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Age of Summoners Bio Thread(Not sign-up)
All accepted RPers for Age of Summoners please post your bios here. There shall be no posts OTHER than posting your bios here.
Anyway, here's the final updates on everything so far: Summons List * signifies superior summons Agni & Rudra - taken Abaddon Alexander* Anima - taken Apocalypse*(Random of four horsemen; poison, physical, death and fire damage) Atomos Archangel - taken Ark Bahamut - taken Bismark Brothers Cactuar Carbuncle Cerberus - taken Chocobo Chimaera Crusader Darkwraiven - taken Death*(Grim-reaper summon, Death damage) Diablos Djinni Doomtrain Dreadwyrm(poison damaging summon) Eden* Elemental Everrend Fenrir Gama-Bunta(Giant frog from Naruto series) Gaiden(Ninja summon, Illusions, Fire, Water, Ice, Earth, Lightning, and Wind elements) Gilgamesh* Golem Gorgon Griever* Gryphon Highwind* Hydra Ifrit Ixion Incubus(Status change) Jumbo Cactuar* Juggernaut Katsuyu(Slug summon from Naruto series) Kirin Kujata Kyuubi*(extracted from Naruto. The Nine-tails Demon fox) Knight of the Round*(one random knight, all elements) Laccolith - taken Leviathan Madeen Maduin Magus Sisters Manda(The Snake summon from Naruto series) - taken Mog Moomba Neo-Bahamut* Nemesis*(Physical damage, super-warrior) Noh-Yuki - taken Odin* Omega*(Of FFUnlimited. Only can summon a small part of him) Pandemona Penance* Phantom Pheonix - taken Pwarth Quezacotl - taken Ramuh Raiden Ragnarok* Stray Siren Seraphim Shiva Shoat Shuma-Gorath Shukaku*(Extracted from Naruto. The "One-Tail" Beaver demon) Starlet Terrato Tiamat Titan Tonberry Tonberry King* Tritoch Typhoon Thunderbird Thunderpaw - taken Unicorn Valefor Valkyrie Weapon*(One of any of the weapons in FFs) Yojimbo Yuzun - taken Zero Bahamut* Zoneseek Zuul God-Summons Ancestor*(Warrior God, Physical Damage) Bethrezen*(Demon God, Fire-based damage) Blackhole*(Master Gravity summon, gravity damage) Enma*(Monkey God, Earth Damage) Gallean*(Forest God, Life/Beneficial spells) Hades*(God of Underworld, status) Highfather*(God of Heaven, Holy damage) Mask*(God of slime, Poison Damage) Mortis*(Undead Goddess, Death Damage) Poseidon*(Sea God, Water Damage) Trickster*(God of Illusions, trickery, deceit) Vithar*(Sky Guardian, Wind Damage) Wotan*(Mountain God, Ice Damage) Zeus*(God of Storms, Lightning Damage) Rules 1) You may only take a single NON-superior summon at the start of the game. 2) Your characters may have it's own abilities. 3) Summon abilities and power is up to you to decide, but it will have to be screened through me. 4) Each summoner has a element type compatiblity. If your summon is compatible with your element type, it will be more powerful than normal compared to other summons with different element type.(e.g Ifrit is a fire-element summon. It is more powerful with fire type compatible summoner) Also, each element has it's own OPPOSING ELEMENT, which will either do more damage to you, or recieve more damage from your attacks. 5) You may choose three sides. Basically Good, Neutral and Evil.(Alignments) 6) Though there is no GM for this RP(it's "freestyle"), please do not spam or giver one-liners for your posts. I will not tolerate inactiveness either. 7) Everyone must post at least once per posting "round" before proceeding to the next "round". Please refrain from posting until everyone finishes his round. This only applies when your character is together with another or a group of RPers characters. 8) For races, please try to refrain from taking non-humanoid races. 9) Aside from your main summons, your character is allowed to summon basic creatures.(e.g. demons, imps, warriors, creatures) 10) Summon pickings are first-come, first-serve. So please don't fret or whine if someone else takes the summon you want. 11) Whenever your character or summon performs a non-basic attack, please do post a description of your attack(preferably the one shown in your bio) in order to avoid confusion. 12) You may only pick ONE element type. 13) You can have up to 2 characters in the RP. You may have 3 only if you've proven you can handle them. Elements and Opposing Elements Fire -> Ice Ice -> Gravity Gravity -> Lightning Lightning -> Earth Earth -> Wind Wind -> Water Water -> Fire Death -> Life Life -> Poison Poison -> Status Status -> Illusion Illusion -> Holy Holy -> Death Physical have no opposing elements. RP Slots Terran Summoners(5/8) Kildare Raiden ToasterBurner Rhiya Ravenwing MnMinion Inbred Chocobo Neutral(3/4) Armored Bishoujo Mintaro Dante Gaian Summoners(5/8) Lumaes Omni Shadow Bosolai Newb Rhiya Ravenwing Arhra |
