being charged before use and is a hybrid damage over time spell.
Weaknesses:- If the initial attack doesn't hit the victim, then the damage over time will not take effect
- Fell Wind has a limited range on the initial attack, meaning you can avoid it by staying out of range
Name Rending Current
Rank: D
Type: Offensive/Sky (DoT)
Description: Rather than acting as usual spells of this type do, Rending Current is a spell which is activated upon a contingent trigger and is not casted of it's own. Instead, Rending current is activated when used along a melee attack, and upon successful attack will deal 50% of D-Rank damage initially followed by 25% of D-Rank damage each post for the following duration. This damage appears as gashing wounds in the body which has been likely caused by a slashing weapon from appearance.
Duration: Three Posts
Cooldown: Four Posts
Strengths:- Rending Current creates an effect which drains health when activated, making it a good spell for a melee combatant
Weaknesses:- The spell is contingent upon being hit by a melee attack, it is easy to avoid
- Though a generally good spell to enhance physical attacks, it only
deals weak damage to those effected
Name: Devouring Gale
Rank: D
Type: Offensive/Sky (AoE)
Duration: One Post
Cooldown: Two Posts
Description: The caster gathers a churning spheroid vortex of black wind within his fingers' grasp which is then released into a wailing vortex of darkness-suffused winds around the caster in a 30 meter radius. The black winds swirl around in a sphere of blackness, obscuring sight to those who are outside of this vortex for the post. Those caught within Devouring Gale are dealt with 50% D-Rank damage and forcefully draws them towards the caster by a range of five meters. The vortex releases a high-pitched scream of wind to those who witness it from outside of the sphere's area, thought not causing any discomfort from the scream.
Strengths:- Devouring Gale creates a moderately-sized area of effect which obscures sight and deals damage to all caught within
- Those caught within the area of effect are drawn towards the caster
Weaknesses:- Devouring Gale's range of area is small considering most area of effect spells of the same rank
- Devouring Gale can be easily avoided by simply avoiding it's area of effect
- If one uses light magic while in the AoE, the vortex no longer obscures the inside
Name Sky God Lunge
Rank: D
Type: Offensive/Sky (Melee)
Description: The caster is fully surrounded within a midnight-hued aura of living wind which crosses through their body as multiple air currents, moving instantly as no more than a hazy blur across the space of five meters towards the victim with either the right arm or left arm at their side and cocked. The technique of the punch itself doesn't matter, though the black winds that surround them cleave through the opponent and into his flesh in the visage of a black dragon, dealing D-Rank damage in addition to base melee damage.
Duration: Instant
Cooldown: One Post
Strengths:- This spell is a highly offensive martial move and wind spell in one, a good combination
Weaknesses:- The spell can easily enough be avoided by physically dodging the attack
- If the wind is somehow dispersed, it is simply a melee attack
Name Midnight Lance
Rank: D
Type: Offensive/Sky
Description: The caster gathers a mote of pure midnight wind, projecting it out as a lance of wind with the purpose of hewing any victim which it strikes. This lance of black winds travels at speeds of 45 meters per second to a maximum range of 60 meters out and dealing D-rank spell damage on impact.
Duration: Instant
Cooldown: One Post
Strengths:- The lance is meant to be a quick and simple attack
Weaknesses:- Despite being a quick magical attack, it is a weak offensive spell
- If someone is able to get outside the lance's range, it can be avoided
Name Shredding
Rank: D
Type: Offensive/Sky (DoT)
Description: Shredding is a form of spell which cannot be utilized on it's own - it must use another offensive attack spell or a melee attack as the catalyst for the spell's trigger. Once triggered, however, those who have been debilitated with this spell will experience the pain of a hundred knives piercing them - dealing 50% of D-rank damage for the next three posts.
Duration: Three Posts
Cooldown: Four Posts
Strengths:- Shredding creates an effect which drains health when activated, making it a good spell for a melee combatant
Weaknesses:- Shredding is only useful if the enemy can be hit by a spell or melee attack, it can be avoided after someone has seen it
- Though a generally good spell to enhance attacks, it only deals weak damage to those effected
Name: Reverse Pressure
Rank: D
Type: Debuff (Aura)
Duration: Three Posts
Cooldown: Four Posts
Description: The caster channels a nearly-invisible aura of three meters around them, only visible by the slightest tinge of dark-hued energy surrounding the caster while the spell is active, swirling around the user for the duration of three posts and with a four post cooldown after it's end. Victims caught within the aura will immediately feel the effects as if they are heavier, caused by rotating air pressure pushing down upon the victim from above and from all sides. This means that foes caught within the aura of air pressure have -25% speed and more sluggish body movements resulting in -15% reflexes/reaction time. It is said that the air pressure from the aura releases in the manifestation of a wail.
Strengths:- The spell creates an aura of debilitating effect for those who find themselves within it
Weaknesses:- The foes can avoid the aura entirely by simply attacking at range, it's only useful close up
- Anything which could slow or halt the currents of wind will reduce the aura's effectiveness
Name Thorn Bind Hostage
Rank: D
Type: Support
Description: Thorn Bind Hostage is a spell unlike any other possessed by Luna, as rather than dealing with things from a confrontational manner it captures the foe. The caster begins channeling wind into a series of strings along his fingers in his dominant hand - a string for each finger - and can be used to latch onto a 'Weak' NPC for the duration of the spell. So long as this is attached to the NPC, it may be used to give full control to the caster as if controlling a puppet.
Duration: Three Posts
Cooldown: Four Posts
Strengths:- The caster may control the victim NPC as a puppet, providing an ally
Weaknesses:- The caster may only control a Weak NPC, limiting the effectiveness of the ally
- If the wind strings are broken or severed in any way, the control will be lost
- Fell Wind does not require being charged before use and is a hybrid damage over time spell.
List of Spell Fusions:
Name Sky God Secret Art: Sema Cracker #1
Rank: B
Type: Offense/Sky
Fused Spells Sky God Destruction (B-rank), Sky God Crash (B-rank)
Description: The caster utilizes a fusion between two powerful sky god slayer maneuvers in order to activate one of the slayer Secret Arts; becoming surrounded by living wind of midnight hue as they gather the neccesary energy. Requiring one full post-turn to charge the spell and thereby increasing the spell's damage by 50%, the caster becomes surrounded by a layer of 'hardened' black winds with a form as if wearing metal armor with a pair of black angelic wings and finally a blackened halo behind until the caster hurls themselves at the victim. This releases into a gargantuan lance of black winds that cut away at the victim, dealing A-rank spell damage in addition to base melee damage. This lance is partularly keened, penetrating up to 35% of armor and damage reduction, cracking through such forms of protection and breaking through magical shields 50% as easily (does 50% extra damage to magical shields.)
Duration: Instant
Cooldown: Two Posts
Strengths:- This spell is a highly offensive martial move and wind spell in one, combining the best of Sky God Crash and Sky God Destruction.
- This spell is extremely adept at cutting through magical protection.
Weaknesses:- The spell can easily enough be avoided by physically dodging the attack
- If the wind is somehow dispersed, it is simply a melee attack
- The spell requires an entire post-turn to charge, making the caster extremely vulnerable.
- The magic is a fusion of Air and God Slayer magic, a powerful mixture.
Jaeger Nekros Krüger - Guildless - 24th April 2018, 5:57 am
- Unlocked upon user's request:
- Nekros wrote:Jaeger Nekros Krüger19 - 3/26 - Male - StraightPersonality Traits
Jaeger is a pretty simple and laidback guy to understand. He is just a young adult that has a great time relaxing and having a peaceful day. He doesn't exactly see a need to get all worked up over nothing and be angry over it. A waste of time and energy, in his mind. After all, it was time better spent on more peaceful matters and a good laugh or two. With this outlook, he also tries his best to keep those around him in good and relaxed spirits. Which in turn benefits him - when it does work. The young man may not do the best job of it, but it is the spirit and thought that counts, right? So to accomplish this, he tends to be a bit snarky, trollish, sarcastic, or just tell jokes to liven up someone's day. He doesn't have any malicious intent and complex machinations or cook up schemes to manipulate people to his advantage. It's all a bit of good fun.
He does value his friends deeply and will often try his hardest to see them smile and be happy, even if it comes at the cost of his own feelings. While his manner might be found irksome by some, he really does have best interests at heart. Jaeger has a relatively thick skin and isn't one to be easily riled up or pick fights. And he isn't known for holding grudges either.
When this tactic fails, he is pretty clueless on just how to help anyone with specific issues. Jaeger doesn't mind being the shoulder for someone's issue, but finding a way to help other than the aforementioned ways, all he is, is someone to rant and vent to. Which can be more than enough at times, mind you. Further than that, it is out of his area of expertise. That being said, He may have a nugget of gold to offer if it's the right situation.
