Fantasy Summon: Super Hero

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    Axilmeus Steel
     
     

    Quality Badge Level 1- Quality Badge Level 2- Haiku Contest Participant- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- The Being- Novice [250]- 1 Year Anniversary- Player -
    Lineage : Glory of the Slayer
    Position : None
    Posts : 462
    Guild : Guildless
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    Mentor : -
    Experience : 2237.5

    Character Sheet
    First Magic: Fantasy Summon: Super Hero
    Second Magic: N/A
    Third Magic:

    Fantasy Summon: Super Hero

    Post by Axilmeus Steel on 13th July 2017, 7:56 pm

    Fantasy Summon: Super Hero


    Primary Magic: Fantasy Summon: Super Hero
    Secondary Magic: To Be Determined
    Caster or Holder: Caster
    Description: The Chevalier Family tree is known among upper-class families for their history of mages. They are not just any kind of mage, however. The Chevaliers are actually a lineage of summoners, being known for their peculiar ability to summon characters and creatures from works of fiction which they feel particular attachment to. This ability is known as Fantasy Summon. For Sigurd’s Father, it was a legion of knights from a novel. For his younger sister, it was a cast of animals from encyclopedias. For his younger brother, it was a collection of Angels and Demons from an epic poem. For Sigurd, it is, of course, the team of superheroes present in his favorite comics.
    “Comic Backstory”:
    The comics that Sigurd reads are written and illustrated by Steel Lee and Axilmeus Lee, a couple who began writing the first issue of “The Defenders Four” 10 years ago, when they were 20.
    The comics take place in a world devoid of magic. One day, demons appear on the face of earth, and take over, almost completely wiping out the human race. There is one last city, protected by an electrical barrier, where all the rest of the humans reside.
    The humans have a force of soldiers, known as the Defenders of Humanity, who venture out into the wasteland with electrically powered technology to do research on the demons in hopes of reclaiming the planet, though many die trying. One day, while venturing out, four Defenders encounter a meteorite, later revealed to be made of crystalized ethernano. This awakens within them latent magic powers, and they become “The Defending Four,” finally able to fight on equal footing with the Demons that threaten their city.

    The leader of the four was called Overheat, and originally was named Caldisla Morning. She was in a relationship with the man who would become Birdman, Arnie Hammeron. Then there was Devon Sorcer, who became the lightning fast Shinebright, and the quiet Beatrice Norn, who would don the name Wall. These four became the hope of humanity.

    The battle between the Defending Four and the demons was fought hard. The land was ravaged by their struggles. The Defending Four had the advantage in strength, but the demons were far greater in number. During this war of attrition, the demon king developed a plan to catch the humans off guard. He developed a super demon who could disguise himself as a human, and infiltrate the city. Though he was successful, his time with a human taught him to value morality, and he turned against his king, becoming the hero, Rebel.


    The chief of the Defenders of Humanity became tired of sitting on the sidelines, and developed an ultra powerful suit for naval combat, eventually singlehandedly fighting a second front in the oceans. His name was Chief Miles Horton, but then was known as Nautilus.


    While out on a patrol, a group of Defenders stumbled across a sentient plant. They were ambushed by demons, but the plant protected them and healed their wounds. It could not speak, but seemed to like the word Plant.


    Finally, the tides of war changed drastically when another meteorite hit earth. Instead of creating new heroes, however, it bore a fantastic hero from a mysterious planet in the far reaches of space, as well as his sidekick. This was Godot, and he would be the one to save all of humankind.

    Following these events, the research department of the human military began building 9 robots that could fight alongside the heroes. Thus the Robo-Defenders were born.

    More to come as the magic is upgraded…

    In battle, Sigurd uses his summoning to add to his persona as Darknight. Adopting the title: Defender of the Void, he touts his ability to summon his allies as his true strength, and often acts menacingly without truly doing anything while his summons do most of the work. Being a decent tactician, and also having a UA which grants him telepathy with his summons, when he does work in tandem with them, he can orchestrate attacks with devastating precision and cunning.

    Strengths:
    ♠ Like all summoning mages, Sigurd gains an advantage in the “volume” of his fighting force. That is to say, he has strength in numbers.
    ♠ Variety is the spice of life, they say. Because of the huge variety of super heroes in the Lees’ comics, Sigurd has a wide array of superpowers which he can utilize through his summoning.
    ♠ Sigurd can cancel his summons at any instance, allowing him to cycle through various skills quickly, though doing so doesn’t effect the cooldowns or magical strain it places on him.

    Weaknesses:
    ♦ Like most all summoning mages, Sigurd has a physical disadvantage, relying on the strength of his summons rather than being able to cast any spells to defend himself directly.
    ♦ The generally elemental nature of the powers of his summoned heroes makes Sigurd an easy target for the right slayer or mage who can counter his particular summon.
    ♦ Sigurd suffers the standard penalties for summoning mages when they attempt to use multiple spells, in their case, summons, at the same time.
    ♦ Summoning through the use of Fantasy Summon requires two things: verbal incantation of the summon’s name, and a strong recollection of the character being summoned. If Sigurd is silenced, or his memories are being clouded, even by, say, a migraine, his summons will likely not be able to appear.

    Glory of the Slayer:

    Glory of the Slayer
    Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.
    Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
    Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%.   Passively regardless of berserker state drawing blood will increase damage by 10%,  reducing by 5% per post (0% increase minimum)
    Unique Abilities:

    “Hero's Head”:
    Hero's Head (Passive): Sigurd is able to communicate with his summons using his thoughts, allowing him to speak to them without letting others hear. At C-Rank, the telepathy is clear from 0-60m, but becomes scratchy and delayed from 60-90m, and does not work past 90m. This also serves as the effective range of his summons before they auto-dispel.
    “Hero’s Help”:
    Hero's Hand (Passive): The Heroes think of each other as family, and when one or more of them fights together, they become excited. As long as Sigurd has at least one summon active, both he and any of his summons receive a boost to their physical strength by 50%.
    “Hero’s Half”:
    Hero's Helping (Active): Sigurd's family has long been a user of summoning magic. Innate in this is Sigurd's ability to recycle mana used during summoning spells. If he dispels a summon early, he can regain 5% of the mana he spent to summon it. The cooldown for using Hero's Helping is 1 more post than the number of posts the summon was being used.
    “Hero’s Heart”:
    Hero's Heart (Passive): The Heroes in the story are powered by magic, and have a deep connection to both the source of magic in their world, as well as each other's magical energy. As long as Sigurd has at least one summon active, both he and any of his summons receive a boost to their magical resistance by 50%. Total magical resistance caps at 50%
    Signature Spells:

    Godot, Defender of Earth:
    "I am Godot! Under my watchful eye, humanity shall survive!"

    Name: Godot, Defender of Earth
    Rank: User-Ranked (C)
    Type: Summon
    Summon Level: Normal
    Health: 100
    Melee Damage: 12
    Speed: 30 mph
    Height: 6’05’’
    Weight: 250 lbs.
    Duration: 2
    Cooldown: 3
    Description: Pointing to any given location, Sigurd calls out the name of Godot, Defender of Earth, and a dark portal appears a few feet away. Emerging from this portal is the being which is called the strongest in the galaxy by the Defenders of Earth. Their most powerful member, he’s an alien with unknown origin. He is the most like a cliched version of a hero in terms of personality. There is no darkness in the demon army that can stand up to him when he unleashes his true power.
    “Active”:
    Active: Godot Beam: Godot places his right index and middle fingers on his temple, and from his eyes and forehead gem fires a concussive blast that deals C-Rank damage and exhibits a great force. This is his signature move. The beam moves 30 m/s and reaches a length of 30 meters in front of him. It is an instant, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of no element himself, he has no specific weaknesses to any element.

    Weaknesses:
    ♦ Without any elemental powers, he does not have an advantage over any enemies.
    ♦ Godot has a gem on his chest which is his weak point. If struck there, the damage becomes 1.5x the base amount.
    Godot Jr., Super Sidekick:
    "I am Godot Jr.! I may not be as strong as Godot, but I still pack a punch!"

    Name: Godot Jr., Super Sidekick
    Rank: D
    Type: Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Speed: 20 mph
    Height: 4’02’’
    Weight: 110 lbs.
    Duration: 2
    Cooldown: 2
    Description: Pointing to any given location, Sigurd calls out the name of Godot Jr., Super Sidekick, and a dark portal appears a few feet away. Emerging from this portal is the sidekick of the ultimate hero, Godot. Though physically he is not as strong as the true Godot, he has incredible psychic powers that will one day make him a force to be reckoned with.
    “Passive”:
    Passive: Super Transmission: While Godot Jr. is summoned, he improves Sigurd’s hero telepathy by allowing all of Sigurd’s allies to be let into the transmission, instead of just him and his summons.

    Strengths:
    ♠ Being a summon of no element himself, he has no specific weaknesses to any element.

    Weaknesses:
    ♦ Without any elemental powers, he does not have an advantage over any enemies.
    ♦ Godot Jr. has a gem on his chest which is his weak point. If struck there, the damage becomes 1.5x the base amount.
    B-Rank Sig:

    Placeholder until I reach B-rank, just to note that I purchased this.
    Advanced Spells:
    “Robo-Defender 01”:
    ”Oh this little guy? He’s quite the fast little bugger. He’ll have you full of energy in no time.”
    - Chief of Research, Sandu


    Name: Robo-Defender 01: Uno
    Rank: D+
    Type: Metal, Summon, Advanced
    Summon Level: Normal
    Health: 75
    Melee Damage: 7.5
    Speed: 30 mph (45 mph w/Passive ability)
    Height: 3’00’’
    Weight: 180 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Robo-Defender 01: Uno. This little bot was designed by the research department of the military to produce support robots which could assist the Defenders of Earth. This particular robot was created to increase the speed of all those who it chooses to effect.
    “Passive”:
    Passive: Magic Resonators: Speed: Inside of all Robo-Defenders are magic resonators which produce a special magic field that increase it’s own abilities. In addition to its natural stats, Uno’s speed is naturally boosted by 50%.
    “Active”:
    Active: Resonate Bestowal: Speed: . By pointing his arms towards up to two targets, he begins emitting arcs of “electricity” that in truth are magic in nature. As long as it’s within 67.5m of its target(s), it is capable of increasing their speed by 45% (though if it only targets one entity, the speed boost caps at 60%). Uno can target itself with this ability. The ability has a duration of 5 posts, and has a cooldown of 6 posts.
    Strengths:
    ♠ Being a summon of the metal element, Uno benefits from the aspects of its element, capable of gaining bonuses against those who are weak to its element.
    ♠ Unlike it’s sisters in the series, Uno has special resonators which allow it to float 2m off the ground at all times.

    Weaknesses:
    ♦ Being of the metal element, Uno suffers from the detriments of its element, being susceptible to enemies who have elemental advantages over it, including slayers of its element.
    ♦ Uno does not have the ability to communicate through language, and thus, telepathic communication with Uno does not provide Sigurd with any information, though it can still be used to give commands.
    “Robo-Defender 03”:
    ”How about this one? Do ya wanna hit harder? Bring along good old Trois.”
    - Chief of Research, Sandu


    Name: Robo-Defender 03: Trois
    Rank: C+
    Type: Metal, Summon, Advanced
    Summon Level: Normal
    Health: 150
    Melee Damage: 18 (27 w/Passive ability)
    Speed: 45 mph
    Height: 5’09’’
    Weight: 273 lbs.
    Duration: 6
    Cooldown: 7
    Description: Pointing to any given location, Sigurd calls out the name of Robo-Defender 03: Trois. This little bot was designed by the research department of the military to produce support robots which could assist the Defenders of Earth. This particular robot was created to increase the strength of all those who it chooses to effect. As reflected by his stats, it’s not very strong, but is surprisingly fast for its density.
    “Passive”:
    Passive: Magic Resonators: Strength: Inside of all Robo-Defenders are magic resonators which produce a special magic field that increase it’s own abilities. In addition to its natural stats, Trois’ physical strength is naturally boosted by 50%.
    “Active”:
    Active: Resonate Bestowal: Strength: . By pointing his arms towards up to two targets, he begins emitting arcs of “electricity” that in truth are magic in nature. As long as it’s within 67.5m of its target(s), it is capable of increasing their strength by 45% (though if it only targets one entity, the strength boost caps at 60%). Uno can target itself with this ability. The ability has a duration of 6 posts, and has a cooldown of 7 posts.
    Strengths:
    ♠ Being a summon of the metal element, Trois benefits from the aspects of its element, capable of gaining bonuses against those who are weak to its element.
    ♠ As it wields a sword, Trois can deal slashing damage as opposed to the regular bashing damage the other Robo-Defenders employ.

    Weaknesses:
    ♦ Being of the metal element, Trois suffers from the detriments of its element, being susceptible to enemies who have elemental advantages over it, including slayers of its element.
    ♦ Trois does not have the ability to communicate through language, and thus, telepathic communication with Trois does not provide Sigurd with any information, though it can still be used to give commands.
    D-Rank Spells:

    Overheat, Defender of the Flame:
    "My fire is the Passion of Humanity... it will never be extinguished!"

    Name: Overheat, Defender of the Flame
    Rank: D
    Type: Fire, Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Speed: 20 mph
    Height: 5’10’’
    Weight: 145 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Overheat, Defender of the Flame, and a dark portal appears a few feet away. Emerging from this portal is the leader of The Defending Four. A powerful fighter with an explosive personality, Overheat is a force to be reckoned with, facing all evil with a fiery blaze of passion.
    “Passive”:
    Passive: Blazing Passion: Due to her overflowing fire magic, Overheat’s physical attacks come with a bonus from her high body temperature. She can burn through naturally burnable material using her own physical attacks.
    “Active”:
    Active: Blazing Breath: Overheat gathers her magic energy in her mouth before expelling it in a plume of flame. The attack deals D rank damage to the first enemy hit, and 1/2 D rank damage to anyone else caught in the blast, and it can burn non-magical cloth/plants/wood. The flames move 30 m/s and reach a length of 45 meters in front of her. It lasts 1 post, and has a cooldown of 2 posts.

    Strengths:
    ♠ Being a summon of the fire element, Overheat benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.

    Weaknesses:
    ♦ As her power stems from fire, she's completely incapacitated if submerged in water, and her summoning period will immediately end in such a scenario
    ♦ Being of the fire element, Overheat suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.
    Birdman, Defender of the Skies:
    "My wings are the Hope of Humanity... they will never be clipped!"

    Name: Birdman, Defender of the Skies
    Rank: D
    Type: Wind, Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Speed: 20 mph
    Height: 6’02’’
    Weight: 188 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Birdman, Defender of the Skies, and a dark portal appears a few feet away. Emerging from this portal is the second in command of The Defending Four. A winged lover of justice, Birdman is well known to be a very friendly and personable hero.
    “Passive”:
    Passive: Feathered Hope: Due to his innate wind magic, Birdman was granted wings which allow him to fly at his normal running speed, greatly increasing mobility.
    “Active”:
    Active: Feather Shot: Birdman gathers his magic energy in his wings before expelling it in the shape of several pointed feathers by flapping in the direction he wants to fire. The attack deals D rank damage to the first target hit, and 1/2 D rank damage to anyone else caught in the blast. The feathers have piercing effects similar to arrows. The attack moves 15 m/s and reach a length of 15 meters in front of him. It is an instant, and has a cooldown of 2 posts.

    Strengths:
    ♠ Being a summon of the wind element, Birdman benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Birdman’s ability to use his wings for flight make him a valuable utility for surveillance and tactical maneuvers.

    Weaknesses:
    ♦ If Birdman’s wings, the central source of his power, should be submerged in water, they would not work until dried out, completely incapacitating him.
    ♦ Birdman’s 6ft wingspan is not practical for small space use, making him an unlikely candidate for cramped battles.
    ♦ Being of the wind element, Birdman suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Shinebright, Defender of the Light:
    "My sparks are the Dreams of Humanity... it can never be grounded!"

    Name: Shinebright, Defender of the Light
    Rank: D
    Type: Lightning, Summon
    Summon Level: Normal
    Health: 40
    Melee Damage: 5
    Speed: 24 mph
    Height: 6’00’’
    Weight: 178 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Shinebright, Defender of the Light, and a dark portal appears a few feet away. Emerging from this portal is the power hitter of The Defending Four. More mischievous than his fellow teammates, Shinebright is the most likely to crack a joke during a fight, or have witty banter with those he’s working with. As reflected in his stat section, Shinebright excels in speed, but is less durable (+20% Speed, -20% Health).
    “Passive”:
    Passive: Shining Justice: Using the power bestowed upon him by the meteorite, Shinebright emits a glow using his lightning magic, which can light up darkness surrounding him for 30 meters at all times.
    “Active”:
    Active: Shining Spark: Shinebright gathers lightning energy in his hands, and then rushes forwards at 15m/s, attempting to grab onto an enemy and shock them, dealing D-Rank damage. It is an instant, and has a cooldown of 2 posts.

    Strengths:
    ♠ Being a summon of the lightning element, Shinebright benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Shinebright’s fighting style focuses on fast attacks, which can be difficult for enemies who aren't so fleetfooted to tend with. His speed is 20% greater than an average D-Rank summon.

    Weaknesses:
    ♦ The extreme conductivity on Shinebright’s body would have drastic negative effects should he be submerged in water, as it would overload his body, completely incapacitating him
    ♦ Shinebright focuses on offense, not defense, and he's a bit brittle when it comes down to it, reflected by his health. His health is 20% less than an average D-Rank summon.
    ♦ Being of the lightning element, Shinebright suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Wall, Defender of the Stone”:
    "..."

    Name: Wall, Defender of the Stone
    Rank: D
    Type: Earth, Summon
    Summon Level: Normal
    Health: 70
    Melee Damage: 5
    Speed: 12 mph
    Height: 8’03’’
    Weight: 350 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Wall, Defender of the Stone, and a dark portal appears a few feet away. Emerging from this portal is the most resilient of The Defending Four. She is unique among her comrades in that she is completely mute, and it is unclear whether it’s a choice or a condition. No one has ever seen what she looks like under her armored suit. Her armor is the “Spirit of Humanity,” and it can never be broken. As reflected in her stat section, Wall excels in durability, but is quite slow.
    “Passive”:
    Passive: Earthen Strength: Because of her massive armor,
    Wall takes 50% less damage from physical attacks. The nature of the armor causes a great deal of other weaknesses however (detailed in the weaknesses section). Physical resistance caps at 50%.
    “Active”:
    Active: Earthen Wall: Wall erects a tall barrier of stone which can absorb 3 D-Ranks worth of damage before crumbling. The wall is 2m tall, 2m wide, and 30cm thick. It lasts 2 posts at most, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the earth element, Wall benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.
    ♠ Wall is an defensive summon, and she can take hits with amazing vigor making her bothersome for enemies who can't pack a punch. Her health is 40% greater than an average D-Rank summon.

    Weaknesses:
    ♦ Her heavy body would cause her to sink in bodies of water, and completely submerging her, just like the rest of her team, would incapacitate her immediately.
    ♦ Wall is a massive hero, which makes maneuverability and inconspicuousness rather difficult. Her speed is 40% less than an average D-Rank summon.
    ♦ Being of the earth element, Wall suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.
    C-Rank Spells:

    Rebel, Defender of the Dark:
    "My darkness is the Tenacity of Humanity... it will never be dispelled!"

    Name: Rebel, Defender of the Dark
    Rank: D
    Type: Dark, Summon
    Summon Level: Normal
    Health: 75
    Melee Damage: 15
    Speed: 30 mph
    Height: 6’08’’
    Weight: 235 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Rebel, Defender of the Dark, and a dark portal appears a few feet away. Emerging from this portal is the demon spy turned double agent, Rebel. He has a quirky personality, not understanding a lot of human culture, but is truly friendly, having developed a kind personality from being in proximity to such heroic humans. He’s actually one of the strongest members of the “Defenders of Earth.” As reflected in his stat section, Rebel excels in offensive power, but can't take as many hit.
    “Passive”:
    Passive: Demonic Physiology: Because of Rebel's unique demonic body, he isn't effected by physical damage as much as a human would be, and has a 50% resistance to said attacks. This does not apply to magical damage, however. Physical resistance caps at 50%.
    “Active”:
    Active: Dark Nail: Rebel charges his dark aura into his arm, and lashes out. His demonic arms can extend to up to 90 meters, at 65 meters per second. With his two arms, he can target up to two enemies at a time, and slash them with his black magic claws. This attack is an instant, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the darkness element, Rebel benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Rebel's punches pack quite a punch, and his higher than average strength is quite a useful characteristic. His physical power is 25% greater than an average C-Rank summon.

    Weaknesses:
    ♦ Rebel's actual body composition is not the most structurally sound, and just because he can resist physical damage in terms of health points doesn't make him invulnerable. In fact, his actual physical body is quite easy to cut or otherwise damage. His health is 25% less than an average C-Rank summon.
    ♦ Rebel's status as a demon makes him weak to all forms of anti-demonic magic, including demon slaying magic.
    ♦ Being of the darkness element, Rebel suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Nautilus, Defender of the Seas:
    "My water is the Tenacity of Humanity... it will never evaporate!"

    Name: Nautilus, Defender of the Seas
    Rank: C
    Type: Water, Summon
    Summon Level: Normal
    Health: 125
    Melee Damage: 12
    Speed: 22.5 mph
    Height: 5’10’’
    Weight: 160 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Nautilus, Defender of the Seas, and a dark portal appears a few feet away. Emerging from this portal is the a mortal man wearing a superpowered armor. He was originally tech support during the Demon War, but developed this special suit of armor. He’s older than the other heroes, and often adopts a fatherly demeanor. Despite his age, he’s a powerful member of the “Defenders of Earth.” As reflected in his stat section, Nautilus excels in durability, but is quite slow.
    “Passive”:
    Passive: Aqua-Mode: When submerged in water, Nautilus’s strength and speed increase by 50% each, and his appearance changes to the following.
    In order to attain that form, Nautilus must be submerged from head to toe completely in water, and thus there must exist a body of water big enough for him to do so. As soon as any part of him emerges from the water, he reverts to normal.
    “Active”:
    Active: Aqua-Blaster: Nautilus can shoot a blast of pressurized water from his hydraulic powered water cannon up to 120 meters, 120 m/s. This soaks a single opponent as well as doing damage equal to his rank. This attack lasts 1 post, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the water element, Nautilus benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Nautilus's suit allows him to take a lot of damage indirectly, hence his high durability. His health is 25% greater than an average C-Rank summon.
    Weaknesses:

    ♦ Nautilus is an older man, and it shows, thus being the reason for his lower speed. His speed is 25% lesser than an average C-Rank summon.
    ♦ Nautilus is ultimately a mortal man. If the equipment he uses is disrupted or damaged, he becomes as weak as an average civilian.
    ♦ Being of the water element, Nautilus suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Plant, Defender of the Flora:
    "Puriiiiin purooooooo!"