This is my Bio:
Summoner Name: Tarathiel Illaheem Gender: Male Age: 56 Race: High Elf Alignment: Good Allegiance: Terra Element Type: Lightning Description: A handsome and young, blonde-haired elf barely into his first half of a century, Tarathiel has a strong, muscled body not customarily found in those from his ancient race. Background: Born in a noble and powerful family from the High Elven lands of Kandaran, Tarathiel had the privilege of learning the skills of both their human neighbours and elven magics. Tarathiel's father, the reigning Lord of Endorville, a master swordsman and skilled sharpshooter, had personally trained his son in the arts of warfare and powerful elven magic. Early in his training, Tarathiel had developed a strong affinity for Air magic, the source of magic that produces the devastating Lightning element. It was this same affinity that one day drew him to the beginning of his destiny. It was a day like any other, when Tarathiel had felt a powerful presence pulling him, bidding him to enter the nearby forest Silverglen. There, in a secluded grove, Tarathiel had discovered the entity known as Quezacotl, or the spirit told him, trapped within a small bronze idol depicting a entwined snake and a winged bird. Having granted freedom to the powerful demigod, Quezacotl pledges his loyalty and allegiance to the awestruck elf. It was only then, that Tarathiel discovered his innate and untapped summoning abilities. And thus, his journey towards his destiny, begins. Equipment: Illaheem family longsword, Illaheem family shield, High Elven Mithril platemail, Ironwood Longbow and a quiver of arrows. Items: Healing potions, Quezacotl's Bronze Idol, and an energy rejuvenation potion. Skills: Master Swordsmanship, Expert Archery, Air Magic Adept Abilities: Energy Discharge - Tarathiel focuses lightning energy into his sword and drives it into the ground, sending bolts of charged energy in all directions. Lightning Bolt - Tarathiel conjures a single bolt of energy that strikes an enemy upon command. Summon Lesser Lightning Elemental - Tarathiel is able to summon a lightning elemental to his side. Static Shield - Tarathiel creates an energy shield around a target, granting it extra protection. Summon Sprite - Tarathiel summons a sprite that could travel as fast as a speeding arrow. It is also quite tiny. Rising Storm - Tarathiel plunges his sword into the ground and infuses great amounts of energy into it, causing the ground ahead of him to heave and churn, and beams of energy blasting upwards for ten yards. Primary Summon Name: Quezacotl Gender: Male Race: ??? Element Type: Lightning, Wind Description: It is extremely difficult to describe one such as Quezacotl. Possessing features combining those of a snake and a huge winged, bird, Quezacotl has not much of a face, but more like a faceless mask. Background(optional): Not much is known of Quezacotl(not even his master), except from the fact that he was once a powerful Demigod that ruled an ancient civilisation in Terra. That civilisation has long since been extinct, but the spirit of the Lord of Lightning still remained. Abilities: Shock - Quezacotl electrocutes an enemy, but does not deal much damage. Electrocuted targets will remain stunned for a moment, enabling Quezacotl's allies to escape or launch an attack on the target. Lightning Bolt - Quezacotl conjures a bolt of energy to strike an enemy. Chain Lightning - Quezacotl calls forth a continuous chain of electrical energy that strikes several targets in succession. Static Shield - Quezacotl creates an energy shield around a target, granting it extra protection. Purge - Quezacotl slows a target with static energy. Concentrated Blast - Quezacotl focuses his powers into one or multiple lightning bolts to destroy a single target. Lightning Storm - Quezacotl summons a powerful Lightning Storm that randomly strikes an area with lightning. |
God, I love my character! This RP better last, since this guy is one of my best ones.