This laid back nature applies to his life as well and unlike a lot of young people, he isn't nearly as driven or passionate towards a specific goal in life. While he does have hopes and dreams, of course, that doesn't cause him to tunnel vision to it. He takes his time and enjoys it along the way instead of letting it consume his every waking moment.
In combat he prefers to follow rather than be a leader. The burden of the position isn't appealing to him in the slightest. At best, it would make him a reluctant leader if left no other choice. He would prefer to take things at his own pace in order to reach the goal - though he doesn't mind teamwork and can get along with others. Jaeger isn't possessed of bullheaded stubbornness, fortunately for everyone involved.
While he fights, Jaeger is more likely to go on the offense or defense than have some supplementary tactic hidden up his sleeve. This is surprising given his laid back nature and way of living life outside of combat. This way of fighting stems from protection to a retaliation way of thinking. Perhaps use a defensive spell or action than from cover try and strike when a chance has opened up. On the other side, he may use a defense as an offense, such as doing a shield bash or perhaps for a defensive wall forward as a larger bashing action.- Likes, Dislikes, Motivations, and Fears.:
- Likes:
- Breeze/Wind: A nice gentle breeze, blowing through ones hair is relaxing. For Jaeger, it also brings around a feeling of freedom. A feeling that he could just get away from it all and answer to no one.
- Sleep/Dreaming: Sleep is a magical time that allows someone to enter another realm, The Dream Realm. Within this world, you could have anything you could want, though you may not always have control. There can be love or loss, Wealth or poverty, happiness or sadness, something complex or something incredibly simple. There are no limits to the freedom that come with this Dream Realm. Dreaming just allows you to get away from it all, a few hours at a time.
- Red Pandas: These little critters are really adorable and playful. Jaeger enjoys their spirit and cuddly appearance.
Dislikes:- Stress: Stress, while can be good at times, is just a pain in the neck and a hassle. It can push you to get better, but it is far more likely to cause harm physically and mentally. Whether it is being too physically tired to do something or being incredibly irritable to having some sort of mental breakdown, it's more of a hindrance for Jaeger. Being stress free is the way he likes it.
- Noisy Areas: Being in large places with a lot of different sounds and noises are rather headache inducing. It really is a troublesome thing to be in an area where you can't just find a quiet place to chill and relax.
- Cotton Candy: Jaeger just doesn't like the texture or feel of Cotton Candy. It just isn't right or pleasing to his senses.
Motivations:- Life: Life, from an early age, was implanted into his mind as very precious and important. As such a value was engraved into his mind, living life to its fullest has become one of his motivations in life. Even if the way of living that he wants could be considered lazy.
- A Woman's Smile: While Jaeger isn't that most aggressively forward male, he does enjoy seeing the smile of a Beautiful woman. The smile of a maiden is a ray of hope in the midst of darkness. A Queen's smile gives an ease to her subjects that everything will be alright. Not only is a woman's smile fantastic to see, it can motivate and inspire.
- To be a Pokemon Master!: Jaeger wants to be the very best, like no one ever was! (Warning: May not show this ambition often.)
Fears:- Pink Haired Children: Pink haired children are a major fear of Jaegers from his childhood. There was once a child he knew. with pink hair, that would just sit and stare at him. Not only that, this child would talk to someone, who wasn't even there, for hours and hours on end. Her eyes would roll back every now and then and her voice would change to a deeper demonic like sound. Years later, He still isn't sure whether or not she was just messing with him or if something was seriously wrong.
- Apples: The apples of his life were a string of nightmares he had that traumatized a young Jaeger. While he has steadily come to grips with the fear being irrational, they still haunt him to this day.
- Losing himself: A lot has happened to the young mage, corruption, heartbreak, and abandonment. Jaeger fears that with everything going on all at once, his mind won’t be able to take it and he’ll snap. While he knows there is a time and plce for controlled “snapping” he doesn’t want to lose himself in all of it.
- Breeze/Wind: A nice gentle breeze, blowing through ones hair is relaxing. For Jaeger, it also brings around a feeling of freedom. A feeling that he could just get away from it all and answer to no one.
Appearance
The appearance of Jaeger has changed and will continue to for time to come. However, there are two default appearances that are used as like a template for all the others. Each of these two are used for different purposes, one as a Grim Heresy member, and is the closest to his birth appearance. The other is a long haired blonde, known to have got his appearance altered and is said to be working for the Garuo Knights. He has multiple tattoo's, one from his Sleeping forest days, another as a Grim Heresy member, and one that isnt a properly guilded. The old sleeping forest tattoo is on his neck, colored and made to look like a scar. His grim heresy mark is in the form of a burn mark, illegible to all those that are not grim, and a fake Garuo knight tattoo. The tattoo of the Garuo knight mark is large and black on his back.- Grim Jaeger:
- The Grim Jaeger appearance, as said before, the closest appearance to what he was born as. Jaeger considered this form as his true appearance. As Grim, he wasn’t in disguise or hiding his nature. As Grim Jaeger, he has medium length black hair. It’s silky and smooth, slicked back; It almost looked like he had used some sort of grease or hair care product to get it to stay like this. Parting his hairline are two ram like horns. They extend upward and curl into a spiral like construct and are covered in flesh. Even his eyes have mutated a bit, no longer a hazelly brown color, his iris’s are now that of a glowing like cyan. They very unique and stand out quite a bit.
His skin is rather pale, this has come about from his pact and change to the undead by Eris. It is smooth, despite looking a bit rough and pale. However, he does have some scaring upon his face. A couple of scars that cross his lips at two different locations and one that comes across his right eye.
- Jaeger Knight:
- The Jaeger knight form is different, almost a 180 to his birth appearance and the form of Grim. Straight off the bat, his hair is clearly different. No longer was the hair dark and black, nor was it even medium length or short. The hair was now somewhat messy, long, and blonde. Strands or grouping of strands going every which way to make it look like he had a constant case of bedhead. Other than his hair, there wasn’t anything out of the ordinary about this form. It was a generic appearance, almost too generic. There wasn’t anything that stood out, really. No additional features to draw one’s attention to.
As for attire and wardrobe, there are a few pieces of clothing that he wears. The first being a brand new and very fine suit. It’s mostly all black, black suit jacket, black pants, black socks, and black shoes. The only part of this outfit that wasn’t black was the dress shirt that he wore underneath. There was nothing like the feeling of being in a sharp suit and looking so good. The next outfit is much more… natural and druidic. It’s a dark navy blue robe, nearly black. Around the collar is a bunch of fur, likely from a wolf. The trimming of this garment is golden, tinted ever so slightly with a orange hue. Around the fur, extending from the armpit region and over his shoulders, lay orb trinkets. Extending from one side of the robe to the other, draping or resting upon his chest, was a necklace like jewelry, sewn into the robes. The last outfit is one that he mainly wears as a Garuo knight, it’s an open vest, white in color. Wearing black pants, fitting loosely around his legs. On top of that is a sash of sorts, mainly covering his rear side.
Height: 5' 10”
Weight: 176 Lbs
Hair: Multiple, please view the appearances above.
Eyes: Multiple, please view the appearances above.
Skin Tone: Almond
Outfit #1: http://s1.zerochan.net/Loki.Laufeyson.600.1962981.jpg
Outfit #2: http://static.zerochan.net/Loki.Laufeyson.full.1627009.jpg
Outfit #3: http://s1.zerochan.net/Thor.Odinson.600.1158026.jpgGuild/Mage Info
Guilds, a lovely place to bond and share experiences with friends. However, not all guilds are like that. Some get destroyed, others are used as a front for other business, and one just wants to turn Earthland into a chaotic paradise. Jaeger is not bound to just one guild, though there is one he is more loyal too. He is a member of Grim Heresy, and former guild member of Sleeping Forest. After accepting his pact, he became a double agent, of sorts, for Grim Heresy. He was to be in cover and allow no one to find out his new and true allegiance. After Sleeping Forest was destroyed, that cover guild changed to the Garuo Knights. [Infiltration plot?] ._.- Official Guild/Mage Info:
- Guild: Grim Heresy (Secret)
Tattoo: Grim Heresy: Back of Shoulder. Takes the form of a severe burn. Illegible to all those that are not Grim Heresy.
Rank: C-Rank Wizard!
Job Sign Up Thread - 15th April 2018, 2:32 pm
Player(s) Name(s): Aura, Kite Wilhelm
Player(s) Guild(s): Sabertooth
Player(s) Team(s): The Olympians, N/A
Job Link: A Haunting Tale
Job Location: Haunted Guild
Player Ranks: C, A
Since I can't remember whether I ended this job for inactivity or not, signing up for this again!