    Name: Plant, Defender of the Flora
    Rank: C
    Type: Nature, Summon, Healing
    Summon Level: Normal
    Health: 50
    Melee Damage: 12
    Speed: 45 mph
    Height: 3’00’’
    Weight: 45 lbs.
    Duration: 2
    Cooldown: 3
    Description: Pointing to any given location, Sigurd calls out the name of Plant, Defender of the Flora, and a dark portal appears a few feet away. What comes out is truly a natural anomaly. A plant which developed powers from an unknown source unrelated to the meteor. It’s become anthropomorphized, and can seem to understand English, but cannot speak it, instead communicating through charades, and strange syllables. Although he’s small, his healing power makes him an integral member of the “Defenders of Earth.” His leaves are the kindness of humanity, and can never wilt. As reflected in its stat section, Plant excels in speed, but lacks endurance.
    “Passive”:
    Passive: Heal Aura: Being within 60 meters of Plant allows his allies to regenerate 2.5% of their health per post.
    “Active”:
    Active: Heal Pollen: Plant raises his arm and fires pollen which heals whoever breathes it in (sometimes this also triggers an allergic reaction). Plant keeps pollen in both of his "hands," and each full hand can heal 50% of C-Rank damage. He can use both puffs of pollen on one target or target two entities and use one hand on each. This spell is an instant, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the nature element, Plant benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Plant is small and nimble, which makes him a tough target for slower, less accurate enemies. His speed is 50% greater than an average C-Rank summon.

    Weaknesses:
    ♦ Plant is very delicate, and can take very little punishment, additionally, his entire body is incredibly flammable. His Health is 50% greater than an average C-Rank summon.
    ♦ Plant cannot communicate in a language anyone can understand, thus making telepathic communication with him pointless, though commands can still be given.
    ♦ Being of the plant element, Plant suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Purchased Spells:

    C-Rank:

    “Robo-Defender 02”:
    ”Hahaha, I’d like to see those demons try and break through this big pink ball. Plus, when Zwei’s fighting with ya, you’ll notice your skin’s a bit thicker.”
    - Chief of Research, Sandu


    Name: Robo-Defender 02: Zwei
    Rank: C
    Type: Metal, Summon, Advanced
    Summon Level: Normal
    Health: 100
    Melee Damage: 12
    Speed: 30 mph
    Height: 4’00’’
    Weight: 300 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Robo-Defender 02: Zwei. This little bot was designed by the research department of the military to produce support robots which could assist the Defenders of Earth. This particular robot was created to increase the endurance of all those who it chooses to effect.
    “Passive”:
    Passive: Magic Resonators: Armor: Inside of all Robo-Defenders are magic resonators which produce a special magic field that increase it’s own abilities. In addition to its natural stats, Uno’s physical resistance is naturally boosted by 50%. Physical resistance caps at 75%.
    “Active”:
    Active: Resonate Bestowal: Speed: . By pointing his arms towards up to two targets, he begins emitting arcs of “electricity” that in truth are magic in nature. As long as it’s within 67.5m of its target(s), it is capable of increasing their physical resistance by 35% (though if it only targets one entity, the physical resistance boost adds up to 50%). Physical resistance caps at 50%. Uno can target itself with this ability. The ability has a duration of 5 posts, and has a cooldown of 6 posts.
    Strengths:
    ♠ Being a summon of the metal element, Zwei benefits from the aspects of its element, capable of gaining bonuses against those who are weak to its element.
    ♠ Zwei’s arms are extendable, meaning that it’s physical attack range is longer than one would expect, and it can grab far away items.

    Weaknesses:
    ♦ Being of the metal element, Zwei suffers from the detriments of its element, being susceptible to enemies who have elemental advantages over it, including slayers of its element.
    ♦ Zwei does not have the ability to communicate through language, and thus, telepathic communication with Zwei does not provide Sigurd with any information, though it can still be used to give commands.
    ♦ As a note, the wings on its back are purely cosmetic, and do not allow it to take flight.


    Last edited by Axilmeus Steel on 24th May 2018, 7:55 pm; edited 25 times in total
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    Re: Fantasy Summon: Super Hero

    Post by Leila Vergious on 20th July 2017, 10:38 am

    Hi there, Axilmeus! I'm VindStot / Leila and I'm here to grade your magic. I have jsut few requests for changes, all below and done in this color. If you have any questions or have fixed everything, PM me or bump this thread~

    @Axilmeus Steel wrote:
    Fantasy Summon: Super Hero



    Primary Magic: Fantasy Summon: Super Hero
    Secondary Magic: To Be Determined
    Caster or Holder: Caster
    Description: The Chevalier Family tree is known among upper-class families for their history of mages. They are not just any kind of mage, however. The Chevaliers are actually a lineage of summoners, being known for their peculiar ability to summon characters and creatures from works of fiction which they feel particular attachment to. This ability is known as Fantasy Summon. For Sigurd’s Father, it was a legion of knights from a novel. For his younger sister, it was a cast of animals from encyclopedias. For his younger brother, it was a collection of Angels and Demons from an epic poem. For Sigurd, it is, of course, the team of superheroes present in his favorite comics.

    “Comic Backstory”:
    The comics that Sigurd reads are written and illustrated by Steel Lee and Axilmeus Lee, a couple who began writing the first issue of “The Defending Four” 10 years ago, when they were 20.

    The comics take place in a world devoid of magic. One day, demons appear on the face of earth, and take over, almost completely wiping out the human race. There is one last city, protected by an electrical barrier, where all the rest of the humans reside.

    The humans have a force of soldiers, known as the Defenders of Humanity, who venture out into the wasteland with electrically powered technology to do research on the demons in hopes of reclaiming the planet, though many die trying. One day, while venturing out, four Defenders encounter a meteorite, later revealed to be made of crystalized ethernano. This awakens within them latent magic powers, and they become “The Defending Four,” finally able to fight on equal footing with the Demons that threaten their city.

    More to come as the magic is upgraded…
    In battle, Sigurd uses his summoning to add to his persona as Darknight. Adopting the title: Defender of the Void, he touts his ability to summon his allies as his true strength, and often acts menacingly without truly doing anything while his summons do most of the work. Being a decent tactician, and also having a UA which grants him telepathy with his summons, when he does work in tandem with them, he can orchestrate attacks with devastating precision and cunning.


    Strengths:
    ♠ Like all summoning mages, Sigurd gains an advantage in the “volume” of his fighting force. That is to say, he has strength in numbers.

    ♠ Variety is the spice of life, they say. Because of the huge variety of super heroes in the Lees’ comics, Sigurd has a wide array of superpowers which he can utilize through his summoning.

    ♠ Sigurd can cancel his summons at any instance, allowing him to cycle through various skills quickly, though doing so doesn’t effect the cooldowns or magical strain it places on him.


    Weaknesses:
    ♦ Like most all summoning mages, Sigurd has a physical disadvantage, relying on the strength of his summons rather than being able to cast any spells to defend himself directly.

    ♦ The generally elemental nature of the powers of his summoned heroes makes Sigurd an easy target for the right slayer or mage who can counter his particular summon.

    ♦ Sigurd suffers the standard penalties for summoning mages when they attempt to use multiple spells, in their case, summons, at the same time.

    ♦ Summoning through the use of Fantasy Summon requires two things: verbal incantation of the summon’s name, and a strong recollection of the character being summoned. If Sigurd is silenced, or his memories are being clouded, even by, say, a migraine, his summons will likely not be able to appear.


    Glory of the Slayer:

    Glory of the Slayer
    Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.
    Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
    Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%.   Passively regardless of berserker state drawing blood will increase damage by 10%,  reducing by 5% per post (0% increase minimum)
    Unique Abilities:

    “Hero Telepathy”:
    Hero Telepathy: Sigurd is able to communicate with his summons using his thoughts, allowing him to speak to them without letting others hear. Could you provide range for this ability?
    “Hero’s Vengeance”:
    Hero Vengeance: The Heroes think of each other as family, and when one of them is defeated, the heightened emotions of the next to be summoned increases their physical damage by 25% for the first turn they’re summoned.
    “Hero’s Hope”:
    Hero Vengeance: The Heroes think of each other as family, and when two or more of them are together (not counting Sigurd), the excitement of the situation increases their physical damage by 25% for the first turn they’re summoned.
    D-Rank Spells:

    Overheat, Defender of the Flame:
    "My fire is the Passion of Humanity... it will never be extinguished!"

    Name: Overheat, Defender of the Flame
    Rank: D
    Type: Fire, Summon
    Summon Level: Normal
    Health: 40
    Melee Damage: 6
    Walking/Running/Sprinting Speed: 5/10/20 mph
    Height: 5’10’’
    Weight: 145 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Overheat, Defender of the Flame, and a dark portal appears a few feet away. Emerging from this portal is the leader of The Defending Four. A powerful fighter with an explosive personality, Overheat is a force to be reckoned with, facing all evil with a fiery blaze of passion.
    “Passive”:
    Passive: Blazing Passion: Due to her overflowing fire magic, Overheat’s physical attacks come with a bonus from her high body temperature. She can burn through naturally burnable material using her own physical attacks.
    “Active”:
    Active: Blazing Breath: Overheat gathers her magic energy in her mouth before expelling it in a plume of flame. The attack deals D rank damage to those caught in the blast, and it can burn non-magical cloth/plants/wood. The fire’s move 45 m/s and reach a length of 45 meters in front of her. It is an instant, and has a cooldown of 2 posts. Is this a single or multi-target? If this is multi-target, the maximal speed can only be 33.75 m/s.
    Strengths:
    ♠ Being a summon of the fire element, Overheat benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.

    ♠ Overheat is an offensive summon, and thus her base attack power is 20% more than the average summon of her level.

    Weaknesses:
    ♦ As her power stems from fire, she's completely incapacitated if submerged in water, and her summoning period will immediately end in such a scenario

    ♦ Overheat is a smaller hero, and her endurance reflects that, as she has 20% less health than the average summon of her level.

    ♦ Being of the fire element, Overheat suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.
    Birdman, Defender of the Skies:
    "My wings are the Hope of Humanity... they will never be clipped!"

    Name: Birdman, Defender of the Skies
    Rank: D
    Type: Wind, Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 5/10/20 mph
    Height: 6’2’’
    Weight: 188 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Birdman, Defender of the Skies, and a dark portal appears a few feet away. Emerging from this portal is the second in command of The Defending Four. A winged lover of justice, Birdman is well known to be a very friendly and personable hero.
    “Passive”:
    Passive: Feathered Hope: Due to his innate wind magic, Birdman was granted wings which allow him to fly at his normal running speed, greatly increasing mobility.
    “Active”:
    Active: Feather Shot: Birdman gathers his magic energy in his feathers before expelling it in the shape of several pointed feathers. The attack deals D rank damage to those caught in the blast, and have piercing effects similar to arrows. The feathers move 45 m/s and reach a length of 45 meters in front of him. It is an instant, and has a cooldown of 2 posts. Same as the summon above, please clarify the spell's type so I can properly determine if the speed is good or not.
    Strengths:
    ♠ Being a summon of the wind element, Birdman benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.

    ♠ Birdman’s ability to use his wings for flight make him a valuable utility for surveillance and tactical maneuvers.

    Weaknesses:
    ♦ If Birdman’s wings, the central source of his power, should be submerged in water, they would not work until dried out, completely incapacitating him.

    ♦ Birdman’s 6ft wingspan is not practical for small space use, making him an unlikely candidate for cramped battles.

    ♦ Being of the wind element, Birdman suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Monsieur Lueur, Defender of the Light:
    "My sparks are the Justice of Humanity... it can never be grounded!"

    Name: Shinebright, Defender of the Light
    Rank: D
    Type: Lightning, Summon
    Summon Level: Normal
    Health: 40
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 6/12/24 mph
    Height: 6’00’’
    Weight: 178 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Shinebright, Defender of the Light, and a dark portal appears a few feet away. Emerging from this portal is the power hitter of The Defending Four. More mischievous than his fellow teammates, Shinebright is the most likely to crack a joke during a fight, or have witty banter with those he’s working with.
    “Passive”:
    Passive: Shining Justice: Using the power bestowed upon him by the meteorite, Shinebright emits a glow using his lightning magic, which can light up darkness surrounding him for 30 meters at all times.
    “Active”:
    Active: Shining Spark: Shinebright gathers lightning energy in his hands, and then rushes forwards at 45m/s, attempting to grab onto an enemy and shock them, dealing D-Rank damage. It is an instant, and has a cooldown of 2 posts.
    Strengths:
    ♠ Being a summon of the lightning element, Shinebright benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.

    ♠ Shinebright’s fighting style focuses on fast attacks, and his speed is 20% higher than average.

    Weaknesses:
    ♦ The extreme conductivity on Shinebright’s body would have drastic negative effects should he be submerged in water, as it would overload his body, completely incapacitating him

    ♦ Shinebright focuses on offense, not defense. His health is 20% lower than average.

    ♦ Being of the lightning element, Shinebright suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Wall, Defender of the Stone”:
    "..."

    Name: Wall, Defender of the Stone
    Rank: D
    Type: Earth, Summon
    Summon Level: Normal
    Health: 70
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 3/6/12 mph
    Height: 8’3’’
    Weight: 260 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Shinebright, Defender of the Light, and a dark portal appears a few feet away. Emerging from this portal is the power hitter of The Defending Four. More mischievous than his fellow teammates, Shinebright is the most likely to crack a joke during a fight, or have witty banter with those he’s working with.
    “Passive”:
    Passive: Earthen Strength: Because of her massive armor,
    Wall takes 25% less damage from physical attacks. The nature of the armor causes a great deal of other weaknesses however (detailed in the weaknesses section).
    “Active”:
    Active: Earthen Wall: Wall erects a tall barrier of stone which can absorb 3 D-Ranks worth of damage before crumbling. The wall is 2m tall, 2m wide, and 30cm thick. It lasts 2 posts at most, and has a cooldown of 3 posts.
    Strengths:
    ♠ Being a summon of the earth element, Wall benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.

    ♠ Wall is an defensive summon, and she can take hits with amazing vigor as she has 40% more health than most summons at her level.

    Weaknesses:
    ♦ Her heavy body would cause her to sink in bodies of water, and completely submerging her, just like the rest of her team, would incapacitate her immediately.

    ♦ Wall is a massive hero, and her speed is 40% less than your average hero of her rank, due to her weight and size, making her very cumbersome.

    ♦ Being of the earth element, Wall suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.


    _____________________________________________________________________________________

    avatar
    Axilmeus Steel
     
     

    Quality Badge Level 1- Quality Badge Level 2- Haiku Contest Participant- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- The Being- Novice [250]- 1 Year Anniversary- Player -
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    Mentor : -
    Experience : 2237.5

    Character Sheet
    First Magic: Fantasy Summon: Super Hero
    Second Magic: N/A
    Third Magic:

    Re: Fantasy Summon: Super Hero

    Post by Axilmeus Steel on 20th July 2017, 11:44 am

    Bumpasaurus Rex


    _____________________________________________________________________________________

    750/150
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    Re: Fantasy Summon: Super Hero

    Post by Leila Vergious on 20th July 2017, 12:30 pm


    Spoiler:

    @Axilmeus Steel wrote:
    Fantasy Summon: Super Hero



    Primary Magic: Fantasy Summon: Super Hero
    Secondary Magic: To Be Determined
    Caster or Holder: Caster
    Description: The Chevalier Family tree is known among upper-class families for their history of mages. They are not just any kind of mage, however. The Chevaliers are actually a lineage of summoners, being known for their peculiar ability to summon characters and creatures from works of fiction which they feel particular attachment to. This ability is known as Fantasy Summon. For Sigurd’s Father, it was a legion of knights from a novel. For his younger sister, it was a cast of animals from encyclopedias. For his younger brother, it was a collection of Angels and Demons from an epic poem. For Sigurd, it is, of course, the team of superheroes present in his favorite comics.

    “Comic Backstory”:
    The comics that Sigurd reads are written and illustrated by Steel Lee and Axilmeus Lee, a couple who began writing the first issue of “The Defending Four” 10 years ago, when they were 20.

    The comics take place in a world devoid of magic. One day, demons appear on the face of earth, and take over, almost completely wiping out the human race. There is one last city, protected by an electrical barrier, where all the rest of the humans reside.

    The humans have a force of soldiers, known as the Defenders of Humanity, who venture out into the wasteland with electrically powered technology to do research on the demons in hopes of reclaiming the planet, though many die trying. One day, while venturing out, four Defenders encounter a meteorite, later revealed to be made of crystalized ethernano. This awakens within them latent magic powers, and they become “The Defending Four,” finally able to fight on equal footing with the Demons that threaten their city.

    More to come as the magic is upgraded…
    In battle, Sigurd uses his summoning to add to his persona as Darknight. Adopting the title: Defender of the Void, he touts his ability to summon his allies as his true strength, and often acts menacingly without truly doing anything while his summons do most of the work. Being a decent tactician, and also having a UA which grants him telepathy with his summons, when he does work in tandem with them, he can orchestrate attacks with devastating precision and cunning.


    Strengths:
    ♠ Like all summoning mages, Sigurd gains an advantage in the “volume” of his fighting force. That is to say, he has strength in numbers.

    ♠ Variety is the spice of life, they say. Because of the huge variety of super heroes in the Lees’ comics, Sigurd has a wide array of superpowers which he can utilize through his summoning.

    ♠ Sigurd can cancel his summons at any instance, allowing him to cycle through various skills quickly, though doing so doesn’t effect the cooldowns or magical strain it places on him.


    Weaknesses:
    ♦ Like most all summoning mages, Sigurd has a physical disadvantage, relying on the strength of his summons rather than being able to cast any spells to defend himself directly.

    ♦ The generally elemental nature of the powers of his summoned heroes makes Sigurd an easy target for the right slayer or mage who can counter his particular summon.

    ♦ Sigurd suffers the standard penalties for summoning mages when they attempt to use multiple spells, in their case, summons, at the same time.

    ♦ Summoning through the use of Fantasy Summon requires two things: verbal incantation of the summon’s name, and a strong recollection of the character being summoned. If Sigurd is silenced, or his memories are being clouded, even by, say, a migraine, his summons will likely not be able to appear.


    Glory of the Slayer:

    Glory of the Slayer
    Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.
    Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
    Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%.   Passively regardless of berserker state drawing blood will increase damage by 10%,  reducing by 5% per post (0% increase minimum)
    Unique Abilities:

    “Hero Connection”:
    Hero Connection: Sigurd is able to communicate with his summons using his thoughts, allowing him to speak to them without letting others hear. At D Rank, the telepathy is clear from 0-30m, but becomes scratchy and delayed from 30-45m, and does not work past 45m.
    “Hero’s Vengeance”:
    Hero's Vengeance: The Heroes think of each other as family, and when one of them is defeated, the heightened emotions of the next to be summoned increases their physical damage by 25% for the first turn they’re summoned.
    “Hero’s Hope”:
    Hero's Hope: The Heroes think of each other as family, and when two or more of them are together (not counting Sigurd), the excitement of the situation increases their physical damage by 25% for the first turn they’re summoned.
    D-Rank Spells:

    Overheat, Defender of the Flame:
    "My fire is the Passion of Humanity... it will never be extinguished!"

    Name: Overheat, Defender of the Flame
    Rank: D
    Type: Fire, Summon
    Summon Level: Normal
    Health: 40
    Melee Damage: 6
    Walking/Running/Sprinting Speed: 5/10/20 mph
    Height: 5’10’’
    Weight: 145 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Overheat, Defender of the Flame, and a dark portal appears a few feet away. Emerging from this portal is the leader of The Defending Four. A powerful fighter with an explosive personality, Overheat is a force to be reckoned with, facing all evil with a fiery blaze of passion.
    “Passive”:
    Passive: Blazing Passion: Due to her overflowing fire magic, Overheat’s physical attacks come with a bonus from her high body temperature. She can burn through naturally burnable material using her own physical attacks.
    “Active”:
    Active: Blazing Breath: Overheat gathers her magic energy in her mouth before expelling it in a plume of flame. The attack deals D rank damage to those caught in the blast, and it can burn non-magical cloth/plants/wood. The fire moves 45 m/s and reach a length of 60 meters in front of her. It targets one enemy, is an instant, and has a cooldown of 2 posts.
    Strengths:
    ♠ Being a summon of the fire element, Overheat benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.

    ♠ Overheat is an offensive summon, and thus her base attack power is 20% more than the average summon of her level.

    Weaknesses:
    ♦ As her power stems from fire, she's completely incapacitated if submerged in water, and her summoning period will immediately end in such a scenario

    ♦ Overheat is a smaller hero, and her endurance reflects that, as she has 20% less health than the average summon of her level.

    ♦ Being of the fire element, Overheat suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.
    Birdman, Defender of the Skies:
    "My wings are the Hope of Humanity... they will never be clipped!"

