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    Fantasy Summon: Super Hero

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    Axilmeus Steel
     
     

    Quality Badge Level 1- Quality Badge Level 2- 1 Year Anniversary- Player -
    Lineage : Glory of the Slayer
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    Posts : 359
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    Experience : 50

    Character Sheet
    Character Name: Sigurd Siegfried
    Primary Magic: Fantasy Summon: Super Hero
    Secondary Magic: N/A

    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 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.


    Last edited by Axilmeus Steel on 20th July 2017, 11:36 am; edited 2 times in total


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    Leila Vergious
    https://i.imgur.com/hmnwrlP.gif
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    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 1 Year Anniversary- Player -
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    Age : 20
    Experience : 956

    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- 1 Year Anniversary- Player -
    Lineage : Glory of the Slayer
    Position : None
    Posts : 359
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : -
    Experience : 50

    Character Sheet
    Character Name: Sigurd Siegfried
    Primary Magic: Fantasy Summon: Super Hero
    Secondary Magic: N/A

    Re: Fantasy Summon: Super Hero

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

    Bumpasaurus Rex


    ___________________________________________________________________


    EXP:
    50/150
    avatar
    Leila Vergious
    https://i.imgur.com/hmnwrlP.gif
    https://i.imgur.com/hmnwrlP.gif

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 1 Year Anniversary- Player -
    Position : None
    Posts : 505
    Guild : Golden Phoenix
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 20
    Experience : 956

    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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      Current date/time is 26th July 2017, 3:43 am