Player(s) Name(s): Aura, Decayuss
Player(s) Guild(s): Sabertooth/Guildless
Player(s) Team(s): The Olympians, N/A
Job Link: Strange Vulcans #1
Job Location: Spooky Forest
Player Ranks: C, D
❀Approved by a Florist
Ending A Job (Cancel/Finish) - 29th March 2018, 2:55 am
Khorne wrote:Player(s) Name(s): Khorne
Player(s) Guild(s): Nightmare
Player(s) Team(s): N/A
Job Name: https://www.fairytail-rp.com/t23179-motor-city-rush
Job Approval page number: https://www.fairytail-rp.com/t29775p475-job-sign-up-thread#325010
Link To Job Thread: https://www.fairytail-rp.com/t32158-license-to-kill#325019
Haru-senpai wrote:Player(s) Name(s): Haru-senpai
Player(s) Guild(s): Fairy Tail
Player(s) Team(s): N/A
Job Name: Class Warfare
Job Approval page number: Sign up page #19
Link To Job Thread: https://www.fairytail-rp.com/t32082-job-class-warfare#325040
RainCalamity wrote:Player(s) Name(s): RainCalamity, America Braide
Player(s) Guild(s): Fairy Tail, Lamina Scale
Player(s) Team(s): --
Job Name: Wanted! Chupacabra slayer!
Job Approval page number: Page 19, Post n°471
Link To Job Thread: Batty Chupacabras
Kitalpha Aurence wrote:Player(s) Name(s): Kitalpha Aurence
Player(s) Guild(s): Silver Wolf (guildless at time of sign up)
Player(s) Team(s): N/A
Job Name: Wine Testing
Job Approval page number: X
Link To Job Thread: There is Truth In Wine
Haru-senpai wrote:
Player(s) Name(s): Noheme, Haru-senpai
Player(s) Guild(s): Fairy Tail x2
Player(s) Team(s): N/A
Job Link: https://www.fairytail-rp.com/t28300-fairy-tail-the-big-score
Player Ranks: H, B
Canceling this Job due to a mistake in choosing the right job.
Aemon Trahaearn wrote:Player(s) Name(s): Aemon Trahaearn Kitalpha Aurence
Player(s) Guild(s): Guildless
Player(s) Team(s): (List the team the players are on, unless there is only one player from said team)
Job Name: Strange Vulcan #1
Job Approval link: https://www.fairytail-rp.com/t27653p550-sign-up-for-jobs#296273
Link To Job Thread: https://www.fairytail-rp.com/t27962-peculiar-monkeys-strange-vulcans-1
Leona Jarnefeldt wrote:
Player(s) Name(s): Leona Jarnefeldt
Player(s) Guild(s): Guildless
Player(s) Team(s): N/A
Job Name: https://www.fairytail-rp.com/t24925-honorable-death-the-death-of-a-time-tested-warrior
Job Approval page number: Page 20, Post No. 479 https://www.fairytail-rp.com/t29775p475-job-sign-up-thread
Link To Job Thread: https://www.fairytail-rp.com/t32209-one-last-fight-honorable-death
Delta Necchi wrote:Player(s) Name(s): Delta Necchi
Player(s) Guild(s): Guildless
Player(s) Team(s): N/A
Job Name: Hired Muscle
Job Approval page number: Pg9, #207
Link To Job Thread: Link
Yona wrote:Player(s) Name(s): Yona
Player(s) Guild(s): Black Sails
Player(s) Team(s):--
Job Name: https://www.fairytail-rp.com/t29158-questline-the-plague-the-shrouded-stalker-2-5
Job Approval page number: Post 378 Page 16
Link To Job Thread: https://www.fairytail-rp.com/t32219-plant-stalker-part-2-of-job#325340
❀All approved by Lester
Ending A Job (Cancel/Finish) - 27th March 2018, 3:46 pm
Player(s) Name(s): Aemon Trahaearn Kitalpha Aurence
Player(s) Guild(s): Guildless
Player(s) Team(s): (List the team the players are on, unless there is only one player from said team)
Job Name: Strange Vulcan #1
Job Approval link: https://www.fairytail-rp.com/t27653p550-sign-up-for-jobs#296273
Link To Job Thread: https://www.fairytail-rp.com/t27962-peculiar-monkeys-strange-vulcans-1
Coming Storms - 8th March 2018, 11:18 pm
Achievement Request Thread - 16th February 2018, 3:12 pm
Name:Musicalbunny
Achievement Requesting:Character
Evidence of Accomplishment:https://www.fairytail-rp.com/t30885-rina-everglades#319408
Name:Musicalbunny
Achievement Requesting:Primary Magic
Evidence of Accomplishment:https://www.fairytail-rp.com/t30897-flower-meadow-requip#319470
Name:Musicalbunny
Achievement Requesting:First Job
Evidence of Accomplishment:https://www.fairytail-rp.com/t30004p175-ending-a-job-cancel-finish#320846
Name:Musicalbunny
Achievement Requesting:Lineage
Evidence of Accomplishment:https://www.fairytail-rp.com/t30334p250-the-ancient-one-lineage-system#319411
Name:Musicalbunny
Achievement Requesting:Quality Badge #1
Evidence of Accomplishment:https://www.fairytail-rp.com/t31101-our-friend-the-rabbit-job-rina#320713
Magic Approval Thread - 31st January 2018, 2:08 am
Character Approval Link: https://www.fairytail-rp.com/t30689-dmitry-kazakov
Rank: C
Link: https://www.fairytail-rp.com/t30951-mutation-magic
Giving up my secondary magic for primary change.
#1 claimed
~~Aura
The Ancient One [Lineage System] - 19th January 2018, 5:51 pm
Hanako_Utada wrote:Hanako_Utada wrote:
Name: Hanako Utada
Lineage: (Leave empty)
Roll Attempt: 1
I did this but go nothing yet. Did I miss something?
You didn't choose to roll a dice, so go to add reply, at the bottom just under the text box you'll see dice rolls.
where it says "Dice rolls #1" you select lineage dice
and then where it says "Dice rolls" change the number to three.
Hope this helps!
Guest
Guilds are NOT homes! - 8th January 2018, 12:37 pm
TL;DR -- Join guilds. Don't be guildless. Don't treat guilds like Naruto villages.
An issue I see flaring up every so often is the subject of guilds. This has been brought to me so many times, that I thought I would address it in my own personal mini-rant.
As per the title, a guild is NOT a home for the character. It is not like a clan, a tribe, a village that they must be undyingly loyal to. Though the canon shows a lot of very guild-enthusiastic people, and those types definitely exist in roleplay, a true guild does not demand the undying loyalty and participation of a person.
The definition--
To best understand what I’m writing, here is the dictionary definition of the word ‘guild’, followed by the Fairy Tail Wiki definition.
noun: guild; plural noun: guilds; noun: gild; plural noun: gilds
a medieval association of craftsmen or merchants, often having considerable power.
• an association of people for mutual aid or the pursuit of a common goal.
synonyms: association, society, union, league, organization, company, cooperative, fellowship, club, order, lodge, brotherhood, fraternity, sisterhood, sorority
"the copper craftsmen have formed a guild"
A Guild (ギルド Girudo) is a type of organization in Fiore, characterised by a member base and common trade. The purpose of a guild is to obtain and disseminate job requests to the members of the guild.
As you can see, the two are very similar.
A guild is simply an organization, or association, of individuals in a specific trade. In Medieval Times, there were trade groups of artisans, merchants, musicians, etc. In Fiore, they include magic as a trade.
In the opening narration of Fairy Tail, the narrator mentions “magical guilds”, groups of wizards coming together to find work and gain advice and help from one another.
Problem {#}1{/#}: “No guild fits my character!”
It has been noted that on this site, that, contrary to the definition, Guilds are taken up a notch, almost to an extreme. The pursuit of a common goal is emphasized, and many guilds tend to ‘specialize’ in something. For some examples, Infinity Hydra focuses on killing evil mages and taking out criminals; the vigilante magical guild. Lamia Scale focuses on the eradication of monsters. Fairy Tail is now known as a guild of mercenaries for hire. Black Sails focuses on being pirates in disguise.
Everyone makes unique characters that they come to love and cherish greatly. However, when it comes to picking a guild for their character, or changing guilds after one goes in the way of the dodo, they become stuck. “No guild fits my character!”
This leads to something of a problem for a roleplayer who simply cannot find a guild that “fits” their character. When the roleplayer sees no guild that best fits their character, they tend to stick to the guildless category, or make plans on making their own guild. It is fine to have goals, but in a way, the enormous amount of guildless mages does unbalance the site to a small degree. This is not the main issue, however, and is one I will discuss later.
The Solution: Just because a guild has a theme or goal, it does not mean that your character MUST be a pirate, a monster hunter, or a dark mage killer. A guild is simply an association. In-Character, a magician joins a guild so they have access to a job board, so they can get paid and carve out a living. Not every magician has to get super involved with their guild’s politics, wars, ideals, and OOC, plots. Guilds exist to benefit mages, and they benefit the roleplayers who play in guilds simply by offering an active atmosphere to find RP partners, an EXP bonus when one goes on jobs with guildmates, etc.