    Name: Birdman, Defender of the Skies
    Rank: D
    Type: Wind, Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 5/10/20 mph
    Height: 6’2’’
    Weight: 188 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Birdman, Defender of the Skies, and a dark portal appears a few feet away. Emerging from this portal is the second in command of The Defending Four. A winged lover of justice, Birdman is well known to be a very friendly and personable hero.
    “Passive”:
    Passive: Feathered Hope: Due to his innate wind magic, Birdman was granted wings which allow him to fly at his normal running speed, greatly increasing mobility.
    “Active”:
    Active: Feather Shot: Birdman gathers his magic energy in his feathers before expelling it in the shape of several pointed feathers. The attack deals D rank damage to those caught in the blast, and have piercing effects similar to arrows. The feathers move 33.75 m/s and reach a length of 45 meters in front of him. It targets multiple enemies, is an instant, and has a cooldown of 2 posts.
    Strengths:
    ♠ Being a summon of the wind element, Birdman benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.

    ♠ Birdman’s ability to use his wings for flight make him a valuable utility for surveillance and tactical maneuvers.

    Weaknesses:
    ♦ If Birdman’s wings, the central source of his power, should be submerged in water, they would not work until dried out, completely incapacitating him.

    ♦ Birdman’s 6ft wingspan is not practical for small space use, making him an unlikely candidate for cramped battles.

    ♦ Being of the wind element, Birdman suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Monsieur Lueur, Defender of the Light:
    "My sparks are the Justice of Humanity... it can never be grounded!"

    Name: Shinebright, Defender of the Light
    Rank: D
    Type: Lightning, Summon
    Summon Level: Normal
    Health: 40
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 6/12/24 mph
    Height: 6’00’’
    Weight: 178 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Shinebright, Defender of the Light, and a dark portal appears a few feet away. Emerging from this portal is the power hitter of The Defending Four. More mischievous than his fellow teammates, Shinebright is the most likely to crack a joke during a fight, or have witty banter with those he’s working with.
    “Passive”:
    Passive: Shining Justice: Using the power bestowed upon him by the meteorite, Shinebright emits a glow using his lightning magic, which can light up darkness surrounding him for 30 meters at all times.
    “Active”:
    Active: Shining Spark: Shinebright gathers lightning energy in his hands, and then rushes forwards at 45m/s, attempting to grab onto an enemy and shock them, dealing D-Rank damage. It is an instant, and has a cooldown of 2 posts.
    Strengths:
    ♠ Being a summon of the lightning element, Shinebright benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.

    ♠ Shinebright’s fighting style focuses on fast attacks, and his speed is 20% higher than average.

    Weaknesses:
    ♦ The extreme conductivity on Shinebright’s body would have drastic negative effects should he be submerged in water, as it would overload his body, completely incapacitating him

    ♦ Shinebright focuses on offense, not defense. His health is 20% lower than average.

    ♦ Being of the lightning element, Shinebright suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Wall, Defender of the Stone”:
    "..."

    Name: Wall, Defender of the Stone
    Rank: D
    Type: Earth, Summon
    Summon Level: Normal
    Health: 70
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 3/6/12 mph
    Height: 8’3’’
    Weight: 260 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Shinebright, Defender of the Light, and a dark portal appears a few feet away. Emerging from this portal is the power hitter of The Defending Four. More mischievous than his fellow teammates, Shinebright is the most likely to crack a joke during a fight, or have witty banter with those he’s working with.
    “Passive”:
    Passive: Earthen Strength: Because of her massive armor,
    Wall takes 25% less damage from physical attacks. The nature of the armor causes a great deal of other weaknesses however (detailed in the weaknesses section).
    “Active”:
    Active: Earthen Wall: Wall erects a tall barrier of stone which can absorb 3 D-Ranks worth of damage before crumbling. The wall is 2m tall, 2m wide, and 30cm thick. It lasts 2 posts at most, and has a cooldown of 3 posts.
    Strengths:
    ♠ Being a summon of the earth element, Wall benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.

    ♠ Wall is an defensive summon, and she can take hits with amazing vigor as she has 40% more health than most summons at her level.

    Weaknesses:
    ♦ Her heavy body would cause her to sink in bodies of water, and completely submerging her, just like the rest of her team, would incapacitate her immediately.

    ♦ Wall is a massive hero, and her speed is 40% less than your average hero of her rank, due to her weight and size, making her very cumbersome.

    ♦ Being of the earth element, Wall suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.


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    Re: Fantasy Summon: Super Hero

    Post by kittykool75 on 13th January 2018, 7:44 pm

    Spoiler:
    @Axilmeus Steel wrote:
    Fantasy Summon: Super Hero



    Primary Magic: Fantasy Summon: Super Hero
    Secondary Magic: To Be Determined
    Caster or Holder: Caster
    Description: The Chevalier Family tree is known among upper-class families for their history of mages. They are not just any kind of mage, however. The Chevaliers are actually a lineage of summoners, being known for their peculiar ability to summon characters and creatures from works of fiction which they feel particular attachment to. This ability is known as Fantasy Summon. For Sigurd’s Father, it was a legion of knights from a novel. For his younger sister, it was a cast of animals from encyclopedias. For his younger brother, it was a collection of Angels and Demons from an epic poem. For Sigurd, it is, of course, the team of superheroes present in his favorite comics.

    “Comic Backstory”:
    The comics that Sigurd reads are written and illustrated by Steel Lee and Axilmeus Lee, a couple who began writing the first issue of “The Defending Four” 10 years ago, when they were 20.

    The comics take place in a world devoid of magic. One day, demons appear on the face of earth, and take over, almost completely wiping out the human race. There is one last city, protected by an electrical barrier, where all the rest of the humans reside.

    The humans have a force of soldiers, known as the Defenders of Humanity, who venture out into the wasteland with electrically powered technology to do research on the demons in hopes of reclaiming the planet, though many die trying. One day, while venturing out, four Defenders encounter a meteorite, later revealed to be made of crystalized ethernano. This awakens within them latent magic powers, and they become “The Defending Four,” finally able to fight on equal footing with the Demons that threaten their city.

    More to come as the magic is upgraded…
    In battle, Sigurd uses his summoning to add to his persona as Darknight. Adopting the title: Defender of the Void, he touts his ability to summon his allies as his true strength, and often acts menacingly without truly doing anything while his summons do most of the work. Being a decent tactician, and also having a UA which grants him telepathy with his summons, when he does work in tandem with them, he can orchestrate attacks with devastating precision and cunning.


    Strengths:
    ♠ Like all summoning mages, Sigurd gains an advantage in the “volume” of his fighting force. That is to say, he has strength in numbers.

    ♠ Variety is the spice of life, they say. Because of the huge variety of super heroes in the Lees’ comics, Sigurd has a wide array of superpowers which he can utilize through his summoning.

    ♠ Sigurd can cancel his summons at any instance, allowing him to cycle through various skills quickly, though doing so doesn’t effect the cooldowns or magical strain it places on him.


    Weaknesses:
    ♦ Like most all summoning mages, Sigurd has a physical disadvantage, relying on the strength of his summons rather than being able to cast any spells to defend himself directly.

    ♦ The generally elemental nature of the powers of his summoned heroes makes Sigurd an easy target for the right slayer or mage who can counter his particular summon.

    ♦ Sigurd suffers the standard penalties for summoning mages when they attempt to use multiple spells, in their case, summons, at the same time.

    ♦ Summoning through the use of Fantasy Summon requires two things: verbal incantation of the summon’s name, and a strong recollection of the character being summoned. If Sigurd is silenced, or his memories are being clouded, even by, say, a migraine, his summons will likely not be able to appear.


    Glory of the Slayer:

    Glory of the Slayer
    Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.
    Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
    Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%.   Passively regardless of berserker state drawing blood will increase damage by 10%,  reducing by 5% per post (0% increase minimum)
    Unique Abilities:

    “Hero Connection”:
    Hero Connection: Sigurd is able to communicate with his summons using his thoughts, allowing him to speak to them without letting others hear. At D Rank, the telepathy is clear from 0-30m, but becomes scratchy and delayed from 30-45m, and does not work past 45m.
    “Hero’s Vengeance”:
    Hero's Vengeance: The Heroes think of each other as family, and when one of them is defeated, the heightened emotions of the next to be summoned increases their physical damage by 25% for the first turn they’re summoned.
    “Hero’s Hope”:
    Hero's Hope: The Heroes think of each other as family, and when two or more of them are together (not counting Sigurd), the excitement of the situation increases their physical damage by 25% for the first turn they’re summoned.
    D-Rank Spells:

    Overheat, Defender of the Flame:
    "My fire is the Passion of Humanity... it will never be extinguished!"

    Name: Overheat, Defender of the Flame
    Rank: D
    Type: Fire, Summon
    Summon Level: Normal
    Health: 40
    Melee Damage: 6
    Walking/Running/Sprinting Speed: 5/10/20 mph
    Height: 5’10’’
    Weight: 145 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Overheat, Defender of the Flame, and a dark portal appears a few feet away. Emerging from this portal is the leader of The Defending Four. A powerful fighter with an explosive personality, Overheat is a force to be reckoned with, facing all evil with a fiery blaze of passion.
    “Passive”:
    Passive: Blazing Passion: Due to her overflowing fire magic, Overheat’s physical attacks come with a bonus from her high body temperature. She can burn through naturally burnable material using her own physical attacks.
    “Active”:
    Active: Blazing Breath: Overheat gathers her magic energy in her mouth before expelling it in a plume of flame. The attack deals D rank damage to those caught in the blast, and it can burn non-magical cloth/plants/wood. The fire moves 45 m/s and reach a length of 60 meters in front of her. It targets one enemy, is an instant, and has a cooldown of 2 posts.
    Strengths:
    ♠ Being a summon of the fire element, Overheat benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.

    ♠ Overheat is an offensive summon, and thus her base attack power is 20% more than the average summon of her level.

    Weaknesses:
    ♦ As her power stems from fire, she's completely incapacitated if submerged in water, and her summoning period will immediately end in such a scenario

    ♦ Overheat is a smaller hero, and her endurance reflects that, as she has 20% less health than the average summon of her level.

    ♦ Being of the fire element, Overheat suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.
    Birdman, Defender of the Skies:
    "My wings are the Hope of Humanity... they will never be clipped!"

    Name: Birdman, Defender of the Skies
    Rank: D
    Type: Wind, Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 5/10/20 mph
    Height: 6’2’’
    Weight: 188 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Birdman, Defender of the Skies, and a dark portal appears a few feet away. Emerging from this portal is the second in command of The Defending Four. A winged lover of justice, Birdman is well known to be a very friendly and personable hero.
    “Passive”:
    Passive: Feathered Hope: Due to his innate wind magic, Birdman was granted wings which allow him to fly at his normal running speed, greatly increasing mobility.
    “Active”:
    Active: Feather Shot: Birdman gathers his magic energy in his feathers before expelling it in the shape of several pointed feathers. The attack deals D rank damage to those caught in the blast, and have piercing effects similar to arrows. The feathers move 33.75 m/s and reach a length of 45 meters in front of him. It targets multiple enemies, is an instant, and has a cooldown of 2 posts.
    Strengths:
    ♠ Being a summon of the wind element, Birdman benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.

    ♠ Birdman’s ability to use his wings for flight make him a valuable utility for surveillance and tactical maneuvers.

    Weaknesses:
    ♦ If Birdman’s wings, the central source of his power, should be submerged in water, they would not work until dried out, completely incapacitating him.

    ♦ Birdman’s 6ft wingspan is not practical for small space use, making him an unlikely candidate for cramped battles.

    ♦ Being of the wind element, Birdman suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Monsieur Lueur, Defender of the Light:
    "My sparks are the Justice of Humanity... it can never be grounded!"

    Name: Shinebright, Defender of the Light
    Rank: D
    Type: Lightning, Summon
    Summon Level: Normal
    Health: 40
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 6/12/24 mph
    Height: 6’00’’
    Weight: 178 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Shinebright, Defender of the Light, and a dark portal appears a few feet away. Emerging from this portal is the power hitter of The Defending Four. More mischievous than his fellow teammates, Shinebright is the most likely to crack a joke during a fight, or have witty banter with those he’s working with.
    “Passive”:
    Passive: Shining Justice: Using the power bestowed upon him by the meteorite, Shinebright emits a glow using his lightning magic, which can light up darkness surrounding him for 30 meters at all times.
    “Active”:
    Active: Shining Spark: Shinebright gathers lightning energy in his hands, and then rushes forwards at 45m/s, attempting to grab onto an enemy and shock them, dealing D-Rank damage. It is an instant, and has a cooldown of 2 posts.
    Strengths:
    ♠ Being a summon of the lightning element, Shinebright benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.

    ♠ Shinebright’s fighting style focuses on fast attacks, and his speed is 20% higher than average.

    Weaknesses:
    ♦ The extreme conductivity on Shinebright’s body would have drastic negative effects should he be submerged in water, as it would overload his body, completely incapacitating him

    ♦ Shinebright focuses on offense, not defense. His health is 20% lower than average.

    ♦ Being of the lightning element, Shinebright suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Wall, Defender of the Stone”:
    "..."

    Name: Wall, Defender of the Stone
    Rank: D
    Type: Earth, Summon
    Summon Level: Normal
    Health: 70
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 3/6/12 mph
    Height: 8’3’’
    Weight: 260 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Shinebright, Defender of the Light, and a dark portal appears a few feet away. Emerging from this portal is the power hitter of The Defending Four. More mischievous than his fellow teammates, Shinebright is the most likely to crack a joke during a fight, or have witty banter with those he’s working with.
    “Passive”:
    Passive: Earthen Strength: Because of her massive armor,
    Wall takes 25% less damage from physical attacks. The nature of the armor causes a great deal of other weaknesses however (detailed in the weaknesses section).
    “Active”:
    Active: Earthen Wall: Wall erects a tall barrier of stone which can absorb 3 D-Ranks worth of damage before crumbling. The wall is 2m tall, 2m wide, and 30cm thick. It lasts 2 posts at most, and has a cooldown of 3 posts.
    Strengths:
    ♠ Being a summon of the earth element, Wall benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.

    ♠ Wall is an defensive summon, and she can take hits with amazing vigor as she has 40% more health than most summons at her level.

    Weaknesses:
    ♦ Her heavy body would cause her to sink in bodies of water, and completely submerging her, just like the rest of her team, would incapacitate her immediately.

    ♦ Wall is a massive hero, and her speed is 40% less than your average hero of her rank, due to her weight and size, making her very cumbersome.

    ♦ Being of the earth element, Wall suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.

    Unlocked at user's request.


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    Re: Fantasy Summon: Super Hero

    Post by Desirée Blooms on 16th January 2018, 10:12 pm

    Hello Axilmeus, I am Des, and I will be grading your magic today. All edits will be in this color.
    Please bump when edits have been applied.
    Click for Edits:

    @Axilmeus Steel wrote:Fantasy Summon: Super Hero


    Primary Magic: Fantasy Summon: Super Hero
    Secondary Magic: To Be Determined
    Caster or Holder: Caster
    Description: The Chevalier Family tree is known among upper-class families for their history of mages. They are not just any kind of mage, however. The Chevaliers are actually a lineage of summoners, being known for their peculiar ability to summon characters and creatures from works of fiction which they feel particular attachment to. This ability is known as Fantasy Summon. For Sigurd’s Father, it was a legion of knights from a novel. For his younger sister, it was a cast of animals from encyclopedias. For his younger brother, it was a collection of Angels and Demons from an epic poem. For Sigurd, it is, of course, the team of superheroes present in his favorite comics.
    “Comic Backstory”:
    The comics that Sigurd reads are written and illustrated by Steel Lee and Axilmeus Lee, a couple who began writing the first issue of “The Defenders Four” 10 years ago, when they were 20.
    The comics take place in a world devoid of magic. One day, demons appear on the face of earth, and take over, almost completely wiping out the human race. There is one last city, protected by an electrical barrier, where all the rest of the humans reside.
    The humans have a force of soldiers, known as the Defenders of Humanity, who venture out into the wasteland with electrically powered technology to do research on the demons in hopes of reclaiming the planet, though many die trying. One day, while venturing out, four Defenders encounter a meteorite, later revealed to be made of crystalized ethernano. This awakens within them latent magic powers, and they become “The Defending Four,” finally able to fight on equal footing with the Demons that threaten their city.

    The leader of the four was called Overheat, and originally was named Caldisla Morning. She was in a relationship with the man who would become Birdman, Arnie Hammeron. Then there was Devon Sorcer, who became the lightning fast Shinebright, and the quiet Beatrice Norn, who would don the name Wall. These four became the hope of humanity.

    The battle between the Defending Four and the demons was fought hard. The land was ravaged by their struggles. The Defending Four had the advantage in strength, but the demons were far greater in number. During this war of attrition, the demon king developed a plan to catch the humans off guard. He developed a super demon who could disguise himself as a human, and infiltrate the city. Though he was successful, his time with a human taught him to value morality, and he turned against his king, becoming the hero, Rebel.


    The chief of the Defenders of Humanity became tired of sitting on the sidelines, and developed an ultra powerful suit for naval combat, eventually singlehandedly fighting a second front in the oceans. His name was Chief Miles Horton, but then was known as Nautilus.


    While out on a patrol, a group of Defenders stumbled across a sentient plant. They were ambushed by demons, but the plant protected them and healed their wounds. It could not speak, but seemed to like the word Plant.


    Finally, the tides of war changed drastically when another meteorite hit earth. Instead of creating new heroes, however, it bore a fantastic hero from a mysterious planet in the far reaches of space, as well as his sidekick. This was Godot, and he would be the one to turn the tide of war.

    More to come as the magic is upgraded…

    In battle, Sigurd uses his summoning to add to his persona as Darknight. Adopting the title: Defender of the Void, he touts his ability to summon his allies as his true strength, and often acts menacingly without truly doing anything while his summons do most of the work. Being a decent tactician, and also having a UA which grants him telepathy with his summons, when he does work in tandem with them, he can orchestrate attacks with devastating precision and cunning.

    Strengths:
    ♠ Like all summoning mages, Sigurd gains an advantage in the “volume” of his fighting force. That is to say, he has strength in numbers.
    ♠ Variety is the spice of life, they say. Because of the huge variety of super heroes in the Lees’ comics, Sigurd has a wide array of superpowers which he can utilize through his summoning.
    ♠ Sigurd can cancel his summons at any instance, allowing him to cycle through various skills quickly, though doing so doesn’t effect the cooldowns or magical strain it places on him.

    Weaknesses:
    ♦ Like most all summoning mages, Sigurd has a physical disadvantage, relying on the strength of his summons rather than being able to cast any spells to defend himself directly.
    ♦ The generally elemental nature of the powers of his summoned heroes makes Sigurd an easy target for the right slayer or mage who can counter his particular summon.
    ♦ Sigurd suffers the standard penalties for summoning mages when they attempt to use multiple spells, in their case, summons, at the same time.
    ♦ Summoning through the use of Fantasy Summon requires two things: verbal incantation of the summon’s name, and a strong recollection of the character being summoned. If Sigurd is silenced, or his memories are being clouded, even by, say, a migraine, his summons will likely not be able to appear.

    Glory of the Slayer:

    Glory of the Slayer
    Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.
    Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
    Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%.   Passively regardless of berserker state drawing blood will increase damage by 10%,  reducing by 5% per post (0% increase minimum)

    Unique Abilities:

    “Hero Telepathy”:
    Hero Telepathy: Sigurd is able to communicate with his summons using his thoughts, allowing him to speak to them without letting others hear. At D Rank, the telepathy is clear from 0-60m, but becomes scratchy and delayed from 60-90m, and does not work past 90m.
    “Hero’s Vengeance”:
    Hero Vengeance: The Heroes think of each other as family, and when one of them is defeated, the heightened emotions of the next to be summoned increases their physical damage by 25% for the first turn they’re summoned.
    “Hero’s Hope”:
    Hero Hope: The Heroes think of each other as family, and when two or more of them are together (not counting Sigurd), the excitement of the situation increases their physical damage by 25% for the first turn they’re summoned.
    “Hero’s Sacrifice”:
    Hero Sacrifice: When a Hero, including Sigurd, is defending another being of a lower rank than itself the damage they receive is cut in half. Please keep in mind that the cap on damage reduction is 50%, spread upon all spells on a user in two branches: Magical Damage, and Physical Damage. Firstly, it needs to be specified whether or not this applies to the physical damage or magical damage, as they are two different stats on this forum. As for the 50% applying to a single stat in one Unique Ability, it is a bit much. I would suggest that you could add a split reduction in this, such as 25% magical damage reduction and 25% physical damage reduction.

    Signature Spells:

    Godot, Defender of Earth:
    "I am Godot! Under my watchful eye, humanity shall survive!"

    Name: Godot, Defender of Earth
    Rank: User-Ranked (C)
    Type: Summon
    Summon Level: Normal
    Health: 100
    Melee Damage: 13 As you say this is a Normal Summon, please make this 12.
    Walking/Running/Sprinting Speed: 6/13/25 mph
    Height: 6’05’’
    Weight: 250 lbs.
    Duration: 2
    Cooldown: 3
    Description: Pointing to any given location, Sigurd calls out the name of Godot, Defender of Earth, and a dark portal appears a few feet away. Emerging from this portal is the being which is called the strongest in the galaxy by the Defenders of Earth. Their most powerful member, he’s an alien with unknown origin. He is the most like a cliched version of a hero in terms of personality. There is no darkness in the demon army that can stand up to him when he unleashes his true power.
    “Active”:
    Active: Godot Beam: Godot places his right index and middle fingers on his temple, and from his eyes and forehead gem fires a concussive blast that deals C-Rank damage and exhibits a great force. This is his signature move. The beam moves 60 m/s and reaches a length of 120 meters in front of him. It is an instant, and has a cooldown of 3 posts. As instant spells follow burst ranges, please change the m/s /// range to follow burst ranges or make the duration 1.


    Strengths:
    ♠ Being a summon of no element himself, he has no specific weaknesses to any element.

    Weaknesses:
    ♦ Without any elemental powers, he does not have an advantage over any enemies.
    ♦ Godot has a gem on his chest which is his weak point. If struck there, the damage becomes 1.5x the base amount.
    Godot Jr., Super Sidekick:
    "I am Godot Jr.! I may not be as strong as Godot, but I still pack a punch!"