Summoner Name: Gabriel Gender: Male Age: 24 Race: Human Allegiance: Terra Alignment: Good Element Type: Holy Description: A tall, lean/muscular man with shaggy blonde hair and piercing blue eyes. Is covered in full body armor that’s pure white with golden inlay. Covers himself with a white cloak that has strange glowing rocks sewn into the fibers. A large white shield with a silver cross imbedded in it hangs from his back, and a sword made of pure, hard obsidian hangs from his left hip. Background: Gabriel was an orphan, and was raised by priests in a church. As such, he grew up with a very religious background. He spent his childhood reading the old texts and scrolls hidden deep in the church libraries. Over time, he grew to love the holy sites and texts, and to despise Demons and such, which he calls “The Tainted Ones”. As he got older, Gabriel began to train in the order of the Paladins, which required wearing heavy holy armor and fighting with swords and shields. He became quite adept at it, and when he left the church to purify the holy sites, he was gifted by the church with the Cloak of Life, a special heirloom from the church. Gabriel always wears it. During one hard fight in the Testament Plains, a sight of great religious value, Gabriel was almost defeated by a horrible demon. However, through the power of the Cloak of Life, Gabriel performed a miracle and summoned ArchAngel. With the power of ArchAngel, Gabriel defeated the demon, and with a quick palaver, Gabriel and ArchAngel swore together to purify their home. Equipment: He wears full body armor, which includes a chest piece, greaves, gauntlets, boots, and a large shield. All the armor is pure white, with golden symbols tailored into the armor. He wears no helmet. His shield is large and white, and has a large silver cross imbedded into the face. The Cloak of Life is both the physical manifestation of ArchAngel, his summon, and a protection against rain, since ArchAngel doesn’t enjoy having his cloak get wet, it repels water. The most interesting equipment he has is a large double-edged sword that has a golden hilt and a blade made of pure obsidian. It’s strange because it’s the only thing Gabriel owns that’s pure black. Skills: Sword-and-Shield combat, Holy Magic Adept Abilities: Gabriel is a holy paladin, which means he’s skilled in defeating “The Tainted Ones” and any others who stand in his way. Holy Sigul – By placing his hand on an enemy, Gabriel can brand his opponent with a holy mark, purifying them. Does serious damage to enemies. Demonic Repel – By infusing his shield with a strong holy aura, Gabriel can block any magical attack for a short amount of time. Only works if the magic attacks hit his shield. Holy Smite – Through a succession of quick hand movements, Gabriel can shoot out a beam of holy light that does great damage to his enemy. Holy Blessing – Through a small bit of concentration, Gabriel can heal injuries on either himself or one other. He can’t heal lethal or super major injuries, but a broken arm or a gash can be fixed. Primary Summon Name: Archangel Gender: Male Race: Warrior Angel Element Type: Holy Description: Archangel is a warrior angel from the heavens. He has four large wings on his back, and his face is covered with a golden mask, and his blue eyes are all that can be seen through the mask. He has long blonde hair that goes down to his waist, and long white robes. He carries a large sword and a shield in the shape of a Lion’s head. He flies with his wings to move, and speaks in a slightly booming voice. Background: Archangel was the guardian and keeper of the church that Gabriel grew up in. Several centuries ago, he contained himself into a special cloak with strange stones, and when Gabriel received him, Archangel bonded with him and agreed to help purify the lands. Abilities: Holy Blast – His shield begins to glow, and a beam of strong holy light energy fires from the mouth of the lion on the shield. Dance of Blades – Archangel’s sword flies into the air and multiplies, then in a rhythmic motion, the blades tear into the opponent. Heavenly Barrier – Archangel produces a large barrier that protects both him and Gabriel from magical attacks for a short time. Armor of the Angels – Archangel melds with Gabriel’s armor. Gabriel’s armor begins to glow with a light, and it becomes thicker and more powerful. Gabriel himself becomes stronger and faster, and four large wings grow on his back, giving him the ability to fly. |