The simple solution is not taking a guild’s theme as the indisputable essence of the guild. You can work somewhere but not completely agree with a job or guild’s beliefs and ideals (naturally, if you do not share guild ideals, achieving an ace position becomes harder, but that should never be the goal for joining a guild). Find a guild that is more relaxed with their ideals, and is not in your face about being a pirate or bloodthirsty killer, and join that one. This will give you all the advantages a guild has to offer, and possibly many opportunities for plot.
Problem {#}2{/#}: “I cannot be separated from my ship/close friend/teammate IC!”
That is where you are wrong. Think about guilds like a day job; you go to work at the Walmart Deli, then you come home at night to be with your spouse who spent their day working at Petsmart. This brings up the point of the topic title; a guild is NOT your home. Some guilds, such as back in Medieval Times, would offer lodging and maybe have a place to eat, but generally, people go home at night to their own house or apartment or inn.
The guild is the place a magician goes to to find work and to make a living. Why quit your job at McDonald’s to go work at Wendy’s just because your best friend or spouse works there? Chances are, if you loved your guild both OOC and IC, and chose to hop to another out of some feeling of loyalty, you will find yourself not having as much fun, and possibly somewhat miserable-- I have observed this happen over and over to various members. IC, it also does not make sense to jump guilds out of loyalty either, even if your character is one of those extremely loyal types. The character will see them on their days off, on missions they take together, on their off-hours, etc. If your character is the extremist who will jump, just keep this in mind, and make sure you are fully on board for the guild hop.
On a similar subject, undying guild loyalty can be fun too, but it is very close to just being extremely passionate about the sports team you are on, or some school club. Canon Fairy Tail’s obsessive loyalty and friendship and family is funny and cute, yet it is more or less what made them more unique than other canon guilds-- it was their shtick. Not every guild is as demanding of loyalty (unless it’s one of those oppressive agreement or stay in the guild or die themes/ideas).
The Solution: Do not leave a guild you are happy with. Only if plot circumstances are extreme and you are no longer having fun in the one you are in, should you think about leaving. Never allow yourself to be OOC peer pressured into guildhopping too, for a ship, a friendship, family members, etc.
Problem {#}3{/#}: “My character is distant/hates everyone/untrusting/etc!”
Excuses! Just kidding. The title of the problem pretty much explains itself. The solution is simple.
Even the most reserved and untrusting characters need to make a living and earn an income. Being guildless is an option, yes, but if you are having trouble finding RP partners(and thus your character is having trouble finding missions to go on), you are best off joining a guild. The most untrusting person understands they need to do something to put food on the table, and can join a guild to get out of it. They need not completely trust their guildmates or the GM, or even the guild and its ideals, but they can use the guild for what it was created for-- providing mages with aid, resources, and work.
Problem {#}4{/#}: The problem with Guildless in general.
I often receive complaints from guildless mages who are unable to locate RP and job partners due to having no quick ability to connect with other roleplayers. In a guild, it is not too uncommon to see someone ask “Who wants to do a B rank job with me?”, and within the day, they get at least one response. A guildless member has a much harder time doing this; roleplay threads will not come as easily. It is fine if you wish to stick it out and do your best, but if not, joining a guild is the better option. If you do wish to hardmode through ranking up as a guildless mage, do not complain about finding no RP partners nor about not receiving guild benefits.
Another smaller problem on a site wide scale is just guild imbalance. The more guildless characters there are, the less active guilds there will be. My personal belief is that no magician should be guildless unless the roleplayer truly wishes for them to solo the journey for power, and only have them meet people along the way, while never sticking around for long. If a character can at least join a relaxed ideal guild, they should, unless the character has a very good IC(yes, not OOC), reason for avoiding all guilds, and the member is willing to put up with the lack of ease and benefits.
Disclaimer: This ‘vent’ is my own personal opinion on guilds, and does not reflect the views or ideas of the administration, staff, and development team.
This has been a mini-rant brought to you by Izayuki. If you have any corrections, clarifications, or invalid points you see, please bring them to me via PM/DM, and not on this thread. If you have points you wish to add, you may contact me as well, and I may or may not add them. If you feel something really must be debated, I would prefer it over DM for ease. Otherwise, you may post any other thoughts here if you wish.
FTRP Fan Art Contest - 31st December 2017, 12:22 am
Link to Entry #1
Thumbnail preview:
Lirix Marano - 22nd December 2017, 7:38 pm
- Spoiler:
- Musicalbunny wrote:Name: Lirix Marano
Gender: Male
Age: 16
Birthday: 08/27
Sexuality: bisexual
Special Characteristics: if u count him being water then yes
Personality:
Lirix is a very calming character. He is always there to be a friend and will snap you out of your loop. He is a great friend to have and loves to be around friends. He always wants to be around someone he cares about. He is a hopeless romantic always on the run for love. Whenever he sees someone he likes, he goes on the hunt. He can get very distracted due to this, but his emotions always cause him to boil up whenever he does stopping him in his tracks. Although he is usually very nice and calm he has another side to him that goes to a degree of boiling water. Becoming very angry and mad, which makes you scared to ever be on his bad side. Sooner or later he becomes steamy meaning he brings out his compassionate and sympathetic side out. After this goes on for too long he goes into his vapor form which is his form where he turns very timid. Then he becomes very depressed precipitating back to his regular self. His change in emotions makes it very hard for him to make friends, which is probably why he gets close to them if he makes one. It’s always been difficult for him to control these emotions which makes him so mad all the time it causes the cycle to happen. If you’re around Lirix you better be careful for his sudden outburst. He went to join the guild to be accepted for his quirks which is why he’s always ready to adventure out with them.
Lirix uses his cycle of emotions in battle using every one of them to his advantage. He doesn’t usually want to be in the front line. He tries to stay back to support his friends but can dish out some damage because it’s not who he is, to hurt people. He is not the best leader because his split personalities can change the way he leads meaning his tactics change quickly which is not good for people who need a solid plan. He also can’t lead because of his distractions, like if he sees a cute guy or has googly eyes for a girl on his team. He can’t lead if he’s trying to defend one person instead of everyone else. Although these are bad for a leader they make him good to support his team. His overprotective nature creates a need to defend his allies, running in front of them to block bits of damage. As well as his change in emotions means he can adapt to the situation if the leader changes up plans. His passion for people means he becomes confident by saving friends helping him to keep his cool. Since he feels compassion for the enemy he is able to befriend them to help make his journey way easier. He also gets mad very easy which makes him a lot stronger when the opponents trash talk him or his friends. He doesn’t get as mad when they insult him but if they insult his friends he goes berserk.
Likes:
Friends – His struggle with friends in his life makes him feel happy when he actually has them
Animals – His compassion for all living things makes him feel love for all animals
Cake – His favorite cake, red velvet, calms him down which allows him to change back to his calm form from any other form
Dislikes:
Trash talk – He hates it and can’t rap his head around why people would be so cruel to another human/living being
Undead – Lirix hates scary things but hate the undead 10 times more because of the fact that they aren’t alive and how they don’t have emotions like living things
Fire – Since fire can heat him up he becomes boiling, making him go to his mad state, the form he hates the most.
Motivations:
Guildmates – The friends he made at the guild motivate him to become better in life and want to improve
His amulet – The one he was given to as a child motivates him to find the parents he lost at the age of 4
The need to protect his friends – Trying to keep his friends safe is his #1 priority. If he can save someone it gives him the happiness that he can do anything to save his friends.
Fears:
Dead things – seeing something that once lived, dead it hurts him because of the realization that he can’t save everyone
Split personality – He is scared one day he will chase everyone away with his personalities, or that one takes over.
Thiefs – these can include evil traders or people who steal things. He doesn’t understand why people would stoop so low for money
General Appearance
Height: 5'6 feet
Weight: 137 pounds
Hair: his hair is blue short, and smooth like the waves. its mesmerizing because if u look close enough u can see it waving.
Eyes: a sea green
Skin Tone: He is light because the sun doesn't make him tan just steamy/boiling/etc
Appearance: Lirix isn't too slim but can be considered that way. He is this way because his water molecules need to be a bit compact so they can separate easily. He usually wears clothes such as a t shirt and shorts with a scarf. These are all water proof and are short because they need to travel with Lirix if he dissipates into water molecules. He also wears waterproof sneakers.
Guild/Council
Guild: Lamia Scale
Tattoo: This is located on Lirix's upper portion of his leg on the front side of his thigh. The color of this is a sea green color.