    Name: Godot Jr., Super Sidekick
    Rank: D
    Type: Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 5/10/20 mph
    Height: 4’02’’
    Weight: 110 lbs.
    Duration: 2
    Cooldown: 2
    Description: Pointing to any given location, Sigurd calls out the name of Godot Jr., Super Sidekick, and a dark portal appears a few feet away. Emerging from this portal is the sidekick of the ultimate hero, Godot. Though physically he is not as strong as the true Godot, he has incredible psychic powers that will one day make him a force to be reckoned with.
    “Passive”:
    Passive: Super Transmission: While Godot Jr. is summoned, he improves Sigurd’s hero telepathy by allowing all of Sigurd’s allies to be let into the transmission, instead of just him and his summons.

    Strengths:
    ♠ Being a summon of no element himself, he has no specific weaknesses to any element.

    Weaknesses:
    ♦ Without any elemental powers, he does not have an advantage over any enemies.
    ♦ Godot Jr. has a gem on his chest which is his weak point. If struck there, the damage becomes 1.5x the base amount.
    D-Rank Spells:

    Overheat, Defender of the Flame:
    "My fire is the Passion of Humanity... it will never be extinguished!"

    Name: Overheat, Defender of the Flame
    Rank: D
    Type: Fire, Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 5/10/20 mph
    Height: 5’10’’
    Weight: 145 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Overheat, Defender of the Flame, and a dark portal appears a few feet away. Emerging from this portal is the leader of The Defending Four. A powerful fighter with an explosive personality, Overheat is a force to be reckoned with, facing all evil with a fiery blaze of passion.
    “Passive”:
    Passive: Blazing Passion: Due to her overflowing fire magic, Overheat’s physical attacks come with a bonus from her high body temperature. She can burn through naturally burnable material using her own physical attacks.
    “Active”:
    Active: Blazing Breath: Overheat gathers her magic energy in her mouth before expelling it in a plume of flame. The attack deals D rank damage to those caught in the blast, and it can burn non-magical cloth/plants/wood. The flames move 45 m/s and reach a length of 45 meters in front of her. It is an instant, and has a cooldown of 2 posts.
    Please state that it deals D rank damage to the first unit hit, and 1/2 D Rank damage to anyone else caught in the blast. Also, same as previously, Instant spells follow burst ranges, therefore this either needs to be changed to follow them or the duration be made to 1 post.

    Strengths:
    ♠ Being a summon of the fire element, Overheat benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.
    ♠ Overheat is an offensive summon, and thus her base attack power is 20% more than the average summon of her level. Abilities are not allowed in Strengths and Weaknesses, please change this or perhaps add it to one of the actual abilities.

    Weaknesses:
    ♦ As her power stems from fire, she's completely incapacitated if submerged in water, and her summoning period will immediately end in such a scenario
    ♦ Overheat is a smaller hero, and her endurance reflects that, as she has 20% less health than the average summon of her level. Abilities are not allowed in Strengths and Weaknesses, please change this or perhaps add it to one of the actual abilities.
    ♦ Being of the fire element, Overheat suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.
    Birdman, Defender of the Skies:
    "My wings are the Hope of Humanity... they will never be clipped!"

    Name: Birdman, Defender of the Skies
    Rank: D
    Type: Wind, Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 5/10/20 mph
    Height: 6’02’’
    Weight: 188 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Birdman, Defender of the Skies, and a dark portal appears a few feet away. Emerging from this portal is the second in command of The Defending Four. A winged lover of justice, Birdman is well known to be a very friendly and personable hero.
    “Passive”:
    Passive: Feathered Hope: Due to his innate wind magic, Birdman was granted wings which allow him to fly at his normal running speed, greatly increasing mobility.
    “Active”:
    Active: Feather Shot: Birdman gathers his magic energy in his feathers before expelling it in the shape of several pointed feathers. The attack deals D rank damage to those caught in the blast, and have piercing effects similar to arrows. The feathers move 45 m/s and reach a length of 45 meters in front of him. It is an instant, and has a cooldown of 2 posts. Please state that it deals D rank damage to the first unit hit, and 1/2 D Rank damage to anyone else caught in the blast. Also, same as previously, Instant spells follow burst ranges, therefore this either needs to be changed to follow them or the duration be made to 1 post.

    Strengths:
    ♠ Being a summon of the wind element, Birdman benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Birdman’s ability to use his wings for flight make him a valuable utility for surveillance and tactical maneuvers.

    Weaknesses:
    ♦ If Birdman’s wings, the central source of his power, should be submerged in water, they would not work until dried out, completely incapacitating him.
    ♦ Birdman’s 6ft wingspan is not practical for small space use, making him an unlikely candidate for cramped battles.
    ♦ Being of the wind element, Birdman suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Shinebright, Defender of the Light:
    "My sparks are the Dreams of Humanity... it can never be grounded!"

    Name: Shinebright, Defender of the Light
    Rank: D
    Type: Lightning, Summon
    Summon Level: Normal
    Health: 40
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 6/12/24 mph
    Height: 6’00’’
    Weight: 178 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Shinebright, Defender of the Light, and a dark portal appears a few feet away. Emerging from this portal is the power hitter of The Defending Four. More mischievous than his fellow teammates, Shinebright is the most likely to crack a joke during a fight, or have witty banter with those he’s working with.
    “Passive”:
    Passive: Shining Justice: Using the power bestowed upon him by the meteorite, Shinebright emits a glow using his lightning magic, which can light up darkness surrounding him for 30 meters at all times.
    “Active”:
    Active: Shining Spark: Shinebright gathers lightning energy in his hands, and then rushes forwards at 45m/s, attempting to grab onto an enemy and shock them, dealing D-Rank damage. It is an instant, and has a cooldown of 2 posts. Same as previously, Instant spells follow burst ranges, therefore this either needs to be changed to follow them or the duration be made to 1 post.

    Strengths:
    ♠ Being a summon of the lightning element, Shinebright benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Shinebright’s fighting style focuses on fast attacks, and his speed is 20% higher than average. Abilities are not allowed in Strengths and Weaknesses, please change this or perhaps add it to one of the actual abilities.

    Weaknesses:
    ♦ The extreme conductivity on Shinebright’s body would have drastic negative effects should he be submerged in water, as it would overload his body, completely incapacitating him
    ♦ Shinebright focuses on offense, not defense. His health is 20% lower than average. Abilities are not allowed in Strengths and Weaknesses, please change this or perhaps add it to one of the actual abilities.
    ♦ Being of the lightning element, Shinebright suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Wall, Defender of the Stone”:
    "..."

    Name: Wall, Defender of the Stone
    Rank: D
    Type: Earth, Summon
    Summon Level: Normal
    Health: 70
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 3/6/12 mph
    Height: 8’03’’
    Weight: 350 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Wall, Defender of the Stone, and a dark portal appears a few feet away. Emerging from this portal is the most resilient of The Defending Four. She is unique among her comrades in that she is completely mute, and it is unclear whether it’s a choice or a condition. No one has ever seen what she looks like under her armored suit. Her armor is the “Spirit of Humanity,” and it can never be broken.
    “Passive”:
    Passive: Earthen Strength: Because of her massive armor,
    Wall takes 25% less damage from physical attacks. The nature of the armor causes a great deal of other weaknesses however (detailed in the weaknesses section).
    “Active”:
    Active: Earthen Wall: Wall erects a tall barrier of stone which can absorb 3 D-Ranks worth of damage before crumbling. The wall is 2m tall, 2m wide, and 30cm thick. It lasts 2 posts at most, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the earth element, Wall benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.
    ♠ Wall is an defensive summon, and she can take hits with amazing vigor as she has 40% more health than most summons at her level.

    Weaknesses:
    ♦ Her heavy body would cause her to sink in bodies of water, and completely submerging her, just like the rest of her team, would incapacitate her immediately.
    ♦ Wall is a massive hero, and her speed is 40% less than your average hero of her rank, due to her weight and size, making her very cumbersome.
    ♦ Being of the earth element, Wall suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.
    C-Rank Spells:

    Rebel, Defender of the Dark:
    "My darkness is the Tenacity of Humanity... it will never be dispelled!"

    Name: Rebel, Defender of the Dark
    Rank: D
    Type: Dark, Summon
    Summon Level: Normal
    Health: 75
    Melee Damage: 15
    Walking/Running/Sprinting Speed: 6/13/25 mph
    Height: 6’08’’
    Weight: 235 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Rebel, Defender of the Dark, and a dark portal appears a few feet away. Emerging from this portal is the demon spy turned double agent, Rebel. He has a quirky personality, not understanding a lot of human culture, but is truly friendly, having developed a kind personality from being in proximity to such heroic humans. He’s actually one of the strongest members of the “Defenders of Earth.”
    “Passive”:
    Passive: Demonic Physiology: Because of Rebel's unique demonic body, he isn't effected by physical damage as much as a human would be, and has a 30% resistance to said attacks. This does not apply to magical damage, however. Please make this 25% if you are to change your unique ability stated above for edits.
    “Active”:
    Active: Dark Nail: Rebel charges his dark aura into his arm, and lashes out. His demonic arms can extend to up to 90 meters, at 67.5 meters per second. With his two arms, he can target up to two enemies at a time, and slash them with his black magic claws. This attack is an instant, and has a cooldown of 3 posts. Please state that this will deal 50% damage per each arm, and change this duration to 1 post or change the ranges / speeds to burst ranges.

    Strengths:
    ♠ Being a summon of the darkness element, Rebel benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Rebel's strength is greater than most heroes of a similar level to him by 25%. Abilities are not allowed in Strengths and Weaknesses, please change this or perhaps add it to one of the actual abilities.

    Weaknesses:
    ♦ Though rebel makes up for it in his ability to resist damage, his health is 25% lower than other heroes of his level due to his lack of proper armor or an endoskeleton. Abilities are not allowed in Strengths and Weaknesses, please change this or perhaps add it to one of the actual abilities.
    ♦ Rebel's status as a demon makes him weak to all forms of anti-demonic magic, including demon slaying magic.
    ♦ Being of the darkness element, Rebel suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Nautilus, Defender of the Seas:
    "My water is the Tenacity of Humanity... it will never be extinguished!"

    Name: Nautilus, Defender of the Seas
    Rank: C
    Type: Water, Summon
    Summon Level: Normal
    Health: 125
    Melee Damage: 12
    Walking/Running/Sprinting Speed: 4/10/19 mph
    Height: 5’10’’
    Weight: 160 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Nautilus, Defender of the Seas, and a dark portal appears a few feet away. Emerging from this portal is the a mortal man wearing a superpowered armor. He was originally tech support during the Demon War, but developed this special suit of armor. He’s older than the other heroes, and often adopts a fatherly demeanor. Despite his age, he’s a powerful member of the “Defenders of Earth.”
    “Passive”:
    Passive: Aqua-Mode: When submerged in water, Nautilus’s strength and speed double, and his appearance changes to the following. Please state that speed and strength are increased both by 25%.
    “Active”:
    Active: Aqua-Blaster: Nautilus can shoot a blast of pressurized water from his hydraulic powered water cannon up to 120 meters, 90 m/s. This soaks the opponent as well as doing damage equal to his rank. This attack is an instant, and has a cooldown of 3 posts. Same as previously, Instant spells follow burst ranges, therefore this either needs to be changed to follow them or the duration be made to 1 post.

    Strengths:
    ♠ Being a summon of the water element, Nautilus benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Nautilus's health is effectively 25% greater due to his suit protecting him from most of the damage he receives. Abilities are not allowed in Strengths and Weaknesses, please change this or perhaps add it to one of the actual abilities.
    Weaknesses:

    ♦ Nautilus is an older man, and it shows. He is not as fast as someone of his power level should be, losing 25% of his potential speed. Abilities are not allowed in Strengths and Weaknesses, please change this or perhaps add it to one of the actual abilities.
    ♦ Nautilus is ultimately a mortal man. If the equipment he uses is disrupted or damaged, he becomes as weak as an average civilian.
    ♦ Being of the water element, Nautilus suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Plant, Defender of the Flora:
    "Puriiiiin purooooooo!"

    Name: Plant, Defender of the Flora
    Rank: C
    Type: Nature, Summon, Healing
    Summon Level: Normal
    Health: 50
    Melee Damage: 12
    Walking/Running/Sprinting Speed: 9/19/37 mph
    Height: 3’00’’
    Weight: 45 lbs.
    Duration: 2
    Cooldown: 3
    Description: Pointing to any given location, Sigurd calls out the name of Plant, Defender of the Flora, and a dark portal appears a few feet away. What comes out is truly a natural anomaly. A plant which developed powers from an unknown source unrelated to the meteor. It’s become anthropomorphized, and can seem to understand English, but cannot speak it, instead communicating through charades, and strange syllables. Although he’s small, his healing power makes him an integral member of the “Defenders of Earth.” His leaves are the kindness of humanity, and can never wilt.
    “Passive”:
    Passive: Heal Aura: Being within 30 meters of Plant allows his allies to regenerate 2.5% of their health per post.
    “Active”:
    Active: Heal Pollen: Plant raises his arm and fires pollen which heals whoever breathes it in (sometimes this also triggers an allergic reaction). Plant can fire it out of one hand and heal a target for C-rank damage, or fire it out of both hands and heal two for D-rank damage. This spell is an instant, and has a cooldown of 3 posts. Same as previously, Instant spells follow burst ranges, therefore this either needs to be changed to follow them or the duration be made to 1 post.

    Strengths:
    ♠ Being a summon of the nature element, Plant benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Plant is small and nimble, being 50% faster than any of the other heroes of his caliber. Abilities are not allowed in Strengths and Weaknesses, please change this or perhaps add it to one of the actual abilities.

    Weaknesses:
    ♦ Plant is very delicate, and can take 50% less punishment before succumbing to his wounds, due to his weak and soft body. Abilities are not allowed in Strengths and Weaknesses, please change this or perhaps add it to one of the actual abilities.
    ♦ Plant cannot communicate in a language anyone can understand, thus making telepathic communication with him pointless.
    ♦ Being of the plant element, Plant suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.


    Last edited by Desirée Blooms on 19th January 2018, 3:26 pm; edited 1 time in total


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    Axilmeus Steel
     
     

    Quality Badge Level 1- Quality Badge Level 2- Haiku Contest Participant- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- The Being- Novice [250]- 1 Year Anniversary- Player -
    Lineage : Glory of the Slayer
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    Posts : 462
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    Experience : 2237.5

    Character Sheet
    First Magic: Fantasy Summon: Super Hero
    Second Magic: N/A
    Third Magic:

    Re: Fantasy Summon: Super Hero

    Post by Axilmeus Steel on 17th January 2018, 2:14 pm

    BUmp! Think everything is taken care of!


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    Character Sheet
    First Magic: ✧ Aurora Demon Slayer ✧
    Second Magic: ✧ White Dragon Slayer ✧ Tertiary Magic: ✧ Master of Melodies ✧
    Third Magic:

    Re: Fantasy Summon: Super Hero

    Post by Desirée Blooms on 19th January 2018, 3:17 pm

    Spoiler:

    @Axilmeus Steel wrote:Fantasy Summon: Super Hero


    Primary Magic: Fantasy Summon: Super Hero
    Secondary Magic: To Be Determined
    Caster or Holder: Caster
    Description: The Chevalier Family tree is known among upper-class families for their history of mages. They are not just any kind of mage, however. The Chevaliers are actually a lineage of summoners, being known for their peculiar ability to summon characters and creatures from works of fiction which they feel particular attachment to. This ability is known as Fantasy Summon. For Sigurd’s Father, it was a legion of knights from a novel. For his younger sister, it was a cast of animals from encyclopedias. For his younger brother, it was a collection of Angels and Demons from an epic poem. For Sigurd, it is, of course, the team of superheroes present in his favorite comics.
    “Comic Backstory”:
    The comics that Sigurd reads are written and illustrated by Steel Lee and Axilmeus Lee, a couple who began writing the first issue of “The Defenders Four” 10 years ago, when they were 20.
    The comics take place in a world devoid of magic. One day, demons appear on the face of earth, and take over, almost completely wiping out the human race. There is one last city, protected by an electrical barrier, where all the rest of the humans reside.
    The humans have a force of soldiers, known as the Defenders of Humanity, who venture out into the wasteland with electrically powered technology to do research on the demons in hopes of reclaiming the planet, though many die trying. One day, while venturing out, four Defenders encounter a meteorite, later revealed to be made of crystalized ethernano. This awakens within them latent magic powers, and they become “The Defending Four,” finally able to fight on equal footing with the Demons that threaten their city.

    The leader of the four was called Overheat, and originally was named Caldisla Morning. She was in a relationship with the man who would become Birdman, Arnie Hammeron. Then there was Devon Sorcer, who became the lightning fast Shinebright, and the quiet Beatrice Norn, who would don the name Wall. These four became the hope of humanity.

    The battle between the Defending Four and the demons was fought hard. The land was ravaged by their struggles. The Defending Four had the advantage in strength, but the demons were far greater in number. During this war of attrition, the demon king developed a plan to catch the humans off guard. He developed a super demon who could disguise himself as a human, and infiltrate the city. Though he was successful, his time with a human taught him to value morality, and he turned against his king, becoming the hero, Rebel.


    The chief of the Defenders of Humanity became tired of sitting on the sidelines, and developed an ultra powerful suit for naval combat, eventually singlehandedly fighting a second front in the oceans. His name was Chief Miles Horton, but then was known as Nautilus.


    While out on a patrol, a group of Defenders stumbled across a sentient plant. They were ambushed by demons, but the plant protected them and healed their wounds. It could not speak, but seemed to like the word Plant.


    Finally, the tides of war changed drastically when another meteorite hit earth. Instead of creating new heroes, however, it bore a fantastic hero from a mysterious planet in the far reaches of space, as well as his sidekick. This was Godot, and he would be the one to turn the tide of war.

    More to come as the magic is upgraded…

    In battle, Sigurd uses his summoning to add to his persona as Darknight. Adopting the title: Defender of the Void, he touts his ability to summon his allies as his true strength, and often acts menacingly without truly doing anything while his summons do most of the work. Being a decent tactician, and also having a UA which grants him telepathy with his summons, when he does work in tandem with them, he can orchestrate attacks with devastating precision and cunning.

    Strengths:
    ♠ Like all summoning mages, Sigurd gains an advantage in the “volume” of his fighting force. That is to say, he has strength in numbers.
    ♠ Variety is the spice of life, they say. Because of the huge variety of super heroes in the Lees’ comics, Sigurd has a wide array of superpowers which he can utilize through his summoning.
    ♠ Sigurd can cancel his summons at any instance, allowing him to cycle through various skills quickly, though doing so doesn’t effect the cooldowns or magical strain it places on him.

    Weaknesses:
    ♦ Like most all summoning mages, Sigurd has a physical disadvantage, relying on the strength of his summons rather than being able to cast any spells to defend himself directly.
    ♦ The generally elemental nature of the powers of his summoned heroes makes Sigurd an easy target for the right slayer or mage who can counter his particular summon.
    ♦ Sigurd suffers the standard penalties for summoning mages when they attempt to use multiple spells, in their case, summons, at the same time.
    ♦ Summoning through the use of Fantasy Summon requires two things: verbal incantation of the summon’s name, and a strong recollection of the character being summoned. If Sigurd is silenced, or his memories are being clouded, even by, say, a migraine, his summons will likely not be able to appear.

    Glory of the Slayer:

    Glory of the Slayer
    Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.
    Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
    Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%.   Passively regardless of berserker state drawing blood will increase damage by 10%,  reducing by 5% per post (0% increase minimum)

    Unique Abilities:

    “Hero Telepathy”:
    Hero Telepathy: Sigurd is able to communicate with his summons using his thoughts, allowing him to speak to them without letting others hear. At D Rank, the telepathy is clear from 0-60m, but becomes scratchy and delayed from 60-90m, and does not work past 90m.
    “Hero’s Vengeance”:
    Hero Vengeance: The Heroes think of each other as family, and when one of them is defeated, the heightened emotions of the next to be summoned increases their physical damage by 25% for the first turn they’re summoned.
    “Hero’s Hope”:
    Hero Hope: The Heroes think of each other as family, and when two or more of them are together (not counting Sigurd), the excitement of the situation increases their physical damage by 25% for the first turn they’re summoned.
    “Hero’s Sacrifice”:
    Hero Sacrifice: When a Hero, including Sigurd, is defending another being of a lower rank than itself the damage they receive from magic attacks is reduced by 25%, and the damage they receive from physical attacks is also reduced by 25%

    Signature Spells:

    Godot, Defender of Earth:
    "I am Godot! Under my watchful eye, humanity shall survive!"

    Name: Godot, Defender of Earth
    Rank: User-Ranked (C)
    Type: Summon
    Summon Level: Normal
    Health: 100
    Melee Damage: 12
    Walking/Running/Sprinting Speed: 6/13/25 mph
    Height: 6’05’’
    Weight: 250 lbs.
    Duration: 2
    Cooldown: 3
    Description: Pointing to any given location, Sigurd calls out the name of Godot, Defender of Earth, and a dark portal appears a few feet away. Emerging from this portal is the being which is called the strongest in the galaxy by the Defenders of Earth. Their most powerful member, he’s an alien with unknown origin. He is the most like a cliched version of a hero in terms of personality. There is no darkness in the demon army that can stand up to him when he unleashes his true power.
    “Active”:
    Active: Godot Beam: Godot places his right index and middle fingers on his temple, and from his eyes and forehead gem fires a concussive blast that deals C-Rank damage and exhibits a great force. This is his signature move. The beam moves 22.5 m/s and reaches a length of 30 meters in front of him. It is an instant, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of no element himself, he has no specific weaknesses to any element.

    Weaknesses:
    ♦ Without any elemental powers, he does not have an advantage over any enemies.
    ♦ Godot has a gem on his chest which is his weak point. If struck there, the damage becomes 1.5x the base amount.
    Godot Jr., Super Sidekick:
    "I am Godot Jr.! I may not be as strong as Godot, but I still pack a punch!"