Summoner
Name: Beowulf Gender: Male Age:26 Race: Human Alignment: Good Allegiance: Neutral Element Type: Physical Description: A tall man dressed in black and red, wearing vambraces and greaves traced through with glowing lines of white light. He carries a pair of blue and red saw-toothed sabers on his back. Background: Beowulf's family was renowned for their legendary hatred of demons. From a young age, he was trained in the martial arts, which he gladly used in his quest to destroy demons. He subdued the Sacred Demon Geryon with the help of his father and obtained the Lightbeast's Soul, which manifested itself as the vambraces and greaves he wears. Hearing of the vicious monsters appearing throughtout the land, and seeking the chance to fight more "demons" and prove his strength, he immediately set out on a great quest to destroy this evil. Using the power of the Lightbeast's Soul, he subdued many demons and monsters during the course of his journey. The more powerful ones he offered to spare, in exchange for their servitude. His most famous "converts" are Agni and Rudra, the twin demon swordsmen manifested in the form of the swords he carries on his back. Equipment: A pair of vambraces and greaves shot through with gently glowing lines of white light. The greaves have clawed toes and articulated feet, for easier movement. These gauntlets channel ambient magical energy into him, which he uses in his hand-to-hand attacks and to power his physical adept abilities. He also carries a pair of curved, heavy-bladed and serrated sabers on his back - one is orange-red, the other is blue, both are hilted in gold and have a face-like orb on the pommel. These weapons are the physical manifestation of his summon, Agni and Rudra. Skills: Hand-to-hand Combat, Minor Swordsmanship, Physical Magic Adept Abilities: Beowulf, as a physical mage, uses magic that enhances himself rather than directly attack an opponent. Royal Guard - Beowulf goes into a defensive stance to absorb damage levied upon him, and when the time is right he can counterattack with the stored enemy to return the damage to his opponents. Trickster - Beowulf's magic allows him to ignore the laws of physics to a limited extent, so he can perform acrobatic stunts, such as running up walls, dashing impossibly fast over short distances (primarily used as a defensive move) and propelling himself through mid-air. Lightbeast's Soul - The armor that Beowulf wears was taken from the slain Lightbeast Geryon, the so-called Sacred Demon who was charged with the power of Light. The vambraces and greaves augment his physical prowess, turning him into a powerhouse in hand-to-hand fighting. Primary Summon Name: Agni & Rudra Gender: Male Race: Demon Element Type: Fire and Wind Description: Agni and Rudra use magically created demon bodies to wield them when Beowulf decides to call them forth. Said bodies are squat, heavily muscled, wearing only a pair of armored pants and a long, studded armlet across whichever hand they are not using to hold their sword with. Agni is right-handed, has the element of Fire, and is red, while Rudra is left-handed, has the element of Wind, and is blue. They are also headless, with a hollow where the head and neck should be, but somehow they can still see clearly. Background: During Beowulf's travels, he came across a huge iron gate guarded by two bound demons, Agni, Lord of Fire and Rudra, Father of Storms. Upon hearing that they were demons, he promptly challenged them to battle, defeating them after a vicious battle, through a combination of mobility and his Royal Guard and Trickster fighting style. Abilities: In battle, Beowulf tosses the two swords on his back into the air, but they never hit the ground. Instead, demonic bodies materialize around the two blades in mid-air, and they land as the demon swordsmen, Agni and Rudra. Physical Attacks Agni and Rudra generally use their swords to attack, though they also incorporate punching and kicking moves into their repertoire, after seeing the effectiveness of Beowulf's technique. Special Attacks Crawler / Air Fang - Agni and Rudra can use their swords to create long-ranged attacks. Agni sticks his weapon into the ground and creates trails of seeking fire. Rudra slashes explosive discs of razor-edged air out at his enemies Slayer / Gale - Agni and Rudra charge their weapons up with their energy