Rank: D
Lirix Marano - 22nd December 2017, 4:34 pm
Name: Lirix Marano
Gender: Male
Age: 16
Birthday: 08/27
Sexuality: bisexual
Special Characteristics: if u count him being water then yes
Personality:
Lirix is a very calming character. He is always there to be a friend and will snap you out of your loop. He is a great friend to have and loves to be around friends. He always wants to be around someone he cares about. He is a hopeless romantic always on the run for love. Whenever he sees someone he likes, he goes on the hunt. He can get very distracted due to this, but his emotions always cause him to boil up whenever he does stopping him in his tracks. Although he is usually very nice and calm he has another side to him that goes to a degree of boiling water. Becoming very angry and mad, which makes you scared to ever be on his bad side. Sooner or later he becomes steamy meaning he brings out his compassionate and sympathetic side out. After this goes on for too long he goes into his vapor form which is his form where he turns very timid. Then he becomes very depressed precipitating back to his regular self. His change in emotions makes it very hard for him to make friends, which is probably why he gets close to them if he makes one. It’s always been difficult for him to control these emotions which makes him so mad all the time it causes the cycle to happen. If you’re around Lirix you better be careful for his sudden outburst. He went to join the guild to be accepted for his quirks which is why he’s always ready to adventure out with them.
Lirix uses his cycle of emotions in battle using every one of them to his advantage. He doesn’t usually want to be in the front line. He tries to stay back to support his friends but can dish out some damage because it’s not who he is, to hurt people. He is not the best leader because his split personalities can change the way he leads meaning his tactics change quickly which is not good for people who need a solid plan. He also can’t lead because of his distractions, like if he sees a cute guy or has googly eyes for a girl on his team. He can’t lead if he’s trying to defend one person instead of everyone else. Although these are bad for a leader they make him good to support his team. His overprotective nature creates a need to defend his allies, running in front of them to block bits of damage. As well as his change in emotions means he can adapt to the situation if the leader changes up plans. His passion for people means he becomes confident by saving friends helping him to keep his cool. Since he feels compassion for the enemy he is able to befriend them to help make his journey way easier. He also gets mad very easy which makes him a lot stronger when the opponents trash talk him or his friends. He doesn’t get as mad when they insult him but if they insult his friends he goes berserk.
Likes:
Friends – His struggle with friends in his life makes him feel happy when he actually has them
Animals – His compassion for all living things makes him feel love for all animals
Cake – His favorite cake, red velvet, calms him down which allows him to change back to his calm form from any other form
Dislikes:
Trash talk – He hates it and can’t rap his head around why people would be so cruel to another human/living being
Undead – Lirix hates scary things but hate the undead 10 times more because of the fact that they aren’t alive and how they don’t have emotions like living things
Fire – Since fire can heat him up he becomes boiling, making him go to his mad state, the form he hates the most.
Motivations:
Guildmates – The friends he made at the guild motivate him to become better in life and want to improve
His amulet – The one he was given to as a child motivates him to find the parents he lost at the age of 4
The need to protect his friends – Trying to keep his friends safe is his #1 priority. If he can save someone it gives him the happiness that he can do anything to save his friends.
Fears:
Dead things – seeing something that once lived, dead it hurts him because of the realization that he can’t save everyone
Split personality – He is scared one day he will chase everyone away with his personalities, or that one takes over.
Thiefs – these can include evil traders or people who steal things. He doesn’t understand why people would stoop so low for money
General Appearance
Height: 5'6 feet
Weight: 137 pounds
Hair: his hair is blue short, and smooth like the waves. its mesmerizing because if u look close enough u can see it waving.
Eyes: a sea green
Skin Tone: He is light because the sun doesn't make him tan just steamy/boiling/etc
Appearance: Lirix isn't too slim but can be considered that way. He is this way because his water molecules need to be a bit compact so they can separate easily. He usually wears clothes such as a t shirt and shorts with a scarf. These are all water proof and are short because they need to travel with Lirix if he dissipates into water molecules. He also wears waterproof sneakers.
Guild/Council
Guild: Lamia Scale
Tattoo: This is located on Lirix's upper portion of his leg on the front side of his thigh. The color of this is a sea green color.
Rank: D
Celestial Avatar Summoning - 22nd December 2017, 11:56 am
- Spoiler:
- Samira Nassar wrote:
Primary Magic: Celestial Avatar Summoning
Secondary Magic: N/A
Caster or Holder: Holder
Description:
In general the art of summoning magic allows the user to bring spirits from other planes of existence into the normal world in order to aid the summoner with day to day life, combat, or whatever else the user may desire. Keys are often used as the physical object that opens the gateway between worlds and it is normal for summoners to form contracts with the spirits. The spirits are different for each summoner for there is typically only one key that exists for each spirit. Due to this, there is a large variety between summoner to summoner. Some may have random spirits while others follow a select theme. Samira’s is the latter.
Celestial Avatar Summoning revolves around the fact that all spirits summoned are named after many ancient gods and goddesses of stories and myths around the world. They are of course not the gods themselves but rather the avatars of them, spirits that merely represent and share the name. Samira stumbled upon such spirits while looking through her grandfather’s study. He had a massive collection of ancient text and artifacts and of those artifacts was a chest containing several keys. He nor anyone else that took part of his research could activate the keys but upon Samira finding the chest four of the keys glowed and the spirits within revealed themselves to the young girl. She had a natural talent and power that awakened them from their slumber that the researchers did not possess, and so she became worthy and deserving of using their power. The other keys within the chest remained dormant since she was not yet powerful enough to awaken them.
Strengths:
-Able to summon a variety of spirits for many scenarios
-The spirits are capable of providing buffs as well as attacks
-Works well in a group environment as well as solo
-The summoner can be safely at the back of a fight while the spirits do the work
Weaknesses:
-Requires keys in order to summon each spirit
-The spirits have their own personalities and may not always take orders depending on the situation
-The magic relies heavily on the spirits and unless the user has a weapon of their own they are defenseless
-Running out of mana means spirits are unable to be summoned or remain on the normal plane of existence
-Some of her spirits can be countered by the proper element or be fuel for slayers- Lineage:
Armored Beast
Description: A humanoid monster was said to live in a small village in Fiore. The monster was said to be intelligent, yet strong. However, despite holding the intelligence of a human, it was shunned for it's hideous figure, which lead to it crafting it's own armor to hide it. Eventually the armoured beast rescued a princess in distress and they fell in love, eventually settling down and making a family. Their children, however, didn't have a hideous appearance of their father but they were prodigy at war and wore armour fit for conquerors.
Ability: A passive defensive ability that allows the user to have a higher endurance (50% more HP), tolerance (Poisons and disease/curse effects last half as long) and a keener intellect than most others.
Usage: Passive.
- Unique Abilities:
Blessing of the Gods - Passive. Upon completion of their contracts, her current spirits gifted Samira with an above average mana amount. Her mana pool is increased by 10%.
Sacrificial Summoning - Active. Mana is the power that fuels her keys and the avatar gods within the gates on a normal basis. However, her god spirits can enter the normal plane if she offers them her own health energy instead. Since they prefer mana, she cannot use her health energy to summon them until she is at 30 mana or below.
D Rank - Sacrifice of 10% Health
C Rank - Sacrifice of 15% Health
B Rank - Sacrifice of 20% Health
A Rank - Sacrifice of 30% Health
S Rank - Sacrifice of 35% Health
Spirit Bond - Passive. Samira and her spirits have a bond unlike those of other summoners and their spirits. As long as their key is within 200m of her, she is able to communicate with a spirit even while it is in the celestial realm.
Star Dress - Active. A special type of celestial summoning magic that allows Samira to become one with one of her spirits, usually with her clothes changing to match that of the spirit. Once performed, the summoner will gain both the active and passive ability of the fused spirit. The entire process still costs the same amount of MP as if the spirit was summoned through normal means, but comes with the advantage of spirits summoned like this not counting towards the maximal number of summons on the field. However, only one such fusion can be performed at any one point in time.
Divine Intervention - Passive. Samira's spirits have grown attached in such a way that they all have left a bit of their power in the mortal world in order to further keep her protected. An invisible energy barrier exists around her that raises her defense based on rank. The higher the rank, the more spiritual power added to the barrier.
B - 35%
A - 40%
S - 50%
Celestial Armory - Active. With the link with her spirits stronger than before, Samira can use a spirit's key to unlock a different portal that will let her gain access to a weaker version of their weapon as well as random items the spirit may own. There are no magical abilities tied to them as it is just a way to arm herself with basic weaponry or situational items when necessary. This does not put the spirit on cooldown since no actual summoning or fusion has taken place.
- Signature Spells:
- D Rank Signature:
Name: Janus, God Avatar of Portals
Rank: D
Type: Supportive
Duration: 3 Posts
Cooldown: 4 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Portals! Janus!” a man made from metal and mechanical parts and wielding a key-like scepter steps out of the celestial doorway. He is a fan of change and new experiences. A teacher of the past to make way for a better future.- Appearence:
Passive: Phasing - While Janus looks like some sort of solid mechanical being he is actually translucent and is in a mix between the normal plane and celestial plane. He is able to pass through walls without the use of his portals. Attacks will still damage him the same way as any other spirit, however.