    Name: Godot Jr., Super Sidekick
    Rank: D
    Type: Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 5/10/20 mph
    Height: 4’02’’
    Weight: 110 lbs.
    Duration: 2
    Cooldown: 2
    Description: Pointing to any given location, Sigurd calls out the name of Godot Jr., Super Sidekick, and a dark portal appears a few feet away. Emerging from this portal is the sidekick of the ultimate hero, Godot. Though physically he is not as strong as the true Godot, he has incredible psychic powers that will one day make him a force to be reckoned with.
    “Passive”:
    Passive: Super Transmission: While Godot Jr. is summoned, he improves Sigurd’s hero telepathy by allowing all of Sigurd’s allies to be let into the transmission, instead of just him and his summons.

    Strengths:
    ♠ Being a summon of no element himself, he has no specific weaknesses to any element.

    Weaknesses:
    ♦ Without any elemental powers, he does not have an advantage over any enemies.
    ♦ Godot Jr. has a gem on his chest which is his weak point. If struck there, the damage becomes 1.5x the base amount.
    D-Rank Spells:

    Overheat, Defender of the Flame:
    "My fire is the Passion of Humanity... it will never be extinguished!"

    Name: Overheat, Defender of the Flame
    Rank: D
    Type: Fire, Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 5/10/20 mph
    Height: 5’10’’
    Weight: 145 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Overheat, Defender of the Flame, and a dark portal appears a few feet away. Emerging from this portal is the leader of The Defending Four. A powerful fighter with an explosive personality, Overheat is a force to be reckoned with, facing all evil with a fiery blaze of passion.
    “Passive”:
    Passive: Blazing Passion: Due to her overflowing fire magic, Overheat’s physical attacks come with a bonus from her high body temperature. She can burn through naturally burnable material using her own physical attacks.
    “Active”:
    Active: Blazing Breath: Overheat gathers her magic energy in her mouth before expelling it in a plume of flame. The attack deals D rank damage to the first enemy hit, and 1/2 D rank damage to anyone else caught in the blast, and it can burn non-magical cloth/plants/wood. The flames move 45 m/s and reach a length of 45 meters in front of her. It lasts 1 post, and has a cooldown of 2 posts.

    Strengths:
    ♠ Being a summon of the fire element, Overheat benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.
    ♠ Overheat is an offensive summon, and her hard hitting attacks make her a force to be reckoned with.

    Weaknesses:
    ♦ As her power stems from fire, she's completely incapacitated if submerged in water, and her summoning period will immediately end in such a scenario
    ♦ Overheat is a smaller hero, and her endurance reflects that. She gets exhausted more easily by physical maneuvers and is more fragile than the others.
    ♦ Being of the fire element, Overheat suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.
    Birdman, Defender of the Skies:
    "My wings are the Hope of Humanity... they will never be clipped!"

    Name: Birdman, Defender of the Skies
    Rank: D
    Type: Wind, Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 5/10/20 mph
    Height: 6’02’’
    Weight: 188 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Birdman, Defender of the Skies, and a dark portal appears a few feet away. Emerging from this portal is the second in command of The Defending Four. A winged lover of justice, Birdman is well known to be a very friendly and personable hero.
    “Passive”:
    Passive: Feathered Hope: Due to his innate wind magic, Birdman was granted wings which allow him to fly at his normal running speed, greatly increasing mobility.
    “Active”:
    Active: Feather Shot: Birdman gathers his magic energy in his feathers before expelling it in the shape of several pointed feathers. The attack deals D rank damage to the first target hit, and 1/2 D rank damage to anyone else caught in the blast. THe feathers have piercing effects similar to arrows. The attack moves 11.25 m/s and reach a length of 15 meters in front of him. It is an instant, and has a cooldown of 2 posts.

    Strengths:
    ♠ Being a summon of the wind element, Birdman benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Birdman’s ability to use his wings for flight make him a valuable utility for surveillance and tactical maneuvers.

    Weaknesses:
    ♦ If Birdman’s wings, the central source of his power, should be submerged in water, they would not work until dried out, completely incapacitating him.
    ♦ Birdman’s 6ft wingspan is not practical for small space use, making him an unlikely candidate for cramped battles.
    ♦ Being of the wind element, Birdman suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Shinebright, Defender of the Light:
    "My sparks are the Dreams of Humanity... it can never be grounded!"

    Name: Shinebright, Defender of the Light
    Rank: D
    Type: Lightning, Summon
    Summon Level: Normal
    Health: 40
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 6/12/24 mph
    Height: 6’00’’
    Weight: 178 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Shinebright, Defender of the Light, and a dark portal appears a few feet away. Emerging from this portal is the power hitter of The Defending Four. More mischievous than his fellow teammates, Shinebright is the most likely to crack a joke during a fight, or have witty banter with those he’s working with. As reflected in his stat section, Shinebright excels in speed, but is less durable (20%+ Speed, 20%- Health).
    “Passive”:
    Passive: Shining Justice: Using the power bestowed upon him by the meteorite, Shinebright emits a glow using his lightning magic, which can light up darkness surrounding him for 30 meters at all times.
    “Active”:
    Active: Shining Spark: Shinebright gathers lightning energy in his hands, and then rushes forwards at 11.25m/s, attempting to grab onto an enemy and shock them, dealing D-Rank damage. It is an instant, and has a cooldown of 2 posts.

    Strengths:
    ♠ Being a summon of the lightning element, Shinebright benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Shinebright’s fighting style focuses on fast attacks, which can be difficult for enemies who aren't so fleetfooted to tend with.

    Weaknesses:
    ♦ The extreme conductivity on Shinebright’s body would have drastic negative effects should he be submerged in water, as it would overload his body, completely incapacitating him
    ♦ Shinebright focuses on offense, not defense, and he's a bit brittle when it comes down to it, reflected by his health.
    ♦ Being of the lightning element, Shinebright suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Wall, Defender of the Stone”:
    "..."

    Name: Wall, Defender of the Stone
    Rank: D
    Type: Earth, Summon
    Summon Level: Normal
    Health: 70
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 3/6/12 mph
    Height: 8’03’’
    Weight: 350 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Wall, Defender of the Stone, and a dark portal appears a few feet away. Emerging from this portal is the most resilient of The Defending Four. She is unique among her comrades in that she is completely mute, and it is unclear whether it’s a choice or a condition. No one has ever seen what she looks like under her armored suit. Her armor is the “Spirit of Humanity,” and it can never be broken. As reflected in her stat section, Wall excels in durability, but is quite slow (40%+ Health, 40%- Speed).
    “Passive”:
    Passive: Earthen Strength: Because of her massive armor,
    Wall takes 25% less damage from physical attacks. The nature of the armor causes a great deal of other weaknesses however (detailed in the weaknesses section).
    “Active”:
    Active: Earthen Wall: Wall erects a tall barrier of stone which can absorb 3 D-Ranks worth of damage before crumbling. The wall is 2m tall, 2m wide, and 30cm thick. It lasts 2 posts at most, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the earth element, Wall benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.
    ♠ Wall is an defensive summon, and she can take hits with amazing vigor making her bothersome for enemies who can't pack a punch.

    Weaknesses:
    ♦ Her heavy body would cause her to sink in bodies of water, and completely submerging her, just like the rest of her team, would incapacitate her immediately.
    ♦ Wall is a massive hero, which makes maneuverability and inconspicuousness rather difficult.
    ♦ Being of the earth element, Wall suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.
    C-Rank Spells:

    Rebel, Defender of the Dark:
    "My darkness is the Tenacity of Humanity... it will never be dispelled!"

    Name: Rebel, Defender of the Dark
    Rank: D
    Type: Dark, Summon
    Summon Level: Normal
    Health: 75
    Melee Damage: 15
    Walking/Running/Sprinting Speed: 6/13/25 mph
    Height: 6’08’’
    Weight: 235 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Rebel, Defender of the Dark, and a dark portal appears a few feet away. Emerging from this portal is the demon spy turned double agent, Rebel. He has a quirky personality, not understanding a lot of human culture, but is truly friendly, having developed a kind personality from being in proximity to such heroic humans. He’s actually one of the strongest members of the “Defenders of Earth.” As reflected in his stat section, Rebel excels in offensive power, but can't take as many hits (25%+ Damage, 25%- Health).
    “Passive”:
    Passive: Demonic Physiology: Because of Rebel's unique demonic body, he isn't effected by physical damage as much as a human would be, and has a 25% resistance to said attacks. This does not apply to magical damage, however.
    “Active”:
    Active: Dark Nail: Rebel charges his dark aura into his arm, and lashes out. His demonic arms can extend to up to 30 meters, at 22.5 meters per second. With his two arms, he can target up to two enemies at a time, and slash them with his black magic claws. This attack is an instant, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the darkness element, Rebel benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Rebel's punches pack quite a punch, and his higher than average strength is quite a useful characteristic.

    Weaknesses:
    ♦ Rebel's actual body composition is not the most structurally sound, and just because he can resist physical damage in terms of health points doesn't make him invulnerable. In fact, his actual physical body is quite easy to cut or otherwise damage.
    ♦ Rebel's status as a demon makes him weak to all forms of anti-demonic magic, including demon slaying magic.
    ♦ Being of the darkness element, Rebel suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Nautilus, Defender of the Seas:
    "My water is the Tenacity of Humanity... it will never be extinguished!"

    Name: Nautilus, Defender of the Seas
    Rank: C
    Type: Water, Summon
    Summon Level: Normal
    Health: 125
    Melee Damage: 12
    Walking/Running/Sprinting Speed: 4/10/19 mph
    Height: 5’10’’
    Weight: 160 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Nautilus, Defender of the Seas, and a dark portal appears a few feet away. Emerging from this portal is the a mortal man wearing a superpowered armor. He was originally tech support during the Demon War, but developed this special suit of armor. He’s older than the other heroes, and often adopts a fatherly demeanor. Despite his age, he’s a powerful member of the “Defenders of Earth.” As reflected in his stat section, Nautilus excels in durability, but is quite slow (25%+ Health, 25%- Speed).
    “Passive”:
    Passive: Aqua-Mode: When submerged in water, Nautilus’s strength and speed increase by 25% each, and his appearance changes to the following.
    “Active”:
    Active: Aqua-Blaster: Nautilus can shoot a blast of pressurized water from his hydraulic powered water cannon up to 120 meters, 90 m/s. This soaks the opponent as well as doing damage equal to his rank. This attack lasts 1 post, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the water element, Nautilus benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Nautilus's suit allows him to take a lot of damage indirectly, hence his high durability.
    Weaknesses:

    ♦ Nautilus is an older man, and it shows, thus being the reason for his lower speed.
    ♦ Nautilus is ultimately a mortal man. If the equipment he uses is disrupted or damaged, he becomes as weak as an average civilian.
    ♦ Being of the water element, Nautilus suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Plant, Defender of the Flora:
    "Puriiiiin purooooooo!"

    Name: Plant, Defender of the Flora
    Rank: C
    Type: Nature, Summon, Healing
    Summon Level: Normal
    Health: 50
    Melee Damage: 12
    Walking/Running/Sprinting Speed: 9/19/37 mph
    Height: 3’00’’
    Weight: 45 lbs.
    Duration: 2
    Cooldown: 3
    Description: Pointing to any given location, Sigurd calls out the name of Plant, Defender of the Flora, and a dark portal appears a few feet away. What comes out is truly a natural anomaly. A plant which developed powers from an unknown source unrelated to the meteor. It’s become anthropomorphized, and can seem to understand English, but cannot speak it, instead communicating through charades, and strange syllables. Although he’s small, his healing power makes him an integral member of the “Defenders of Earth.” His leaves are the kindness of humanity, and can never wilt. As reflected in its stat section, Plant excels in speed, but lacks endurance (50%+ Speed, 50%- Health).
    “Passive”:
    Passive: Heal Aura: Being within 30 meters of Plant allows his allies to regenerate 2.5% of their health per post.
    “Active”:
    Active: Heal Pollen: Plant raises his arm and fires pollen which heals whoever breathes it in (sometimes this also triggers an allergic reaction). Plant can fire it out of one hand and heal a target for C-rank damage, or fire it out of both hands and heal two for D-rank damage. These puffs only effect those immediately in front of Plant's blubs (2-3 meters) This spell is an instant, and has a cooldown of 3 posts..

    Strengths:
    ♠ Being a summon of the nature element, Plant benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Plant is small and nimble, which makes him a tough target for slower, less accurate enemies.

    Weaknesses:
    ♦ Plant is very delicate, and can take very little punishment, additionally, his entire body is incredibly flammable.
    ♦ Plant cannot communicate in a language anyone can understand, thus making telepathic communication with him pointless.
    ♦ Being of the plant element, Plant suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.



    _____________________________________________________________________________________

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    kittykool75

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    Posts : 1219
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    Mentor : Zotikus
    Experience : 16,550.5
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    Character Sheet
    First Magic: ⛧ Fallen God Slayer ⛧ ⛧ First Generation ⛧
    Second Magic: ⛧ Shadow Dragon Slayer ⛧ Second Generation ⛧
    Third Magic:

    Re: Fantasy Summon: Super Hero

    Post by kittykool75 on 31st January 2018, 11:40 am

    Spoiler:

    @Axilmeus Steel wrote:Fantasy Summon: Super Hero


    Primary Magic: Fantasy Summon: Super Hero
    Secondary Magic: To Be Determined
    Caster or Holder: Caster
    Description: The Chevalier Family tree is known among upper-class families for their history of mages. They are not just any kind of mage, however. The Chevaliers are actually a lineage of summoners, being known for their peculiar ability to summon characters and creatures from works of fiction which they feel particular attachment to. This ability is known as Fantasy Summon. For Sigurd’s Father, it was a legion of knights from a novel. For his younger sister, it was a cast of animals from encyclopedias. For his younger brother, it was a collection of Angels and Demons from an epic poem. For Sigurd, it is, of course, the team of superheroes present in his favorite comics.
    “Comic Backstory”:
    The comics that Sigurd reads are written and illustrated by Steel Lee and Axilmeus Lee, a couple who began writing the first issue of “The Defenders Four” 10 years ago, when they were 20.
    The comics take place in a world devoid of magic. One day, demons appear on the face of earth, and take over, almost completely wiping out the human race. There is one last city, protected by an electrical barrier, where all the rest of the humans reside.
    The humans have a force of soldiers, known as the Defenders of Humanity, who venture out into the wasteland with electrically powered technology to do research on the demons in hopes of reclaiming the planet, though many die trying. One day, while venturing out, four Defenders encounter a meteorite, later revealed to be made of crystalized ethernano. This awakens within them latent magic powers, and they become “The Defending Four,” finally able to fight on equal footing with the Demons that threaten their city.

    The leader of the four was called Overheat, and originally was named Caldisla Morning. She was in a relationship with the man who would become Birdman, Arnie Hammeron. Then there was Devon Sorcer, who became the lightning fast Shinebright, and the quiet Beatrice Norn, who would don the name Wall. These four became the hope of humanity.

    The battle between the Defending Four and the demons was fought hard. The land was ravaged by their struggles. The Defending Four had the advantage in strength, but the demons were far greater in number. During this war of attrition, the demon king developed a plan to catch the humans off guard. He developed a super demon who could disguise himself as a human, and infiltrate the city. Though he was successful, his time with a human taught him to value morality, and he turned against his king, becoming the hero, Rebel.


    The chief of the Defenders of Humanity became tired of sitting on the sidelines, and developed an ultra powerful suit for naval combat, eventually singlehandedly fighting a second front in the oceans. His name was Chief Miles Horton, but then was known as Nautilus.


    While out on a patrol, a group of Defenders stumbled across a sentient plant. They were ambushed by demons, but the plant protected them and healed their wounds. It could not speak, but seemed to like the word Plant.


    Finally, the tides of war changed drastically when another meteorite hit earth. Instead of creating new heroes, however, it bore a fantastic hero from a mysterious planet in the far reaches of space, as well as his sidekick. This was Godot, and he would be the one to turn the tide of war.

    More to come as the magic is upgraded…

    In battle, Sigurd uses his summoning to add to his persona as Darknight. Adopting the title: Defender of the Void, he touts his ability to summon his allies as his true strength, and often acts menacingly without truly doing anything while his summons do most of the work. Being a decent tactician, and also having a UA which grants him telepathy with his summons, when he does work in tandem with them, he can orchestrate attacks with devastating precision and cunning.

    Strengths:
    ♠ Like all summoning mages, Sigurd gains an advantage in the “volume” of his fighting force. That is to say, he has strength in numbers.
    ♠ Variety is the spice of life, they say. Because of the huge variety of super heroes in the Lees’ comics, Sigurd has a wide array of superpowers which he can utilize through his summoning.
    ♠ Sigurd can cancel his summons at any instance, allowing him to cycle through various skills quickly, though doing so doesn’t effect the cooldowns or magical strain it places on him.

    Weaknesses:
    ♦ Like most all summoning mages, Sigurd has a physical disadvantage, relying on the strength of his summons rather than being able to cast any spells to defend himself directly.
    ♦ The generally elemental nature of the powers of his summoned heroes makes Sigurd an easy target for the right slayer or mage who can counter his particular summon.
    ♦ Sigurd suffers the standard penalties for summoning mages when they attempt to use multiple spells, in their case, summons, at the same time.
    ♦ Summoning through the use of Fantasy Summon requires two things: verbal incantation of the summon’s name, and a strong recollection of the character being summoned. If Sigurd is silenced, or his memories are being clouded, even by, say, a migraine, his summons will likely not be able to appear.

    Glory of the Slayer:

    Glory of the Slayer
    Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.
    Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
    Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%.   Passively regardless of berserker state drawing blood will increase damage by 10%,  reducing by 5% per post (0% increase minimum)

    Unique Abilities:

    “Hero Telepathy”:
    Hero Telepathy: Sigurd is able to communicate with his summons using his thoughts, allowing him to speak to them without letting others hear. At D Rank, the telepathy is clear from 0-60m, but becomes scratchy and delayed from 60-90m, and does not work past 90m.
    “Hero’s Vengeance”:
    Hero Vengeance: The Heroes think of each other as family, and when one of them is defeated, the heightened emotions of the next to be summoned increases their physical damage by 25% for the first turn they’re summoned.
    “Hero’s Hope”:
    Hero Hope: The Heroes think of each other as family, and when two or more of them are together (not counting Sigurd), the excitement of the situation increases their physical damage by 25% for the first turn they’re summoned.
    “Hero’s Sacrifice”:
    Hero Sacrifice: When a Hero, including Sigurd, is defending another being of a lower rank than itself the damage they receive from magic attacks is reduced by 25%, and the damage they receive from physical attacks is also reduced by 25%

    Signature Spells:

    Godot, Defender of Earth:
    "I am Godot! Under my watchful eye, humanity shall survive!"

    Name: Godot, Defender of Earth
    Rank: User-Ranked (C)
    Type: Summon
    Summon Level: Normal
    Health: 100
    Melee Damage: 12
    Walking/Running/Sprinting Speed: 6/13/25 mph
    Height: 6’05’’
    Weight: 250 lbs.
    Duration: 2
    Cooldown: 3
    Description: Pointing to any given location, Sigurd calls out the name of Godot, Defender of Earth, and a dark portal appears a few feet away. Emerging from this portal is the being which is called the strongest in the galaxy by the Defenders of Earth. Their most powerful member, he’s an alien with unknown origin. He is the most like a cliched version of a hero in terms of personality. There is no darkness in the demon army that can stand up to him when he unleashes his true power.
    “Active”:
    Active: Godot Beam: Godot places his right index and middle fingers on his temple, and from his eyes and forehead gem fires a concussive blast that deals C-Rank damage and exhibits a great force. This is his signature move. The beam moves 22.5 m/s and reaches a length of 30 meters in front of him. It is an instant, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of no element himself, he has no specific weaknesses to any element.

    Weaknesses:
    ♦ Without any elemental powers, he does not have an advantage over any enemies.
    ♦ Godot has a gem on his chest which is his weak point. If struck there, the damage becomes 1.5x the base amount.
    Godot Jr., Super Sidekick:
    "I am Godot Jr.! I may not be as strong as Godot, but I still pack a punch!"

    Name: Godot Jr., Super Sidekick
    Rank: D
    Type: Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 5/10/20 mph
    Height: 4’02’’
    Weight: 110 lbs.
    Duration: 2
    Cooldown: 2
    Description: Pointing to any given location, Sigurd calls out the name of Godot Jr., Super Sidekick, and a dark portal appears a few feet away. Emerging from this portal is the sidekick of the ultimate hero, Godot. Though physically he is not as strong as the true Godot, he has incredible psychic powers that will one day make him a force to be reckoned with.
    “Passive”:
    Passive: Super Transmission: While Godot Jr. is summoned, he improves Sigurd’s hero telepathy by allowing all of Sigurd’s allies to be let into the transmission, instead of just him and his summons.

    Strengths:
    ♠ Being a summon of no element himself, he has no specific weaknesses to any element.

    Weaknesses:
    ♦ Without any elemental powers, he does not have an advantage over any enemies.
    ♦ Godot Jr. has a gem on his chest which is his weak point. If struck there, the damage becomes 1.5x the base amount.
    D-Rank Spells:

    Overheat, Defender of the Flame:
    "My fire is the Passion of Humanity... it will never be extinguished!"

    Name: Overheat, Defender of the Flame
    Rank: D
    Type: Fire, Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 5/10/20 mph
    Height: 5’10’’
    Weight: 145 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Overheat, Defender of the Flame, and a dark portal appears a few feet away. Emerging from this portal is the leader of The Defending Four. A powerful fighter with an explosive personality, Overheat is a force to be reckoned with, facing all evil with a fiery blaze of passion.
    “Passive”:
    Passive: Blazing Passion: Due to her overflowing fire magic, Overheat’s physical attacks come with a bonus from her high body temperature. She can burn through naturally burnable material using her own physical attacks.
    “Active”:
    Active: Blazing Breath: Overheat gathers her magic energy in her mouth before expelling it in a plume of flame. The attack deals D rank damage to the first enemy hit, and 1/2 D rank damage to anyone else caught in the blast, and it can burn non-magical cloth/plants/wood. The flames move 45 m/s and reach a length of 45 meters in front of her. It lasts 1 post, and has a cooldown of 2 posts.

    Strengths:
    ♠ Being a summon of the fire element, Overheat benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.
    ♠ Overheat is an offensive summon, and her hard hitting attacks make her a force to be reckoned with.

    Weaknesses:
    ♦ As her power stems from fire, she's completely incapacitated if submerged in water, and her summoning period will immediately end in such a scenario
    ♦ Overheat is a smaller hero, and her endurance reflects that. She gets exhausted more easily by physical maneuvers and is more fragile than the others.
    ♦ Being of the fire element, Overheat suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.
    Birdman, Defender of the Skies:
    "My wings are the Hope of Humanity... they will never be clipped!"

    Name: Birdman, Defender of the Skies
    Rank: D
    Type: Wind, Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 5/10/20 mph
    Height: 6’02’’
    Weight: 188 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Birdman, Defender of the Skies, and a dark portal appears a few feet away. Emerging from this portal is the second in command of The Defending Four. A winged lover of justice, Birdman is well known to be a very friendly and personable hero.
    “Passive”:
    Passive: Feathered Hope: Due to his innate wind magic, Birdman was granted wings which allow him to fly at his normal running speed, greatly increasing mobility.
    “Active”:
    Active: Feather Shot: Birdman gathers his magic energy in his feathers before expelling it in the shape of several pointed feathers. The attack deals D rank damage to the first target hit, and 1/2 D rank damage to anyone else caught in the blast. THe feathers have piercing effects similar to arrows. The attack moves 11.25 m/s and reach a length of 15 meters in front of him. It is an instant, and has a cooldown of 2 posts.

    Strengths:
    ♠ Being a summon of the wind element, Birdman benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Birdman’s ability to use his wings for flight make him a valuable utility for surveillance and tactical maneuvers.

    Weaknesses:
    ♦ If Birdman’s wings, the central source of his power, should be submerged in water, they would not work until dried out, completely incapacitating him.
    ♦ Birdman’s 6ft wingspan is not practical for small space use, making him an unlikely candidate for cramped battles.
    ♦ Being of the wind element, Birdman suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Shinebright, Defender of the Light:
    "My sparks are the Dreams of Humanity... it can never be grounded!"

    Name: Shinebright, Defender of the Light
    Rank: D
    Type: Lightning, Summon
    Summon Level: Normal
    Health: 40
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 6/12/24 mph
    Height: 6’00’’
    Weight: 178 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Shinebright, Defender of the Light, and a dark portal appears a few feet away. Emerging from this portal is the power hitter of The Defending Four. More mischievous than his fellow teammates, Shinebright is the most likely to crack a joke during a fight, or have witty banter with those he’s working with. As reflected in his stat section, Shinebright excels in speed, but is less durable (20%+ Speed, 20%- Health).
    “Passive”:
    Passive: Shining Justice: Using the power bestowed upon him by the meteorite, Shinebright emits a glow using his lightning magic, which can light up darkness surrounding him for 30 meters at all times.
    “Active”:
    Active: Shining Spark: Shinebright gathers lightning energy in his hands, and then rushes forwards at 11.25m/s, attempting to grab onto an enemy and shock them, dealing D-Rank damage. It is an instant, and has a cooldown of 2 posts.

    Strengths:
    ♠ Being a summon of the lightning element, Shinebright benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Shinebright’s fighting style focuses on fast attacks, which can be difficult for enemies who aren't so fleetfooted to tend with.

    Weaknesses:
    ♦ The extreme conductivity on Shinebright’s body would have drastic negative effects should he be submerged in water, as it would overload his body, completely incapacitating him
    ♦ Shinebright focuses on offense, not defense, and he's a bit brittle when it comes down to it, reflected by his health.
    ♦ Being of the lightning element, Shinebright suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Wall, Defender of the Stone”:
    "..."

    Name: Wall, Defender of the Stone
    Rank: D
    Type: Earth, Summon
    Summon Level: Normal
    Health: 70
    Melee Damage: 5
    Walking/Running/Sprinting Speed: 3/6/12 mph
    Height: 8’03’’
    Weight: 350 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Wall, Defender of the Stone, and a dark portal appears a few feet away. Emerging from this portal is the most resilient of The Defending Four. She is unique among her comrades in that she is completely mute, and it is unclear whether it’s a choice or a condition. No one has ever seen what she looks like under her armored suit. Her armor is the “Spirit of Humanity,” and it can never be broken. As reflected in her stat section, Wall excels in durability, but is quite slow (40%+ Health, 40%- Speed).
    “Passive”:
    Passive: Earthen Strength: Because of her massive armor,
    Wall takes 25% less damage from physical attacks. The nature of the armor causes a great deal of other weaknesses however (detailed in the weaknesses section).
    “Active”:
    Active: Earthen Wall: Wall erects a tall barrier of stone which can absorb 3 D-Ranks worth of damage before crumbling. The wall is 2m tall, 2m wide, and 30cm thick. It lasts 2 posts at most, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the earth element, Wall benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.
    ♠ Wall is an defensive summon, and she can take hits with amazing vigor making her bothersome for enemies who can't pack a punch.

    Weaknesses:
    ♦ Her heavy body would cause her to sink in bodies of water, and completely submerging her, just like the rest of her team, would incapacitate her immediately.
    ♦ Wall is a massive hero, which makes maneuverability and inconspicuousness rather difficult.
    ♦ Being of the earth element, Wall suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.
    C-Rank Spells:

    Rebel, Defender of the Dark:
    "My darkness is the Tenacity of Humanity... it will never be dispelled!"

    Name: Rebel, Defender of the Dark
    Rank: D
    Type: Dark, Summon
    Summon Level: Normal
    Health: 75
    Melee Damage: 15
    Walking/Running/Sprinting Speed: 6/13/25 mph
    Height: 6’08’’
    Weight: 235 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Rebel, Defender of the Dark, and a dark portal appears a few feet away. Emerging from this portal is the demon spy turned double agent, Rebel. He has a quirky personality, not understanding a lot of human culture, but is truly friendly, having developed a kind personality from being in proximity to such heroic humans. He’s actually one of the strongest members of the “Defenders of Earth.” As reflected in his stat section, Rebel excels in offensive power, but can't take as many hits (25%+ Damage, 25%- Health).
    “Passive”:
    Passive: Demonic Physiology: Because of Rebel's unique demonic body, he isn't effected by physical damage as much as a human would be, and has a 25% resistance to said attacks. This does not apply to magical damage, however.
    “Active”:
    Active: Dark Nail: Rebel charges his dark aura into his arm, and lashes out. His demonic arms can extend to up to 30 meters, at 22.5 meters per second. With his two arms, he can target up to two enemies at a time, and slash them with his black magic claws. This attack is an instant, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the darkness element, Rebel benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Rebel's punches pack quite a punch, and his higher than average strength is quite a useful characteristic.

    Weaknesses:
    ♦ Rebel's actual body composition is not the most structurally sound, and just because he can resist physical damage in terms of health points doesn't make him invulnerable. In fact, his actual physical body is quite easy to cut or otherwise damage.
    ♦ Rebel's status as a demon makes him weak to all forms of anti-demonic magic, including demon slaying magic.
    ♦ Being of the darkness element, Rebel suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Nautilus, Defender of the Seas:
    "My water is the Tenacity of Humanity... it will never be extinguished!"

    Name: Nautilus, Defender of the Seas
    Rank: C
    Type: Water, Summon
    Summon Level: Normal
    Health: 125
    Melee Damage: 12
    Walking/Running/Sprinting Speed: 4/10/19 mph
    Height: 5’10’’
    Weight: 160 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Nautilus, Defender of the Seas, and a dark portal appears a few feet away. Emerging from this portal is the a mortal man wearing a superpowered armor. He was originally tech support during the Demon War, but developed this special suit of armor. He’s older than the other heroes, and often adopts a fatherly demeanor. Despite his age, he’s a powerful member of the “Defenders of Earth.” As reflected in his stat section, Nautilus excels in durability, but is quite slow (25%+ Health, 25%- Speed).
    “Passive”:
    Passive: Aqua-Mode: When submerged in water, Nautilus’s strength and speed increase by 25% each, and his appearance changes to the following.
    “Active”:
    Active: Aqua-Blaster: Nautilus can shoot a blast of pressurized water from his hydraulic powered water cannon up to 120 meters, 90 m/s. This soaks the opponent as well as doing damage equal to his rank. This attack lasts 1 post, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the water element, Nautilus benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Nautilus's suit allows him to take a lot of damage indirectly, hence his high durability.
    Weaknesses:

    ♦ Nautilus is an older man, and it shows, thus being the reason for his lower speed.
    ♦ Nautilus is ultimately a mortal man. If the equipment he uses is disrupted or damaged, he becomes as weak as an average civilian.
    ♦ Being of the water element, Nautilus suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Plant, Defender of the Flora:
    "Puriiiiin purooooooo!"

    Name: Plant, Defender of the Flora
    Rank: C
    Type: Nature, Summon, Healing
    Summon Level: Normal
    Health: 50
    Melee Damage: 12
    Walking/Running/Sprinting Speed: 9/19/37 mph
    Height: 3’00’’
    Weight: 45 lbs.
    Duration: 2
    Cooldown: 3
    Description: Pointing to any given location, Sigurd calls out the name of Plant, Defender of the Flora, and a dark portal appears a few feet away. What comes out is truly a natural anomaly. A plant which developed powers from an unknown source unrelated to the meteor. It’s become anthropomorphized, and can seem to understand English, but cannot speak it, instead communicating through charades, and strange syllables. Although he’s small, his healing power makes him an integral member of the “Defenders of Earth.” His leaves are the kindness of humanity, and can never wilt. As reflected in its stat section, Plant excels in speed, but lacks endurance (50%+ Speed, 50%- Health).
    “Passive”:
    Passive: Heal Aura: Being within 30 meters of Plant allows his allies to regenerate 2.5% of their health per post.
    “Active”:
    Active: Heal Pollen: Plant raises his arm and fires pollen which heals whoever breathes it in (sometimes this also triggers an allergic reaction). Plant can fire it out of one hand and heal a target for C-rank damage, or fire it out of both hands and heal two for D-rank damage. These puffs only effect those immediately in front of Plant's blubs (2-3 meters) This spell is an instant, and has a cooldown of 3 posts..

    Strengths:
    ♠ Being a summon of the nature element, Plant benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Plant is small and nimble, which makes him a tough target for slower, less accurate enemies.

    Weaknesses:
    ♦ Plant is very delicate, and can take very little punishment, additionally, his entire body is incredibly flammable.
    ♦ Plant cannot communicate in a language anyone can understand, thus making telepathic communication with him pointless.
    ♦ Being of the plant element, Plant suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.

    Unlocked at user's request.


    _____________________________________________________________________________________


    "You've got me shaking from the way you're talking
    My heart is breaking but there's no use crying
    "



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    Golden Lacrima until 4/16/2019

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    Axilmeus Steel
     
     

    Quality Badge Level 1- Quality Badge Level 2- Haiku Contest Participant- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- The Being- Novice [250]- 1 Year Anniversary- Player -
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    Posts : 462
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    Mentor : -
    Experience : 2237.5

    Character Sheet
    First Magic: Fantasy Summon: Super Hero
    Second Magic: N/A
    Third Magic:

    Re: Fantasy Summon: Super Hero

    Post by Axilmeus Steel on 24th May 2018, 7:22 am

    https://www.fairytail-rp.com/t14651p850-the-armory#319366

    BEHOLD! I HAVE PURCHASED A B RANK SIG (which I won't make until I'm actually b rank) AND A REGULAR C RANK SLOT.


    _____________________________________________________________________________________

    750/150
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    Lilium

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    Character Sheet
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    Re: Fantasy Summon: Super Hero

    Post by Lilium on 24th May 2018, 4:50 pm

    Hi there Axilmeus! My name is Lilium and I'll be the mod in charge of grading your magic. My comments will be made in this colour and without further ado, let's get started.

    Spoiler:
    @Axilmeus Steel wrote:
    Fantasy Summon: Super Hero


    Primary Magic: Fantasy Summon: Super Hero
    Secondary Magic: To Be Determined
    Caster or Holder: Caster
    Description: The Chevalier Family tree is known among upper-class families for their history of mages. They are not just any kind of mage, however. The Chevaliers are actually a lineage of summoners, being known for their peculiar ability to summon characters and creatures from works of fiction which they feel particular attachment to. This ability is known as Fantasy Summon. For Sigurd’s Father, it was a legion of knights from a novel. For his younger sister, it was a cast of animals from encyclopedias. For his younger brother, it was a collection of Angels and Demons from an epic poem. For Sigurd, it is, of course, the team of superheroes present in his favorite comics.
    “Comic Backstory”:
    The comics that Sigurd reads are written and illustrated by Steel Lee and Axilmeus Lee, a couple who began writing the first issue of “The Defenders Four” 10 years ago, when they were 20.
    The comics take place in a world devoid of magic. One day, demons appear on the face of earth, and take over, almost completely wiping out the human race. There is one last city, protected by an electrical barrier, where all the rest of the humans reside.
    The humans have a force of soldiers, known as the Defenders of Humanity, who venture out into the wasteland with electrically powered technology to do research on the demons in hopes of reclaiming the planet, though many die trying. One day, while venturing out, four Defenders encounter a meteorite, later revealed to be made of crystalized ethernano. This awakens within them latent magic powers, and they become “The Defending Four,” finally able to fight on equal footing with the Demons that threaten their city.

    The leader of the four was called Overheat, and originally was named Caldisla Morning. She was in a relationship with the man who would become Birdman, Arnie Hammeron. Then there was Devon Sorcer, who became the lightning fast Shinebright, and the quiet Beatrice Norn, who would don the name Wall. These four became the hope of humanity.

    The battle between the Defending Four and the demons was fought hard. The land was ravaged by their struggles. The Defending Four had the advantage in strength, but the demons were far greater in number. During this war of attrition, the demon king developed a plan to catch the humans off guard. He developed a super demon who could disguise himself as a human, and infiltrate the city. Though he was successful, his time with a human taught him to value morality, and he turned against his king, becoming the hero, Rebel.


    The chief of the Defenders of Humanity became tired of sitting on the sidelines, and developed an ultra powerful suit for naval combat, eventually singlehandedly fighting a second front in the oceans. His name was Chief Miles Horton, but then was known as Nautilus.


    While out on a patrol, a group of Defenders stumbled across a sentient plant. They were ambushed by demons, but the plant protected them and healed their wounds. It could not speak, but seemed to like the word Plant.


    Finally, the tides of war changed drastically when another meteorite hit earth. Instead of creating new heroes, however, it bore a fantastic hero from a mysterious planet in the far reaches of space, as well as his sidekick. This was Godot, and he would be the one to save all of humankind.

    Following these events, the research department of the human military began building 9 robots that could fight alongside the heroes. Thus the Robo-Defenders were born.

    More to come as the magic is upgraded…

    In battle, Sigurd uses his summoning to add to his persona as Darknight. Adopting the title: Defender of the Void, he touts his ability to summon his allies as his true strength, and often acts menacingly without truly doing anything while his summons do most of the work. Being a decent tactician, and also having a UA which grants him telepathy with his summons, when he does work in tandem with them, he can orchestrate attacks with devastating precision and cunning.

    Strengths:
    ♠ Like all summoning mages, Sigurd gains an advantage in the “volume” of his fighting force. That is to say, he has strength in numbers.
    ♠ Variety is the spice of life, they say. Because of the huge variety of super heroes in the Lees’ comics, Sigurd has a wide array of superpowers which he can utilize through his summoning.
    ♠ Sigurd can cancel his summons at any instance, allowing him to cycle through various skills quickly, though doing so doesn’t effect the cooldowns or magical strain it places on him.

    Weaknesses:
    ♦ Like most all summoning mages, Sigurd has a physical disadvantage, relying on the strength of his summons rather than being able to cast any spells to defend himself directly.
    ♦ The generally elemental nature of the powers of his summoned heroes makes Sigurd an easy target for the right slayer or mage who can counter his particular summon.
    ♦ Sigurd suffers the standard penalties for summoning mages when they attempt to use multiple spells, in their case, summons, at the same time.
    ♦ Summoning through the use of Fantasy Summon requires two things: verbal incantation of the summon’s name, and a strong recollection of the character being summoned. If Sigurd is silenced, or his memories are being clouded, even by, say, a migraine, his summons will likely not be able to appear.

    Glory of the Slayer:

    Glory of the Slayer
    Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.
    Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
    Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%.   Passively regardless of berserker state drawing blood will increase damage by 10%,  reducing by 5% per post (0% increase minimum)
    Unique Abilities:

    “Hero's Head”:
    Hero's Head (Passive): Sigurd is able to communicate with his summons using his thoughts, allowing him to speak to them without letting others hear. At C-Rank, the telepathy is clear from 0-60m, but becomes scratchy and delayed from 60-90m, and does not work past 90m. This also serves as the effective range of his summons before they auto-dispel.
    “Hero’s Help”:
    Hero's Help (Passive): The Heroes think of each other as family, and when one or more of them fights together, they become excited. As long as Sigurd has at least one summon active, both he and any of his summons receive a boost to their physical strength by 50%.
    “Hero’s Half”:
    Hero's Half (Active): Sigurd's family has long been a user of summoning magic. Innate in this is Sigurd's ability to recycle mana used during summoning spells. If he dispels a summon early, he can regain 50% of the mana he spent to summon it.

    This is going to need to be lowered to 5% and it will need a cooldown on how often he can receive the MP from the dispel.

    “Hero’s Heart”:
    Hero's Heart: The Heroes in the story are powered by magic, and have a deep connection to both the source of magic in their world, as well as each other's magical energy. As long as Sigurd has at least one summon active, both he and any of his summons receive a boost to their magical resistance by 50%.

    Please state that they cannot surpass the magical resistance cap of 75%.

    Signature Spells:

    Godot, Defender of Earth:
    "I am Godot! Under my watchful eye, humanity shall survive!"

    Name: Godot, Defender of Earth
    Rank: User-Ranked (C)
    Type: Summon
    Summon Level: Normal
    Health: 100
    Melee Damage: 12
    Speed: 30 mph
    Height: 6’05’’
    Weight: 250 lbs.
    Duration: 2
    Cooldown: 3
    Description: Pointing to any given location, Sigurd calls out the name of Godot, Defender of Earth, and a dark portal appears a few feet away. Emerging from this portal is the being which is called the strongest in the galaxy by the Defenders of Earth. Their most powerful member, he’s an alien with unknown origin. He is the most like a cliched version of a hero in terms of personality. There is no darkness in the demon army that can stand up to him when he unleashes his true power.
    “Active”:
    Active: Godot Beam: Godot places his right index and middle fingers on his temple, and from his eyes and forehead gem fires a concussive blast that deals C-Rank damage and exhibits a great force. This is his signature move. The beam moves 30 m/s and reaches a length of 30 meters in front of him. It is an instant, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of no element himself, he has no specific weaknesses to any element.

    Weaknesses:
    ♦ Without any elemental powers, he does not have an advantage over any enemies.
    ♦ Godot has a gem on his chest which is his weak point. If struck there, the damage becomes 1.5x the base amount.
    Godot Jr., Super Sidekick:
    "I am Godot Jr.! I may not be as strong as Godot, but I still pack a punch!"

    Name: Godot Jr., Super Sidekick
    Rank: D
    Type: Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Speed: 20 mph
    Height: 4’02’’
    Weight: 110 lbs.
    Duration: 2
    Cooldown: 2
    Description: Pointing to any given location, Sigurd calls out the name of Godot Jr., Super Sidekick, and a dark portal appears a few feet away. Emerging from this portal is the sidekick of the ultimate hero, Godot. Though physically he is not as strong as the true Godot, he has incredible psychic powers that will one day make him a force to be reckoned with.
    “Passive”:
    Passive: Super Transmission: While Godot Jr. is summoned, he improves Sigurd’s hero telepathy by allowing all of Sigurd’s allies to be let into the transmission, instead of just him and his summons.

    Strengths:
    ♠ Being a summon of no element himself, he has no specific weaknesses to any element.

    Weaknesses:
    ♦ Without any elemental powers, he does not have an advantage over any enemies.
    ♦ Godot Jr. has a gem on his chest which is his weak point. If struck there, the damage becomes 1.5x the base amount.
    B-Rank Sig:

    Placeholder until I reach B-rank, just to note that I purchased this.
    Advanced Spells:
    “Robo-Defender 01”:
    ”Oh this little guy? He’s quite the fast little bugger. He’ll have you full of energy in no time.”
    - Chief of Research, Sandu


    Name: Robo-Defender 01: Uno
    Rank: D+
    Type: Metal, Summon, Advanced
    Summon Level: Normal
    Health: 75
    Melee Damage: 7.5
    Speed: 30 mph (45 mph w/Passive ability)
    Height: 3’00’’
    Weight: 180 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Robo-Defender 01: Uno. This little bot was designed by the research department of the military to produce support robots which could assist the Defenders of Earth. This particular robot was created to increase the speed of all those who it chooses to effect.
    “Passive”:
    Passive: Magic Resonators: Speed: Inside of all Robo-Defenders are magic resonators which produce a special magic field that increase it’s own abilities. In addition to its natural stats, Uno’s speed is naturally boosted by 50%.
    “Active”:
    Active: Resonate Bestowal: Speed: . By pointing his arms towards up to two targets, he begins emitting arcs of “electricity” that in truth are magic in nature. As long as it’s within 67.5m of its target(s), it is capable of increasing their speed by 45% (though if it only targets one entity, the speed boost caps at 60%). Uno can target itself with this ability. The ability has a duration of 5 posts, and has a cooldown of 6 posts.
    Strengths:
    ♠ Being a summon of the metal element, Uno benefits from the aspects of its element, capable of gaining bonuses against those who are weak to its element.
    ♠ Unlike it’s sisters in the series, Uno has special resonators which allow it to float 2m off the ground at all times.