Active: Spirit Portal - Janus is able to create portals of varying sizes for people to step through. Using 1 portal activated on a wall will allow individuals to pass through the wall to be on the other side. Having 2 portals activated will create a link between them. If a person steps through one of the portals they will exit through the other. Upon using this ability 2 inactive portals will appear where he desires so long as it is within range. He can activate and deactivate these portals whenever he wishes during his duration but he cannot summon more. The portals can be moved, but for the price of Janus's health for each movement, costing 10 HP per move The max size of his travel portals is only 20 feet in both height and width, but he can place them as far as 60 meters away at a speed of 45 meters per second. Single Target. If portals are used as a link for teleportation then the portals must be within 15 meters of each other or less. Travel time between portals is 11 meters per second. Burst. Duration is 3 posts or when Janus expires, whichever comes first, with a cooldown of 4 posts.
Strengths:
-Able to summon portals to bypass obstacles or for convenience
Weaknesses:
-His use is to add support by summoning portals and so lacks offensive abilities
-His portals have limits in size
-He can only summon 2 portals at a time
-Enemies can also make use of the portals
-The first placement of portals is important due to moving them costing some of his health
- User Rank Signature:
Name: Serqet, Goddess Avatar of Venom
Rank: User, Currently B
Type: Offensive
Duration: 6 Posts
Cooldown: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Venom! Serqet!" a woman with a golden scorpion tail covered in gems steps through the portal. She can be rather cautious and likes to be sneaky in order to get a surprise advantage. While all of her spirits have a certain bond with Samira, Serqet is the closest and often acts as the complete opposite of her when not in combat.- Appearence:
Passive: Invisibility - When entering the normal plane Serqet will have an invisibility effect around her form. This will only last for two posts or until she attacks. Once it has been broken she cannot reapply the effect. Only those of equal or lower rank will not be able to spot her. Those of higher rank can clearly see her outline and quickly spot where she is at.
Active: Tomb Venom - Serqet will use her tail to stab or slash a target and apply a dangerous venom into her victim. The initial attack only does half of rank damage but the DoT effect applied will continue to damage an enemy for 25% of rank damage per post until it has reached a max of 2.5 rank damage. If an opponent is stabbed or slashed a second time the DoT effect does not stack nor does it start over. Lasts for 3 posts with a cooldown of 4 posts. Caps at S rank.
Strengths:
-The spirit is user rank
-Has an invisibility effect for temporary stealth
-Her active applies a damage over time effect
Weaknesses:
-Higher ranked enemies and mages can see through the invisibility
-Her active is more of a DoT rather than an instant attack for full damage
-The poison DoT can be cured by a mage specializing in healing or even items
-Her attack is poisonous and therefore not a good choice to use against poison or venom slayers
-The poison can only be applied to actual living creatures (not robots) and cannot be passed through mechanical limbs
- D Rank Summons:
- Geb, God Avatar of Earth:
Name: Geb, God Avatar of Earth
Rank: D
Type: Defensive
Duration: 3 Posts
Cooldown: 4 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Earth! Geb!” a large and bulky humanoid-like creature made of stone and moss emerges. This spirit is rather relaxed with a bit of a stubborn side in normal situations but in combat becomes a defensive protector for his summoner and her allies. He has the ability to summon stone barriers around his allies and can act as a decent shield himself due to his increased healthpool. Being on the offensive is not his strong suit since his speed and attack power are much weaker than other spirits.- Appearence:
Passive: Stone Endurance - Being made of stone makes him quite durable and hard to injure. The health of this spirit is increased by 25%, however, to make up for his increased health his speed is 25% less.
Active: Stone Barrier - Geb is able to place a magical barrier around Samira or any other ally. The barrier is comprised of several stones that circle the one they are protecting. It can absorb up to three D rank spells. This ability is mainly used to shield one being but he can shield another with the price of each shield being at half strength. The barrier will last for two posts unless destroyed and will go on cool down for three posts. Single Target with a max distance of 60 meters.
Strengths:
-The spirit itself is tanky, having a higher hp pool and made out of stone
-A stone barrier can be summoned to protect allies
-Generally takes no issue with following orders during combat
Weaknesses:
-Geb's attack power is lower than most spirits
-Geb is a slow moving spirit, making him incredibly easy to dodge and predict
-He is quite large and therefore very hard to miss with attacks
-Cannot use his stone barrier to shield himself
- Isis, Goddess Avatar of Magic:
Name: Isis, Goddess Avatar of Magic
Rank: D
Type: Support
Duration: 3 Posts
Cooldown: 6 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Magic! Isis!” a beautiful and brightly colored woman with wings and wielding a magical scepter steps from the celestial gateway. She is a very caring spirit to all living creatures and her role in combat makes way for more supportive abilities instead of offensive. Her abilities allow her to buff the magical attack of allies and her own aura is capable of healing minor woulds and restoring mana.- Appearence:
Passive: Spiritual Recovery - As long as allies stay within 15 meters of this spirit they will be within the range of her magical aura that will restore 2% of mp and hp per post.
Active: Magical Guidance - Using her scepter Isis is able to cast a spell that will buff the next magical attack of Samira or one of her allies by 30%. The buff only works on magical spells and weapons, not physical hits or ordinary weapons. One buff can be given for each time she is summoned. Due to higher ranked mages not requiring her guidance, her buff will not apply to those two ranks above or higher, and those one rank above will only receive a 25% buff. Single Target with a max range of 60 meters. Duration of the buff is 1 post.
Strengths:
-Isis can give small amounts of healing and mana recovery with her aura
-Her active ability allows for any selected ally to have the damage of their next spell increased
Weaknesses:
-Higher ranked mages cannot make use of her buff
-While she can smack things with her scepter she is not an offensive type spirit, therefore she lacks any powered up attacks
-Her cool down is slightly longer than the rest of her D ranked brethren
- Agni, God Avatar of Fire:
Name: Agni, God Avatar of Fire
Rank: D
Type: Offensive
Duration: 3 Posts
Cooldown: 4 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Fire! Agni!” a tall two headed man made of flames and solidified lava emerges from the gateway. Due to his two heads he has a split personality where one side is nice and playful while the other is reckless and cares only for destruction. He spirit that focuses purely on offense. His body is capable of injuring melee opponents just by touch and he is capable of releasing bursts of fire from his body to burn those around him.- Appearence:
Passive: Burn Up - Agni’s body is made of lava and fire and due to this he will burn or melt anything his body comes into contact with. If anyone were to try attacking him physically they would find themselves burned and damaged by 5 hp (the basic attack damage for D rank stellar spirits) with each hit made against him. This effect works up to 4 times after which an enemy will become immune to the effect. Does not apply to ranged attacks made against him.
Active: Purification Eruption - Purified flames erupt from Agni’s body in a quick burst around him, dealing 50% of D rank damage to anything within 5 meters with a speed of 11 meters per second. After the initial attack a DoT effect will be applied that does 25% of D rank damage for two posts. It is instant with a cooldown of 3 posts. Burst.
Strengths:
-He brings the element of fire
-While he has no actual shield, the heat from his body can cause damage and acts as a deterrent for those that focus on melee combat
-His active allows for a quick short ranged attack
-Can aid fire slayers with his fire
Weaknesses:
-Small amounts of water turn into steam. Small amounts of ice melt quickly. However, when up against a mage that can produce large and powerful quantities of these two elements, Agni will take double damage
-Due to his split personality he is an unpredictable spirit
-Is purely offensive and brings no supportive abilities
-If his destructive personality is dominate then there is a high chance he will not follow orders
-Enemy fire slayers can easily use him and his power as a fuel source
- Chaac, God Avatar of Rain:
Name: Chaac, God Avatar of Rain
Rank: D
Type: Offensive
Duration: 3 Posts
Cooldown: 4 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Rain! Chaac!” a tall and muscular dark skinned man dressed in a ceremonial tribal outfit and wielding a large axe steps from the gate portal. He is a quiet and serious spirit but he is very kind and understands well the regret that comes from mistakes. His very presence causes the sky to darken and rain, although the extremity of the storm is dependent on his mood. His axe acts as his weapon of choice and he can temporarily empower it for extra damage.- Appearence:
Passive: Rainstorm - Whenever this spirit is out it will start to rain, the storm spanning across the sky at a max of 30 meters. Whether it is light rain or heavy depends on his mood. His default mood is balanced and content, leaving the default rain level to be mild.
Active: Thunder Strike - Chaac’s mighty axe becomes charged with the power of thunder and lightning within him. He strikes with the axe either by throwing it at a target or swinging it forward, causing an electrified attack that can put out D rank damage normally and an extra 25% if the opponent is wet from his rainstorm. The maximum range for the throw is 60 meters with a max speed of 45 meters. This attack can only be done once per summon. Single Target.