    Weaknesses:
    ♦ Being of the metal element, Uno suffers from the detriments of its element, being susceptible to enemies who have elemental advantages over it, including slayers of its element.
    ♦ Uno does not have the ability to communicate through language, and thus, telepathic communication with Uno does not provide Sigurd with any information, though it can still be used to give commands.
    “Robo-Defender 03”:
    ”How about this one? Do ya wanna hit harder? Bring along good old Trois.”
    - Chief of Research, Sandu


    Name: Robo-Defender 03: Trois
    Rank: C+
    Type: Metal, Summon, Advanced
    Summon Level: Normal
    Health: 150
    Melee Damage: 18 (27 w/Passive ability)
    Speed: 45 mph
    Height: 5’09’’
    Weight: 273 lbs.
    Duration: 6
    Cooldown: 7
    Description: Pointing to any given location, Sigurd calls out the name of Robo-Defender 03: Trois. This little bot was designed by the research department of the military to produce support robots which could assist the Defenders of Earth. This particular robot was created to increase the strength of all those who it chooses to effect. As reflected by his stats, it’s not very strong, but is surprisingly fast for its density.
    “Passive”:
    Passive: Magic Resonators: Strength: Inside of all Robo-Defenders are magic resonators which produce a special magic field that increase it’s own abilities. In addition to its natural stats, Trois’ physical strength is naturally boosted by 50%.
    “Active”:
    Active: Resonate Bestowal: Strength: . By pointing his arms towards up to two targets, he begins emitting arcs of “electricity” that in truth are magic in nature. As long as it’s within 67.5m of its target(s), it is capable of increasing their strength by 45% (though if it only targets one entity, the strength boost caps at 60%). Uno can target itself with this ability. The ability has a duration of 6 posts, and has a cooldown of 7 posts.
    Strengths:
    ♠ Being a summon of the metal element, Trois benefits from the aspects of its element, capable of gaining bonuses against those who are weak to its element.
    ♠ As it wields a sword, Trois can deal slashing damage as opposed to the regular bashing damage the other Robo-Defenders employ.

    Weaknesses:
    ♦ Being of the metal element, Trois suffers from the detriments of its element, being susceptible to enemies who have elemental advantages over it, including slayers of its element.
    ♦ Trois does not have the ability to communicate through language, and thus, telepathic communication with Trois does not provide Sigurd with any information, though it can still be used to give commands.
    D-Rank Spells:

    Overheat, Defender of the Flame:
    "My fire is the Passion of Humanity... it will never be extinguished!"

    Name: Overheat, Defender of the Flame
    Rank: D
    Type: Fire, Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Speed: 20 mph
    Height: 5’10’’
    Weight: 145 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Overheat, Defender of the Flame, and a dark portal appears a few feet away. Emerging from this portal is the leader of The Defending Four. A powerful fighter with an explosive personality, Overheat is a force to be reckoned with, facing all evil with a fiery blaze of passion.
    “Passive”:
    Passive: Blazing Passion: Due to her overflowing fire magic, Overheat’s physical attacks come with a bonus from her high body temperature. She can burn through naturally burnable material using her own physical attacks.
    “Active”:
    Active: Blazing Breath: Overheat gathers her magic energy in her mouth before expelling it in a plume of flame. The attack deals D rank damage to the first enemy hit, and 1/2 D rank damage to anyone else caught in the blast, and it can burn non-magical cloth/plants/wood. The flames move 30 m/s and reach a length of 45 meters in front of her. It lasts 1 post, and has a cooldown of 2 posts.

    Strengths:
    ♠ Being a summon of the fire element, Overheat benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.

    Weaknesses:
    ♦ As her power stems from fire, she's completely incapacitated if submerged in water, and her summoning period will immediately end in such a scenario
    ♦ Being of the fire element, Overheat suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.
    Birdman, Defender of the Skies:
    "My wings are the Hope of Humanity... they will never be clipped!"

    Name: Birdman, Defender of the Skies
    Rank: D
    Type: Wind, Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Speed: 20 mph
    Height: 6’02’’
    Weight: 188 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Birdman, Defender of the Skies, and a dark portal appears a few feet away. Emerging from this portal is the second in command of The Defending Four. A winged lover of justice, Birdman is well known to be a very friendly and personable hero.
    “Passive”:
    Passive: Feathered Hope: Due to his innate wind magic, Birdman was granted wings which allow him to fly at his normal running speed, greatly increasing mobility.
    “Active”:
    Active: Feather Shot: Birdman gathers his magic energy in his wings before expelling it in the shape of several pointed feathers by flapping in the direction he wants to fire. The attack deals D rank damage to the first target hit, and 1/2 D rank damage to anyone else caught in the blast. The feathers have piercing effects similar to arrows. The attack moves 15 m/s and reach a length of 15 meters in front of him. It is an instant, and has a cooldown of 2 posts.

    Strengths:
    ♠ Being a summon of the wind element, Birdman benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Birdman’s ability to use his wings for flight make him a valuable utility for surveillance and tactical maneuvers.

    Weaknesses:
    ♦ If Birdman’s wings, the central source of his power, should be submerged in water, they would not work until dried out, completely incapacitating him.
    ♦ Birdman’s 6ft wingspan is not practical for small space use, making him an unlikely candidate for cramped battles.
    ♦ Being of the wind element, Birdman suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Shinebright, Defender of the Light:
    "My sparks are the Dreams of Humanity... it can never be grounded!"

    Name: Shinebright, Defender of the Light
    Rank: D
    Type: Lightning, Summon
    Summon Level: Normal
    Health: 40
    Melee Damage: 5
    Speed: 24 mph
    Height: 6’00’’
    Weight: 178 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Shinebright, Defender of the Light, and a dark portal appears a few feet away. Emerging from this portal is the power hitter of The Defending Four. More mischievous than his fellow teammates, Shinebright is the most likely to crack a joke during a fight, or have witty banter with those he’s working with. As reflected in his stat section, Shinebright excels in speed, but is less durable (+20% Speed, -20% Health).
    “Passive”:
    Passive: Shining Justice: Using the power bestowed upon him by the meteorite, Shinebright emits a glow using his lightning magic, which can light up darkness surrounding him for 30 meters at all times.
    “Active”:
    Active: Shining Spark: Shinebright gathers lightning energy in his hands, and then rushes forwards at 15m/s, attempting to grab onto an enemy and shock them, dealing D-Rank damage. It is an instant, and has a cooldown of 2 posts.

    Strengths:
    ♠ Being a summon of the lightning element, Shinebright benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Shinebright’s fighting style focuses on fast attacks, which can be difficult for enemies who aren't so fleetfooted to tend with.

    Weaknesses:
    ♦ The extreme conductivity on Shinebright’s body would have drastic negative effects should he be submerged in water, as it would overload his body, completely incapacitating him
    ♦ Shinebright focuses on offense, not defense, and he's a bit brittle when it comes down to it, reflected by his health.
    ♦ Being of the lightning element, Shinebright suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Wall, Defender of the Stone”:
    "..."

    Name: Wall, Defender of the Stone
    Rank: D
    Type: Earth, Summon
    Summon Level: Normal
    Health: 70
    Melee Damage: 5
    Speed: 12 mph
    Height: 8’03’’
    Weight: 350 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Wall, Defender of the Stone, and a dark portal appears a few feet away. Emerging from this portal is the most resilient of The Defending Four. She is unique among her comrades in that she is completely mute, and it is unclear whether it’s a choice or a condition. No one has ever seen what she looks like under her armored suit. Her armor is the “Spirit of Humanity,” and it can never be broken. As reflected in her stat section, Wall excels in durability, but is quite slow (+40% Health, -40% Speed).
    “Passive”:
    Passive: Earthen Strength: Because of her massive armor,
    Wall takes 50% less damage from physical attacks. The nature of the armor causes a great deal of other weaknesses however (detailed in the weaknesses section).

    Please state that they cannot surpass the 75% physical resistance cap.

    “Active”:
    Active: Earthen Wall: Wall erects a tall barrier of stone which can absorb 3 D-Ranks worth of damage before crumbling. The wall is 2m tall, 2m wide, and 30cm thick. It lasts 2 posts at most, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the earth element, Wall benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.
    ♠ Wall is an defensive summon, and she can take hits with amazing vigor making her bothersome for enemies who can't pack a punch.

    Weaknesses:
    ♦ Her heavy body would cause her to sink in bodies of water, and completely submerging her, just like the rest of her team, would incapacitate her immediately.
    ♦ Wall is a massive hero, which makes maneuverability and inconspicuousness rather difficult.
    ♦ Being of the earth element, Wall suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.
    C-Rank Spells:

    Rebel, Defender of the Dark:
    "My darkness is the Tenacity of Humanity... it will never be dispelled!"

    Name: Rebel, Defender of the Dark
    Rank: D
    Type: Dark, Summon
    Summon Level: Normal
    Health: 75
    Melee Damage: 15
    Speed: 30 mph
    Height: 6’08’’
    Weight: 235 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Rebel, Defender of the Dark, and a dark portal appears a few feet away. Emerging from this portal is the demon spy turned double agent, Rebel. He has a quirky personality, not understanding a lot of human culture, but is truly friendly, having developed a kind personality from being in proximity to such heroic humans. He’s actually one of the strongest members of the “Defenders of Earth.” As reflected in his stat section, Rebel excels in offensive power, but can't take as many hits (+25% Damage, -25% Health).
    “Passive”:
    Passive: Demonic Physiology: Because of Rebel's unique demonic body, he isn't effected by physical damage as much as a human would be, and has a 50% resistance to said attacks. This does not apply to magical damage, however.

    Please state they cannot surpass the 75% physical resistance cap with this.

    “Active”:
    Active: Dark Nail: Rebel charges his dark aura into his arm, and lashes out. His demonic arms can extend to up to 90 meters, at 65 meters per second. With his two arms, he can target up to two enemies at a time, and slash them with his black magic claws. This attack is an instant, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the darkness element, Rebel benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Rebel's punches pack quite a punch, and his higher than average strength is quite a useful characteristic.

    Weaknesses:
    ♦ Rebel's actual body composition is not the most structurally sound, and just because he can resist physical damage in terms of health points doesn't make him invulnerable. In fact, his actual physical body is quite easy to cut or otherwise damage.
    ♦ Rebel's status as a demon makes him weak to all forms of anti-demonic magic, including demon slaying magic.
    ♦ Being of the darkness element, Rebel suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Nautilus, Defender of the Seas:
    "My water is the Tenacity of Humanity... it will never be extinguished!"

    Name: Nautilus, Defender of the Seas
    Rank: C
    Type: Water, Summon
    Summon Level: Normal
    Health: 125
    Melee Damage: 12
    Speed: 22.5 mph
    Height: 5’10’’
    Weight: 160 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Nautilus, Defender of the Seas, and a dark portal appears a few feet away. Emerging from this portal is the a mortal man wearing a superpowered armor. He was originally tech support during the Demon War, but developed this special suit of armor. He’s older than the other heroes, and often adopts a fatherly demeanor. Despite his age, he’s a powerful member of the “Defenders of Earth.” As reflected in his stat section, Nautilus excels in durability, but is quite slow (+25% Health, -25% Speed).
    “Passive”:
    Passive: Aqua-Mode: When submerged in water, Nautilus’s strength and speed increase by 50% each, and his appearance changes to the following.
    In order to attain that form, Nautilus must be submerged from head to toe completely in water, and thus there must exist a body of water big enough for him to do so. As soon as any part of him emerges from the water, he reverts to normal.
    “Active”:
    Active: Aqua-Blaster: Nautilus can shoot a blast of pressurized water from his hydraulic powered water cannon up to 120 meters, 120 m/s. This soaks a single opponent as well as doing damage equal to his rank. This attack lasts 1 post, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the water element, Nautilus benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Nautilus's suit allows him to take a lot of damage indirectly, hence his high durability.
    Weaknesses:

    ♦ Nautilus is an older man, and it shows, thus being the reason for his lower speed.
    ♦ Nautilus is ultimately a mortal man. If the equipment he uses is disrupted or damaged, he becomes as weak as an average civilian.
    ♦ Being of the water element, Nautilus suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Plant, Defender of the Flora:
    "Puriiiiin purooooooo!"

    Name: Plant, Defender of the Flora
    Rank: C
    Type: Nature, Summon, Healing
    Summon Level: Normal
    Health: 50
    Melee Damage: 12
    Speed: 45 mph
    Height: 3’00’’
    Weight: 45 lbs.
    Duration: 2
    Cooldown: 3
    Description: Pointing to any given location, Sigurd calls out the name of Plant, Defender of the Flora, and a dark portal appears a few feet away. What comes out is truly a natural anomaly. A plant which developed powers from an unknown source unrelated to the meteor. It’s become anthropomorphized, and can seem to understand English, but cannot speak it, instead communicating through charades, and strange syllables. Although he’s small, his healing power makes him an integral member of the “Defenders of Earth.” His leaves are the kindness of humanity, and can never wilt. As reflected in its stat section, Plant excels in speed, but lacks endurance (+50% Speed, -50% Health).
    “Passive”:
    Passive: Heal Aura: Being within 60 meters of Plant allows his allies to regenerate 2.5% of their health per post.
    “Active”:
    Active: Heal Pollen: Plant raises his arm and fires pollen which heals whoever breathes it in (sometimes this also triggers an allergic reaction). Plant keeps pollen in both of his "hands," and each full hand can heal 50% of C-Rank damage. He can use both puffs of pollen on one target or target two entities and use one hand on each. This spell is an instant, and has a cooldown of 3 posts..

    Strengths:
    ♠ Being a summon of the nature element, Plant benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Plant is small and nimble, which makes him a tough target for slower, less accurate enemies.

    Weaknesses:
    ♦ Plant is very delicate, and can take very little punishment, additionally, his entire body is incredibly flammable.
    ♦ Plant cannot communicate in a language anyone can understand, thus making telepathic communication with him pointless.
    ♦ Being of the plant element, Plant suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Added Spells:

    C-Rank:

    “Robo-Defender 02”:
    ”Hahaha, I’d like to see those demons try and break through this big pink ball. Plus, when Zwei’s fighting with ya, you’ll notice your skin’s a bit thicker.”
    - Chief of Research, Sandu


    Name: Robo-Defender 02: Zwei
    Rank: C
    Type: Metal, Summon, Advanced
    Summon Level: Normal
    Health: 100
    Melee Damage: 12
    Speed: 30 mph
    Height: 4’00’’
    Weight: 300 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Robo-Defender 02: Zwei. This little bot was designed by the research department of the military to produce support robots which could assist the Defenders of Earth. This particular robot was created to increase the endurance of all those who it chooses to effect.
    “Passive”:
    Passive: Magic Resonators: Armor: Inside of all Robo-Defenders are magic resonators which produce a special magic field that increase it’s own abilities. In addition to its natural stats, Uno’s physical resistance is naturally boosted by 50%.

    Please state that they cannot surpass the physical resistance cap of 75% with this ability.

    “Active”:
    Active: Resonate Bestowal: Speed: . By pointing his arms towards up to two targets, he begins emitting arcs of “electricity” that in truth are magic in nature. As long as it’s within 67.5m of its target(s), it is capable of increasing their physical resistance by 45% (though if it only targets one entity, the physical resistance boost caps at 60%). Uno can target itself with this ability. The ability has a duration of 5 posts, and has a cooldown of 6 posts.
    Strengths:
    ♠ Being a summon of the metal element, Zwei benefits from the aspects of its element, capable of gaining bonuses against those who are weak to its element.
    ♠ Zwei’s arms are extendable, meaning that it’s physical attack range is longer than one would expect, and it can grab far away items.

    Weaknesses:
    ♦ Being of the metal element, Zwei suffers from the detriments of its element, being susceptible to enemies who have elemental advantages over it, including slayers of its element.
    ♦ Zwei does not have the ability to communicate through language, and thus, telepathic communication with Zwei does not provide Sigurd with any information, though it can still be used to give commands.
    ♦ As a note, the wings on its back are purely cosmetic, and do not allow it to take flight.

    Most of the comments were more clarity than anything else. Please bump this thread when the updates have been made and I'll get back to you as soon as I can.


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    Axilmeus Steel
     
     

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    Character Sheet
    First Magic: Fantasy Summon: Super Hero
    Second Magic: N/A
    Third Magic:

    Re: Fantasy Summon: Super Hero

    Post by Axilmeus Steel on 24th May 2018, 5:06 pm

    Bump! Should be everything.


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    Lilium

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    Re: Fantasy Summon: Super Hero

    Post by Lilium on 24th May 2018, 6:57 pm

    This is more of a general because I know it can apply to a decent amount of your summons. You cannot place stat changes within the description. They need to be either within the passives or actives.

    Secondly, I was actually mistaken with the drawbacks of resistances. It is actually a 50% cap at physical and magical resistances. Please adjust this accordingly.


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    Axilmeus Steel
     
     

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    Re: Fantasy Summon: Super Hero

    Post by Axilmeus Steel on 24th May 2018, 7:56 pm

    Bump! Think I fixed that up.


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    Re: Fantasy Summon: Super Hero

    Post by Lilium on 28th May 2018, 3:38 pm

    Spoiler:

    @Axilmeus Steel wrote:
    Fantasy Summon: Super Hero


    Primary Magic: Fantasy Summon: Super Hero
    Secondary Magic: To Be Determined
    Caster or Holder: Caster
    Description: The Chevalier Family tree is known among upper-class families for their history of mages. They are not just any kind of mage, however. The Chevaliers are actually a lineage of summoners, being known for their peculiar ability to summon characters and creatures from works of fiction which they feel particular attachment to. This ability is known as Fantasy Summon. For Sigurd’s Father, it was a legion of knights from a novel. For his younger sister, it was a cast of animals from encyclopedias. For his younger brother, it was a collection of Angels and Demons from an epic poem. For Sigurd, it is, of course, the team of superheroes present in his favorite comics.
    “Comic Backstory”:
    The comics that Sigurd reads are written and illustrated by Steel Lee and Axilmeus Lee, a couple who began writing the first issue of “The Defenders Four” 10 years ago, when they were 20.
    The comics take place in a world devoid of magic. One day, demons appear on the face of earth, and take over, almost completely wiping out the human race. There is one last city, protected by an electrical barrier, where all the rest of the humans reside.
    The humans have a force of soldiers, known as the Defenders of Humanity, who venture out into the wasteland with electrically powered technology to do research on the demons in hopes of reclaiming the planet, though many die trying. One day, while venturing out, four Defenders encounter a meteorite, later revealed to be made of crystalized ethernano. This awakens within them latent magic powers, and they become “The Defending Four,” finally able to fight on equal footing with the Demons that threaten their city.

    The leader of the four was called Overheat, and originally was named Caldisla Morning. She was in a relationship with the man who would become Birdman, Arnie Hammeron. Then there was Devon Sorcer, who became the lightning fast Shinebright, and the quiet Beatrice Norn, who would don the name Wall. These four became the hope of humanity.

    The battle between the Defending Four and the demons was fought hard. The land was ravaged by their struggles. The Defending Four had the advantage in strength, but the demons were far greater in number. During this war of attrition, the demon king developed a plan to catch the humans off guard. He developed a super demon who could disguise himself as a human, and infiltrate the city. Though he was successful, his time with a human taught him to value morality, and he turned against his king, becoming the hero, Rebel.


    The chief of the Defenders of Humanity became tired of sitting on the sidelines, and developed an ultra powerful suit for naval combat, eventually singlehandedly fighting a second front in the oceans. His name was Chief Miles Horton, but then was known as Nautilus.


    While out on a patrol, a group of Defenders stumbled across a sentient plant. They were ambushed by demons, but the plant protected them and healed their wounds. It could not speak, but seemed to like the word Plant.


    Finally, the tides of war changed drastically when another meteorite hit earth. Instead of creating new heroes, however, it bore a fantastic hero from a mysterious planet in the far reaches of space, as well as his sidekick. This was Godot, and he would be the one to save all of humankind.

    Following these events, the research department of the human military began building 9 robots that could fight alongside the heroes. Thus the Robo-Defenders were born.

    More to come as the magic is upgraded…

    In battle, Sigurd uses his summoning to add to his persona as Darknight. Adopting the title: Defender of the Void, he touts his ability to summon his allies as his true strength, and often acts menacingly without truly doing anything while his summons do most of the work. Being a decent tactician, and also having a UA which grants him telepathy with his summons, when he does work in tandem with them, he can orchestrate attacks with devastating precision and cunning.

    Strengths:
    ♠ Like all summoning mages, Sigurd gains an advantage in the “volume” of his fighting force. That is to say, he has strength in numbers.
    ♠ Variety is the spice of life, they say. Because of the huge variety of super heroes in the Lees’ comics, Sigurd has a wide array of superpowers which he can utilize through his summoning.
    ♠ Sigurd can cancel his summons at any instance, allowing him to cycle through various skills quickly, though doing so doesn’t effect the cooldowns or magical strain it places on him.

    Weaknesses:
    ♦ Like most all summoning mages, Sigurd has a physical disadvantage, relying on the strength of his summons rather than being able to cast any spells to defend himself directly.
    ♦ The generally elemental nature of the powers of his summoned heroes makes Sigurd an easy target for the right slayer or mage who can counter his particular summon.
    ♦ Sigurd suffers the standard penalties for summoning mages when they attempt to use multiple spells, in their case, summons, at the same time.
    ♦ Summoning through the use of Fantasy Summon requires two things: verbal incantation of the summon’s name, and a strong recollection of the character being summoned. If Sigurd is silenced, or his memories are being clouded, even by, say, a migraine, his summons will likely not be able to appear.