Strengths:
-The spirit’s rain passive can put out fires as well as make it difficult terrain for fire uses
-Chaac’s active allows him to hit a ranged target if he prefers
-The active also does more damage to targets that have become drenched from his rain
-Water slayers can make use of the water he provides from his rainstorms
Weaknesses:
-The rainstorm can make it just as difficult for fire based allies as it does enemies
-He can only use his active once for each time he is summoned
-The thickness and speed of the rain is dependent on his mood. If Samira wishes for a heavy downpour then she must make him angry or sad first. If he is too happy then the rain will be nothing more than a drizzle
-Enemy water slayers gain an advantage due to the water supply brought by his rainstorm
-It is unfortunate to be in Chaac’s presence without an umbrella
- C Rank Summons:
- Kali, Goddess Avatar of Destruction:
Name: Kali, Goddess Avatar of Destruction
Rank: C
Type: Offensive
Duration: 4 Posts
Cooldown: 5 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Destruction! Kali!” a tall blue skinned woman with four arms makes her way through the celestial realm and into the normal plane. Her two upper arms wield a scimitar within each hand and within the hands of her lower arms carry a trident and a golden metal container that holds incense. She is a spirit with no tolerance for those that show their inflated ego, and towards those she considers an enemy she takes care of in a ruthless fashion. There is no amount of patience within her and she has no issues with leaving the normal plane of her own accord.- Appearence:
Passive: Enrage - Kali's attack damage increases by 10% for each post made while she is summoned. Caps at 30% and the initial summon post does not count.
Active: Weapon Frenzy - Kali‘s attack speed increases temporarily to 67 meters per second in order to perform an instant attack where she slashes her scimitars at a single opponent or multiple enough times to cause C rank damage in total. If multiple targets are attacked then the full damage is split between them. Her attack speed returns to normal after the damage has been caused. Range of the weapon attack is only 2 meters, but the wind force created from the rapidly slashed weapons extends the damage cone to a max of 90 meters. Can only be used once per summon. Multi-target.
Strengths:
-Damage increases the longer she remains on the normal plane
-Her active can strike either a single enemy or multiple targets
Weaknesses:
-Has no supportive abilities
-Provides no elemental advantage
-Damage is split if there are multiple targets
-She is an impatient spirit and is likely to not last her whole duration
- Nox, Goddess Avatar of Night:
Name: Nox, Goddess Avatar of Night
Rank: C
Type: Supportive
Duration: 5 Posts
Cooldown: 6 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Night! Nox!” a woman with long white-pink hair and face covered waltzes through the portal. She wields a large candlestick that supports four long candles and illuminates the darkness for her allies. She has a rather reserved personality and carries herself nonchalantly.- Appearence:
Passive: Candlelight - Nox's candles are lit with a magical fire that only she and mages equal or above her rank can put out. The candles never melt and can be used as a light source so long as she remains on the field.
Active: Darkness Shroud - Nox can cover a 60 meter area around her and those near her in complete darkness at 45 meters per second, hiding her allies or confusing enemies. Lasts for 2 posts unless Nox is dismissed or expires. Cooldown of 2 posts. AoE.
Strengths:
-Can light up dark places
-Can envelop an area in darkness to hide or make a sneak attack
Weaknesses:
-Her candlelight can be blown out or put out with water magic by mages of equal or higher ranking
-The shroud is not a blind. Enemies are still capable of lighting up the area themselves
-She is a support summon and lacks an offensive ability
- Cernunnos, The Horned God:
Name: Cernunnos, The Horned God Avatar
Rank: C
Type: Supportive, Offensive
Duration: 5 Posts
Cooldown: 6 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Cernunnos, The Horned God!” a beast-like humanoid wielding a glaive appears from the celestial opening. He is quiet, rarely speaking, and has a very protective attitude towards nature.- Appearence:
Passive: Nature‘s Call - When Cernunnos is summoned, the area surrounding his summoning portal will start to blossom with various forms of vegetation. The mystical plant life releases an energy that can put those that are considered an enemy to sleep for 1 post. Only those that are equal or lower rank are affected. The plant life will remain throughout his duration unless burned or removed as a trap for newly arrived enemies, but those that have already been affected will become immune once they have regained consciousness. 60 meter range with a speed of 45 meters. AoE.
Active: Nature's Fury - Cernunnos will use the land around him to gather energy for his next attack for 1 post. Once sufficient energy has been acquired he will unleash a green beam of nature energy with 30% extra attack power added on to C rank damage. Single Target. Range is 120 meters at a speed of 90 meters per second. Cernunnos can only use this ability once per summon.
Strengths:
-Has a form of crowd control due to his passive
-His main attack can be empowered if left to charge
Weaknesses:
-His active ability takes time to charge and can be interrupted
-The plant life grown after being summoned can be burned away or destroyed
-The plant life from his passive cannot grow in areas that are fire based such as near volcanoes or in a area already covered in flame
-The plant life grown from his passive will disappear the moment he returns to the celestial realm
- B Rank Summons:
- Susano, God of the Summer Storm:
Name: Susano, God of the Summer Storm
Rank: B
Type: Offensive
Duration: 6 Posts
Cooldown: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Summer Storm! Susano!” a man that appears to be of Midi descent leaves the celestial realm and enters the mortal one. He carries a katana as his weapon and with the wind as his ally he attacks just as ruthlessly as a storm while also using its power to protect himself. As far as personality goes he is sarcastic, rude, and likes to make petty insults all for the result of amusing himself.- Appearence:
Passive: Wind Barrier - Susano is constantly emitting gusts of winds all around him. It acts as a barrier that prevents damage to him for an amount of 3 B rank spells. Once it has been broken it will not reform for the rest of his duration.
Active: Wind Storm - Susano will gather the winds around him and after slashing his weapon a ranged attack in the form of a tornado will head towards the target to inflict B rank damage. Max distance is 200m at a speed of 150m. Duration of 1 post with a cooldown of 4 posts. Single Target.
Strengths:
-Has a barrier that protects himself
-The active acts as a ranged attack for an otherwise melee fighter
Weaknesses:
-The barrier is only for himself and can't be transferred to allies
-The active cannot be done at point blank range
-Friendly fire does exist. Allies can get hit by his spell just as easily as enemies
-Sky slayers can consume both his barrier as well as his active attack
- Artio, Goddess of Bears:
Name: Artio, Goddess of Bears
Rank: B
Type: Defensive
Duration: 6 Posts
Cooldown: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Bears! Artio!” a tall woman with orange colored hair and wielding a staff comes from the portal. She is a druid spirit, capable of transformation that boosts her strength while also being more of a defensive oriented spirit. Her role is to protect and protect she will do.- Appearence:
Passive: Nature's Defense - Artio's training and connection with nature has made her able to withstand attacks that normal people and spirits could not handle. Her defense is increased by 35%
Active: Bear Form - Artio will transform into a large bear, gaining 35% extra strength. Lasts for 4 posts with a cooldown of 5 posts.
Strengths:
-Her defense stat is higher than other spirits
-She can turn into a bear for increased strength
Weaknesses:
-The strength buff only exists while she is in bear form
-The bear form is not permanent
-She only has basic attacks
- Skadi, Goddess of Winter:
Name: Skadi, Goddess of Winter
Rank: B
Type: Offensive
Duration: 6 Posts
Cooldown: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Winter! Skadi!” a women of light blue coloring and bringing the very essence of chilly weather enters the mortal plane from her place in the celestial world.- Appearence:
Passive: Shards of Ice - Any weapon she wields will be coated in a thin layer of frosty ice. Basic attacks done with the icy coating will do an extra 10hp of damage.
Active: Howling Winter - An icy blast that forms into 3 mist wolves is created with this ability. They can go as far as 150m at a speed of 112 m/s. Each one does 75% of B rank damage, capping at 1.5x B rank damage per target. Duration of 1 post with a cooldown of 4 posts. Multi Target
Strengths:
-Can hit multiple targets
-Can hit the same target multiple times
-Her passive adds a bit more damage to her basic attacks
Weaknesses:
-Each hit is lower damage than a single target spell of the same rank
-Enemies become temporarily immune to the effect if the damage cap is reached, thereby wasting a possible hit
-Her ice shards as well as the wolves can be consumed by ice slayers
-Fire magic users of equal rank will be tough opponents and those of higher ranking will likely be impossible to defeat with her spells
- Chronos, The Keeper of Time:
- Slot Gained From Job Reward - Ending Approval
Name: Chronos, The Keeper of Time
Rank: B
Type: Supportive
Duration: 6 Posts
Cooldown: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, The Keeper of Time! Chronos!” a blue skinned man with white hair and golden armor that looks like clock mechanisms appears from the gateway. He is not a fighting spirit but does use his power of time to aid allies.- Appearence:
Passive: Clock Winding - Upon entering the normal plane, Chronos’ magic will leak from him in the form of an aura. Enemies within a 50m distance will find their movements to be slowed by 40%, and allies will move 40% faster. Only works on those of equal and lower rank. The debuff/buff lasts for 1 post.