    Glory of the Slayer:

    Glory of the Slayer
    Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.
    Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
    Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%.   Passively regardless of berserker state drawing blood will increase damage by 10%,  reducing by 5% per post (0% increase minimum)
    Unique Abilities:

    “Hero's Head”:
    Hero's Head (Passive): Sigurd is able to communicate with his summons using his thoughts, allowing him to speak to them without letting others hear. At C-Rank, the telepathy is clear from 0-60m, but becomes scratchy and delayed from 60-90m, and does not work past 90m. This also serves as the effective range of his summons before they auto-dispel.
    “Hero’s Help”:
    Hero's Hand (Passive): The Heroes think of each other as family, and when one or more of them fights together, they become excited. As long as Sigurd has at least one summon active, both he and any of his summons receive a boost to their physical strength by 50%.
    “Hero’s Half”:
    Hero's Helping (Active): Sigurd's family has long been a user of summoning magic. Innate in this is Sigurd's ability to recycle mana used during summoning spells. If he dispels a summon early, he can regain 5% of the mana he spent to summon it. The cooldown for using Hero's Helping is 1 more post than the number of posts the summon was being used.
    “Hero’s Heart”:
    Hero's Heart (Passive): The Heroes in the story are powered by magic, and have a deep connection to both the source of magic in their world, as well as each other's magical energy. As long as Sigurd has at least one summon active, both he and any of his summons receive a boost to their magical resistance by 50%. Total magical resistance caps at 50%
    Signature Spells:

    Godot, Defender of Earth:
    "I am Godot! Under my watchful eye, humanity shall survive!"

    Name: Godot, Defender of Earth
    Rank: User-Ranked (C)
    Type: Summon
    Summon Level: Normal
    Health: 100
    Melee Damage: 12
    Speed: 30 mph
    Height: 6’05’’
    Weight: 250 lbs.
    Duration: 2
    Cooldown: 3
    Description: Pointing to any given location, Sigurd calls out the name of Godot, Defender of Earth, and a dark portal appears a few feet away. Emerging from this portal is the being which is called the strongest in the galaxy by the Defenders of Earth. Their most powerful member, he’s an alien with unknown origin. He is the most like a cliched version of a hero in terms of personality. There is no darkness in the demon army that can stand up to him when he unleashes his true power.
    “Active”:
    Active: Godot Beam: Godot places his right index and middle fingers on his temple, and from his eyes and forehead gem fires a concussive blast that deals C-Rank damage and exhibits a great force. This is his signature move. The beam moves 30 m/s and reaches a length of 30 meters in front of him. It is an instant, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of no element himself, he has no specific weaknesses to any element.

    Weaknesses:
    ♦ Without any elemental powers, he does not have an advantage over any enemies.
    ♦ Godot has a gem on his chest which is his weak point. If struck there, the damage becomes 1.5x the base amount.
    Godot Jr., Super Sidekick:
    "I am Godot Jr.! I may not be as strong as Godot, but I still pack a punch!"

    Name: Godot Jr., Super Sidekick
    Rank: D
    Type: Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Speed: 20 mph
    Height: 4’02’’
    Weight: 110 lbs.
    Duration: 2
    Cooldown: 2
    Description: Pointing to any given location, Sigurd calls out the name of Godot Jr., Super Sidekick, and a dark portal appears a few feet away. Emerging from this portal is the sidekick of the ultimate hero, Godot. Though physically he is not as strong as the true Godot, he has incredible psychic powers that will one day make him a force to be reckoned with.
    “Passive”:
    Passive: Super Transmission: While Godot Jr. is summoned, he improves Sigurd’s hero telepathy by allowing all of Sigurd’s allies to be let into the transmission, instead of just him and his summons.

    Strengths:
    ♠ Being a summon of no element himself, he has no specific weaknesses to any element.

    Weaknesses:
    ♦ Without any elemental powers, he does not have an advantage over any enemies.
    ♦ Godot Jr. has a gem on his chest which is his weak point. If struck there, the damage becomes 1.5x the base amount.
    B-Rank Sig:

    Placeholder until I reach B-rank, just to note that I purchased this.
    Advanced Spells:
    “Robo-Defender 01”:
    ”Oh this little guy? He’s quite the fast little bugger. He’ll have you full of energy in no time.”
    - Chief of Research, Sandu


    Name: Robo-Defender 01: Uno
    Rank: D+
    Type: Metal, Summon, Advanced
    Summon Level: Normal
    Health: 75
    Melee Damage: 7.5
    Speed: 30 mph (45 mph w/Passive ability)
    Height: 3’00’’
    Weight: 180 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Robo-Defender 01: Uno. This little bot was designed by the research department of the military to produce support robots which could assist the Defenders of Earth. This particular robot was created to increase the speed of all those who it chooses to effect.
    “Passive”:
    Passive: Magic Resonators: Speed: Inside of all Robo-Defenders are magic resonators which produce a special magic field that increase it’s own abilities. In addition to its natural stats, Uno’s speed is naturally boosted by 50%.
    “Active”:
    Active: Resonate Bestowal: Speed: . By pointing his arms towards up to two targets, he begins emitting arcs of “electricity” that in truth are magic in nature. As long as it’s within 67.5m of its target(s), it is capable of increasing their speed by 45% (though if it only targets one entity, the speed boost caps at 60%). Uno can target itself with this ability. The ability has a duration of 5 posts, and has a cooldown of 6 posts.
    Strengths:
    ♠ Being a summon of the metal element, Uno benefits from the aspects of its element, capable of gaining bonuses against those who are weak to its element.
    ♠ Unlike it’s sisters in the series, Uno has special resonators which allow it to float 2m off the ground at all times.

    Weaknesses:
    ♦ Being of the metal element, Uno suffers from the detriments of its element, being susceptible to enemies who have elemental advantages over it, including slayers of its element.
    ♦ Uno does not have the ability to communicate through language, and thus, telepathic communication with Uno does not provide Sigurd with any information, though it can still be used to give commands.
    “Robo-Defender 03”:
    ”How about this one? Do ya wanna hit harder? Bring along good old Trois.”
    - Chief of Research, Sandu


    Name: Robo-Defender 03: Trois
    Rank: C+
    Type: Metal, Summon, Advanced
    Summon Level: Normal
    Health: 150
    Melee Damage: 18 (27 w/Passive ability)
    Speed: 45 mph
    Height: 5’09’’
    Weight: 273 lbs.
    Duration: 6
    Cooldown: 7
    Description: Pointing to any given location, Sigurd calls out the name of Robo-Defender 03: Trois. This little bot was designed by the research department of the military to produce support robots which could assist the Defenders of Earth. This particular robot was created to increase the strength of all those who it chooses to effect. As reflected by his stats, it’s not very strong, but is surprisingly fast for its density.
    “Passive”:
    Passive: Magic Resonators: Strength: Inside of all Robo-Defenders are magic resonators which produce a special magic field that increase it’s own abilities. In addition to its natural stats, Trois’ physical strength is naturally boosted by 50%.
    “Active”:
    Active: Resonate Bestowal: Strength: . By pointing his arms towards up to two targets, he begins emitting arcs of “electricity” that in truth are magic in nature. As long as it’s within 67.5m of its target(s), it is capable of increasing their strength by 45% (though if it only targets one entity, the strength boost caps at 60%). Uno can target itself with this ability. The ability has a duration of 6 posts, and has a cooldown of 7 posts.
    Strengths:
    ♠ Being a summon of the metal element, Trois benefits from the aspects of its element, capable of gaining bonuses against those who are weak to its element.
    ♠ As it wields a sword, Trois can deal slashing damage as opposed to the regular bashing damage the other Robo-Defenders employ.

    Weaknesses:
    ♦ Being of the metal element, Trois suffers from the detriments of its element, being susceptible to enemies who have elemental advantages over it, including slayers of its element.
    ♦ Trois does not have the ability to communicate through language, and thus, telepathic communication with Trois does not provide Sigurd with any information, though it can still be used to give commands.
    D-Rank Spells:

    Overheat, Defender of the Flame:
    "My fire is the Passion of Humanity... it will never be extinguished!"

    Name: Overheat, Defender of the Flame
    Rank: D
    Type: Fire, Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Speed: 20 mph
    Height: 5’10’’
    Weight: 145 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Overheat, Defender of the Flame, and a dark portal appears a few feet away. Emerging from this portal is the leader of The Defending Four. A powerful fighter with an explosive personality, Overheat is a force to be reckoned with, facing all evil with a fiery blaze of passion.
    “Passive”:
    Passive: Blazing Passion: Due to her overflowing fire magic, Overheat’s physical attacks come with a bonus from her high body temperature. She can burn through naturally burnable material using her own physical attacks.
    “Active”:
    Active: Blazing Breath: Overheat gathers her magic energy in her mouth before expelling it in a plume of flame. The attack deals D rank damage to the first enemy hit, and 1/2 D rank damage to anyone else caught in the blast, and it can burn non-magical cloth/plants/wood. The flames move 30 m/s and reach a length of 45 meters in front of her. It lasts 1 post, and has a cooldown of 2 posts.

    Strengths:
    ♠ Being a summon of the fire element, Overheat benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.

    Weaknesses:
    ♦ As her power stems from fire, she's completely incapacitated if submerged in water, and her summoning period will immediately end in such a scenario
    ♦ Being of the fire element, Overheat suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.
    Birdman, Defender of the Skies:
    "My wings are the Hope of Humanity... they will never be clipped!"

    Name: Birdman, Defender of the Skies
    Rank: D
    Type: Wind, Summon
    Summon Level: Normal
    Health: 50
    Melee Damage: 5
    Speed: 20 mph
    Height: 6’02’’
    Weight: 188 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Birdman, Defender of the Skies, and a dark portal appears a few feet away. Emerging from this portal is the second in command of The Defending Four. A winged lover of justice, Birdman is well known to be a very friendly and personable hero.
    “Passive”:
    Passive: Feathered Hope: Due to his innate wind magic, Birdman was granted wings which allow him to fly at his normal running speed, greatly increasing mobility.
    “Active”:
    Active: Feather Shot: Birdman gathers his magic energy in his wings before expelling it in the shape of several pointed feathers by flapping in the direction he wants to fire. The attack deals D rank damage to the first target hit, and 1/2 D rank damage to anyone else caught in the blast. The feathers have piercing effects similar to arrows. The attack moves 15 m/s and reach a length of 15 meters in front of him. It is an instant, and has a cooldown of 2 posts.

    Strengths:
    ♠ Being a summon of the wind element, Birdman benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Birdman’s ability to use his wings for flight make him a valuable utility for surveillance and tactical maneuvers.

    Weaknesses:
    ♦ If Birdman’s wings, the central source of his power, should be submerged in water, they would not work until dried out, completely incapacitating him.
    ♦ Birdman’s 6ft wingspan is not practical for small space use, making him an unlikely candidate for cramped battles.
    ♦ Being of the wind element, Birdman suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Shinebright, Defender of the Light:
    "My sparks are the Dreams of Humanity... it can never be grounded!"

    Name: Shinebright, Defender of the Light
    Rank: D
    Type: Lightning, Summon
    Summon Level: Normal
    Health: 40
    Melee Damage: 5
    Speed: 24 mph
    Height: 6’00’’
    Weight: 178 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Shinebright, Defender of the Light, and a dark portal appears a few feet away. Emerging from this portal is the power hitter of The Defending Four. More mischievous than his fellow teammates, Shinebright is the most likely to crack a joke during a fight, or have witty banter with those he’s working with. As reflected in his stat section, Shinebright excels in speed, but is less durable (+20% Speed, -20% Health).
    “Passive”:
    Passive: Shining Justice: Using the power bestowed upon him by the meteorite, Shinebright emits a glow using his lightning magic, which can light up darkness surrounding him for 30 meters at all times.
    “Active”:
    Active: Shining Spark: Shinebright gathers lightning energy in his hands, and then rushes forwards at 15m/s, attempting to grab onto an enemy and shock them, dealing D-Rank damage. It is an instant, and has a cooldown of 2 posts.

    Strengths:
    ♠ Being a summon of the lightning element, Shinebright benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Shinebright’s fighting style focuses on fast attacks, which can be difficult for enemies who aren't so fleetfooted to tend with. His speed is 20% greater than an average D-Rank summon.

    Weaknesses:
    ♦ The extreme conductivity on Shinebright’s body would have drastic negative effects should he be submerged in water, as it would overload his body, completely incapacitating him
    ♦ Shinebright focuses on offense, not defense, and he's a bit brittle when it comes down to it, reflected by his health. His health is 20% less than an average D-Rank summon.
    ♦ Being of the lightning element, Shinebright suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Wall, Defender of the Stone”:
    "..."

    Name: Wall, Defender of the Stone
    Rank: D
    Type: Earth, Summon
    Summon Level: Normal
    Health: 70
    Melee Damage: 5
    Speed: 12 mph
    Height: 8’03’’
    Weight: 350 lbs.
    Duration: 3
    Cooldown: 4
    Description: Pointing to any given location, Sigurd calls out the name of Wall, Defender of the Stone, and a dark portal appears a few feet away. Emerging from this portal is the most resilient of The Defending Four. She is unique among her comrades in that she is completely mute, and it is unclear whether it’s a choice or a condition. No one has ever seen what she looks like under her armored suit. Her armor is the “Spirit of Humanity,” and it can never be broken. As reflected in her stat section, Wall excels in durability, but is quite slow.
    “Passive”:
    Passive: Earthen Strength: Because of her massive armor,
    Wall takes 50% less damage from physical attacks. The nature of the armor causes a great deal of other weaknesses however (detailed in the weaknesses section). Physical resistance caps at 50%.
    “Active”:
    Active: Earthen Wall: Wall erects a tall barrier of stone which can absorb 3 D-Ranks worth of damage before crumbling. The wall is 2m tall, 2m wide, and 30cm thick. It lasts 2 posts at most, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the earth element, Wall benefits from the aspects of her element, capable of gaining bonuses against those who are weak to her element.
    ♠ Wall is an defensive summon, and she can take hits with amazing vigor making her bothersome for enemies who can't pack a punch. Her health is 40% greater than an average D-Rank summon.

    Weaknesses:
    ♦ Her heavy body would cause her to sink in bodies of water, and completely submerging her, just like the rest of her team, would incapacitate her immediately.
    ♦ Wall is a massive hero, which makes maneuverability and inconspicuousness rather difficult. Her speed is 40% less than an average D-Rank summon.
    ♦ Being of the earth element, Wall suffers from the detriments of her element, being susceptible to enemies who have elemental advantages over her, including slayers of her element.
    C-Rank Spells:

    Rebel, Defender of the Dark:
    "My darkness is the Tenacity of Humanity... it will never be dispelled!"

    Name: Rebel, Defender of the Dark
    Rank: D
    Type: Dark, Summon
    Summon Level: Normal
    Health: 75
    Melee Damage: 15
    Speed: 30 mph
    Height: 6’08’’
    Weight: 235 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Rebel, Defender of the Dark, and a dark portal appears a few feet away. Emerging from this portal is the demon spy turned double agent, Rebel. He has a quirky personality, not understanding a lot of human culture, but is truly friendly, having developed a kind personality from being in proximity to such heroic humans. He’s actually one of the strongest members of the “Defenders of Earth.” As reflected in his stat section, Rebel excels in offensive power, but can't take as many hit.
    “Passive”:
    Passive: Demonic Physiology: Because of Rebel's unique demonic body, he isn't effected by physical damage as much as a human would be, and has a 50% resistance to said attacks. This does not apply to magical damage, however. Physical resistance caps at 50%.
    “Active”:
    Active: Dark Nail: Rebel charges his dark aura into his arm, and lashes out. His demonic arms can extend to up to 90 meters, at 65 meters per second. With his two arms, he can target up to two enemies at a time, and slash them with his black magic claws. This attack is an instant, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the darkness element, Rebel benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Rebel's punches pack quite a punch, and his higher than average strength is quite a useful characteristic. His physical power is 25% greater than an average C-Rank summon.

    Weaknesses:
    ♦ Rebel's actual body composition is not the most structurally sound, and just because he can resist physical damage in terms of health points doesn't make him invulnerable. In fact, his actual physical body is quite easy to cut or otherwise damage. His health is 25% less than an average C-Rank summon.
    ♦ Rebel's status as a demon makes him weak to all forms of anti-demonic magic, including demon slaying magic.
    ♦ Being of the darkness element, Rebel suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Nautilus, Defender of the Seas:
    "My water is the Tenacity of Humanity... it will never evaporate!"

    Name: Nautilus, Defender of the Seas
    Rank: C
    Type: Water, Summon
    Summon Level: Normal
    Health: 125
    Melee Damage: 12
    Speed: 22.5 mph
    Height: 5’10’’
    Weight: 160 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Nautilus, Defender of the Seas, and a dark portal appears a few feet away. Emerging from this portal is the a mortal man wearing a superpowered armor. He was originally tech support during the Demon War, but developed this special suit of armor. He’s older than the other heroes, and often adopts a fatherly demeanor. Despite his age, he’s a powerful member of the “Defenders of Earth.” As reflected in his stat section, Nautilus excels in durability, but is quite slow.
    “Passive”:
    Passive: Aqua-Mode: When submerged in water, Nautilus’s strength and speed increase by 50% each, and his appearance changes to the following.
    In order to attain that form, Nautilus must be submerged from head to toe completely in water, and thus there must exist a body of water big enough for him to do so. As soon as any part of him emerges from the water, he reverts to normal.
    “Active”:
    Active: Aqua-Blaster: Nautilus can shoot a blast of pressurized water from his hydraulic powered water cannon up to 120 meters, 120 m/s. This soaks a single opponent as well as doing damage equal to his rank. This attack lasts 1 post, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the water element, Nautilus benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Nautilus's suit allows him to take a lot of damage indirectly, hence his high durability. His health is 25% greater than an average C-Rank summon.
    Weaknesses:

    ♦ Nautilus is an older man, and it shows, thus being the reason for his lower speed. His speed is 25% lesser than an average C-Rank summon.
    ♦ Nautilus is ultimately a mortal man. If the equipment he uses is disrupted or damaged, he becomes as weak as an average civilian.
    ♦ Being of the water element, Nautilus suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Plant, Defender of the Flora:
    "Puriiiiin purooooooo!"

    Name: Plant, Defender of the Flora
    Rank: C
    Type: Nature, Summon, Healing
    Summon Level: Normal
    Health: 50
    Melee Damage: 12
    Speed: 45 mph
    Height: 3’00’’
    Weight: 45 lbs.
    Duration: 2
    Cooldown: 3
    Description: Pointing to any given location, Sigurd calls out the name of Plant, Defender of the Flora, and a dark portal appears a few feet away. What comes out is truly a natural anomaly. A plant which developed powers from an unknown source unrelated to the meteor. It’s become anthropomorphized, and can seem to understand English, but cannot speak it, instead communicating through charades, and strange syllables. Although he’s small, his healing power makes him an integral member of the “Defenders of Earth.” His leaves are the kindness of humanity, and can never wilt. As reflected in its stat section, Plant excels in speed, but lacks endurance.
    “Passive”:
    Passive: Heal Aura: Being within 60 meters of Plant allows his allies to regenerate 2.5% of their health per post.
    “Active”:
    Active: Heal Pollen: Plant raises his arm and fires pollen which heals whoever breathes it in (sometimes this also triggers an allergic reaction). Plant keeps pollen in both of his "hands," and each full hand can heal 50% of C-Rank damage. He can use both puffs of pollen on one target or target two entities and use one hand on each. This spell is an instant, and has a cooldown of 3 posts.

    Strengths:
    ♠ Being a summon of the nature element, Plant benefits from the aspects of his element, capable of gaining bonuses against those who are weak to his element.
    ♠ Plant is small and nimble, which makes him a tough target for slower, less accurate enemies. His speed is 50% greater than an average C-Rank summon.

    Weaknesses:
    ♦ Plant is very delicate, and can take very little punishment, additionally, his entire body is incredibly flammable. His Health is 50% greater than an average C-Rank summon.
    ♦ Plant cannot communicate in a language anyone can understand, thus making telepathic communication with him pointless, though commands can still be given.
    ♦ Being of the plant element, Plant suffers from the detriments of his element, being susceptible to enemies who have elemental advantages over his, including slayers of his element.
    Purchased Spells:

    C-Rank:

    “Robo-Defender 02”:
    ”Hahaha, I’d like to see those demons try and break through this big pink ball. Plus, when Zwei’s fighting with ya, you’ll notice your skin’s a bit thicker.”
    - Chief of Research, Sandu


    Name: Robo-Defender 02: Zwei
    Rank: C
    Type: Metal, Summon, Advanced
    Summon Level: Normal
    Health: 100
    Melee Damage: 12
    Speed: 30 mph
    Height: 4’00’’
    Weight: 300 lbs.
    Duration: 5
    Cooldown: 6
    Description: Pointing to any given location, Sigurd calls out the name of Robo-Defender 02: Zwei. This little bot was designed by the research department of the military to produce support robots which could assist the Defenders of Earth. This particular robot was created to increase the endurance of all those who it chooses to effect.
    “Passive”:
    Passive: Magic Resonators: Armor: Inside of all Robo-Defenders are magic resonators which produce a special magic field that increase it’s own abilities. In addition to its natural stats, Uno’s physical resistance is naturally boosted by 50%. Physical resistance caps at 75%.
    “Active”:
    Active: Resonate Bestowal: Speed: . By pointing his arms towards up to two targets, he begins emitting arcs of “electricity” that in truth are magic in nature. As long as it’s within 67.5m of its target(s), it is capable of increasing their physical resistance by 35% (though if it only targets one entity, the physical resistance boost adds up to 50%). Physical resistance caps at 50%. Uno can target itself with this ability. The ability has a duration of 5 posts, and has a cooldown of 6 posts.
    Strengths:
    ♠ Being a summon of the metal element, Zwei benefits from the aspects of its element, capable of gaining bonuses against those who are weak to its element.
    ♠ Zwei’s arms are extendable, meaning that it’s physical attack range is longer than one would expect, and it can grab far away items.

    Weaknesses:
    ♦ Being of the metal element, Zwei suffers from the detriments of its element, being susceptible to enemies who have elemental advantages over it, including slayers of its element.
    ♦ Zwei does not have the ability to communicate through language, and thus, telepathic communication with Zwei does not provide Sigurd with any information, though it can still be used to give commands.
    ♦ As a note, the wings on its back are purely cosmetic, and do not allow it to take flight.



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      Current date/time is 16th December 2018, 9:03 am