Active: Time Stop - Time will come to a stop within a 100m distance from Chronos. He can choose to allow allies to remain unaffected but otherwise everything else is stuck in place for 1 post if they are of equal or lesser rank. Cooldown of 4 posts. AoE.
Strengths:
-The passive buffs allies and debuffs enemies in regards to movement speed
-Can stop time for a single post
Weaknesses:
-Those that are outside the range of the aura will feel no buff/debuff nor will time stop for them
-No main offensive abilities
-Does not affect higher ranking mages at all, making him completely useless against them
- A Rank Summons:
- Bastet, Goddess of Cats:
Name: Bastet, Goddess of Cats
Rank: A
Type: Offensive
Duration: 7 Posts
Cooldown: 8 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Cats! Bastet!” a tanned woman feature feline features pounces through the portal. She is a spirit that is full of energy and can be quite cunning. That is, when she isn’t taking a cat nap of course. A whip is her weapon of choice.- Appearence:
Passive: Sibling Rivalry - Bastet's damage is increased by 40% if summoned while her brother, Anhur, is also fighting.
Active: Pounce - Bastet will transform into a large cat and pounce a target at max 300m away at a speed of 225m/s, inflicting A rank damage. Cooldown of 5 posts and a duration of 1. Single Target.
Strengths:
-Bastet comes with a damage buff if a condition is met
-Has an offensive ability capable of putting out full A rank damage
Weaknesses:
-The damage buff is only for her
-The buff goes away or is not present at all if Anhur is not in battle
-The pounce is easy to avoid
- Athena, Goddess of Wisdom:
Name: Athena, Goddess of Wisdom
Rank: A
Type: Defensive
Duration: 7 Posts
Cooldown: 8 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Wisdom! Athena!” a spirit with large silver wings and wearing battle armor of greek origin comes from the gateway. With her shield, courage, and wisdom she stands against all foes that would harm her summoner and allies.- Appearence:
Passive: Guardian's Eye - Whenever she is summoned she is automatically linked with all allies by a magical bond. Any damage they take is redirected towards herself.
Active: Shield Barrier - When this is activated Athena's shield will remove itself from her grasp and it will float in front of her, creating a barrier around all allies as far as 150m at a speed of 112.5 m/s. The barrier will absorb up to 3 hits of A rank damage as well as keep enemies of equal or lesser rank outside it until destroyed. Lasts until the end of her duration and can only be used once per summon. AoE.
Strengths:
-Can make a shielding barrier to prevent damage or stall
-Allies that get attacked will have their damage transferred to herself until she is destroyed or dismissed
Weaknesses:
-Due to taking on all hits she may not last her entire duration
-No true offensive abilities
-Allies can foolishly exit her barrier at any time and get hurt
- He Bo, God of the Yellow River:
Name: He Bo, God of the Yellow
Rank: A
Type: Supportive
Duration: 7 Posts
Cooldown: 8 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Yellow River! He Bo!” a spirit made entirely of water flows through the portal. He is more of a supportive spirit that uses water to heal allies and cure status afflictions.- Appearence:
Passive: Body of Water - He Bo is made of water, therefore he can travel through it quite easily as well as overcome obstacles solid creatures could not.
Active: Restoring Waters - A special type of water is summoned from the celestial realm, capable of either restoring the HP of a target for the equivalent of A rank spell damage or removing harmful status effects. The target will even remain dry after being touched by the water. Can go as far as 300m. Cooldown of 5 posts and duration of 1 post.
Strengths:
-Heals a target
-Removes debuffs
-Body being liquid has its advantages
Weaknesses:
-Have to choose between healing or removing status effects
-Can be consumed by water slayers
-Active does no damage to enemies
-Being near extreme heat will cause him to evaporate and be dismissed prematurely
- S Rank Summons:
- Ra, God of the Sun:
Name: Ra, God of the Sun
Rank: S
Type: Offensive
Duration: 10 Posts
Cooldown: 11 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Sun! Ra!” a spirit of man and falcon appears from the portal ready to take action. He is wise and definite in his actions, there is no second guessing. Representing the god of sun from myth he too can make use of its power.- Appearence:
Passive: Solar Energy - Ra gains a 40% increase to his damage whenever it is daylight
Active: Sun's Fury - An ability that revolves around flaming balls of fire descending from the sky at a speed of 150 m/s and covering the land no further than 200m from himself. The initial attack post will do 50% of S rank damage total with each fireball afterwards doing S rank melee damage. Four new fireballs per post. Duration of 7 posts with a cooldown of 8 posts. AoE.
Strengths:
-Active is an AoE
-Fire based
-Has a damage buff
Weaknesses:
-Active can be consumed by fire slayers
-Powerful water magic can destroy the fireballs before they land
-No control of where each fireball lands
-Allies can get hurt
-Damage increase only activates during the day
- Amaterasu, The Shining Light:
Name: Amaterasu, The Shining Light
Rank: S
Type: Offensive
Duration: 10 Posts
Cooldown: 11 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, The Shining Light! Amaterasu!” a woman of Midi origin and donning battle armor that shines in a brilliant light emerges from the portal. She is a guardian of light and does what is required to smite darkness from those weak of heart and soul.- Appearence:
Passive: Flashy Entrance - When her portal is created a bright light erupts from it spanning 200m at a speed of 150 m/s, blinding those of equal or lesser rank for 1 post.
Active: Radiant Dance - Amaterasu's sword glows brightly and her speed increases to 225 m/s. She will attack several targets at once for 25% of rank S damage, capping at 1.5x S rank damage per target. The farthest she can go during the attack is 300m. Duration of 7 posts with a cooldown of 8 posts. Multi-target.
Strengths:
-Multi-hit attack
-Can blind enemies
Weaknesses:
-Damage is less than that of a single target spell
-The blind effect only happens during summoning post, it cannot be triggered again
-Allies may be blinded if they look at portal during creation
Extra Actives:
Name: Judgment Job Reward - Job Ending Approval
Rank: A
Type: Offensive
Duration: 5
Cooldown: 6
Description: A spell that requires Amaterasu to be summoned or star dressed into before it can be used. A large beam of light descends from the sky at 112.5 m/s and strikes the ground, damaging enemies within 150m for 50% of A rank damage. A purifying fire effect is left on targets, ticking for 25% of A rank damage per post for 4 posts.
Strengths:
-AoE Attack
-Leaves a debuff
-Light element attached
Weaknesses:
-Initial damage is less than a single target spell of its rank
-DoT debuff can be removed
-Light Slayers can consume it
-Requires Amaterasu to be summoned or for Samira to use the Star Dress UA
-If Star Dressed into then the spell will consume the appropriate amount of mana for the rank
Name: Light Clones Proof of Purchase
Rank: B
Type: Offensive; Supportive
Duration: 3
Cooldown: 4
Description: A spell that requires Amaterasu to be summoned or star dressed into before it can be used. Upon activation, two clones made entirely of light are formed on either side of the caster. Each one does basic B rank melee damage and has 75hp. They do not have access to other spells belonging to Amaterasu, but they are capable of moving and acting on their own during battle.
Strengths:
-Adds more standard damage
-Can act as distractions
Weaknesses:
-Each has half the HP of a single summon, making them each easier to destroy
-Disappears when there is too much light in an area, such as a flash bomb, since they blend into it
-Their energy can be consumed by Light Slayers
-Requires Amaterasu to be summoned or for Samira to use the Star Dress UA
-If Star Dressed into then the spell will consume the appropriate amount of mana for the rank
Name: Purification Proof of Purchase
Rank: C
Type: Offensive; Supportive
Duration: 5
Cooldown: 6
Description: A spell that requires Amaterasu to be summoned or star dressed into before it can be used. The weapon of the user will be imbued with holy light upon activation, buffing damage done by an extra 30% during its duration.
Strengths:
-Damage buff
Weaknesses:
-If an enemy is immune or resistant to light then the extra damage will not apply
-Energy can be consumed by Light Slayers
-Requires Amaterasu to be summoned or for Samira to use the Star Dress UA
-If Star Dressed into then the spell will consume the appropriate amount of mana for the rank
Name: Speed of Light Proof of Purchase
Rank: D
Type: Supportive
Duration: Instant
Cooldown: 2
Description: A spell that requires Amaterasu to be summoned or star dressed into before it can be used. This ability acts like a teleport allowing the user to teleport in a beam of light within 15m at a speed of 11.25 m/s.
Strengths:
-Is a teleport for an escape or quick travel
Weaknesses:
-Cannot go very far
-Not very stealthy since it is flashy
-Requires Amaterasu to be summoned or for Samira to use the Star Dress UA
-If Star Dressed into then the spell will consume the appropriate amount of mana for the rank
- Spell Fusions:
- I don't have any ideas for this yet QQ