corresponding to their respective elements and slash. Agni's attacks set people on fire, while Rudra's cut opponents with gusts of razor-sharp wind and knock them back. Inferno / Depth Charge - Agni and Rudra can jump and land, creating a damaging shockwave. Agni's impact creates a burst of pressureless flame, while Rudra's sends people around him flying like ninepins. Combined Special Attacks When Agni and Rudra combine, they meld into a single, larger demon, which is similarly headless, but is divided down the middle into red and blue halves. This form uses two swords and can combine them into a double scimitar for its most powerful attacks. Jet Stream - The combined Agni and Rudra dash at their enemies, going into a slashing frenzy and generally causing havoc with their elementally charged blades. Firestorm - Agni and Rudra combine their blades into a double weapon, then spin it above the place their head would have been to create a vortex of flame that draw things in, burns them to death, and cuts them to pieces with air currents. Hurricane - While doing Firestorm, Agni and Rudra jump and flip in mid-air so that the only thing keeping them airborne is the fire and wind generated from the spinning blade, comparable to the liftoff spall from a Saturn V rocket. |
Summoner
Name: Kithar Gender: Male Age: Kithar keeps quiet about his age and refuses to be drawn on the subject. He appears to be in his 20's. Race: Half Elf Alignment: Gaia Element Type: Earth Description: Kithar is of above average height with raven-black hair which he wears fairly long and unusual yellow eyes. He has a brawny build but is still relatively slender due to his elven blood. Despite his armour, he moves with grace and agility. He knows the power of appearance and uses it to his advantage. His sleek but ornate armour is lacquered a very dark blue with some gold parts and it has been specifically designed to have a slight draconic appearance. He wears a cloak of regal purple, reminiscent of Bahamut's wings. It is all intended to remind anyone who meets him of the power that he can call up and that subtle reminder has proven to be of use in the past. He has a forceful personality and can be very charismatic when he puts his mind to it. Background: Kithar has a slightly unusual past. Born as a half elf, he is actually a half-sister to Mikay. Like most half elves, elven langour and human restlessness don't make for a stable combination. He recieved training in smithing and swordplay and has an aptitude for both, taking a high amount of pride in his work. He even possesses the ability to create items imbued with magic. But an abrupt change came over him one day when he sensed a call. It did not register on any conscoius level but it prompted him to go travelling. And then, in a forbidding mountain range, he met Bahamut. He stays silent about what happened there. Then when the world began to fall into decline, and Terra was discovered, Kithar was one of the people who decided to try to save their world. Knowing that one world must be sacrificed to save another, he hardened his heart and set out. Equipment: Kithar's weapon of choice is the sword but he uses other weapons. He also carries a bow, crafted to as high a degree as his sword and armour. His armour contains several hidden weapons, including daggers, garrotes and strobe grenades amongst other things. Obviously he also carries gear esssential for camping and some tools. Skills: Kithar is a skilled warrior and smith. He also has some arcane teachings that allow him to cast his spells and even imbue items with power. Abilities: Kithar does not use major magic very often, but when he does, the effect is generally quite impressive. Cloak in Dragon's Fury: Bahamut himself taught Kithar this spell but Kithar is loath to use it as it leaves him exhausted afterwards. When it is cast, his very appearance shifts subtly as he takes upon the aspect of an enraged dragon. His flesh seems almost scaled and his glare cows the hearts of lesser foes. His strength and stamina are both enhanced considerably but he tends to become reckless. Crack the Earth: Kithar stabs the ground with his blade and opens a gaping fissure, a few metres wide and a few metres deep, depending on how he casts the spell. The fissure is fairly short ranged and starts at Kithar's feet before spreading outwards thus is easier to avoid at greater distances. It is of great use against charging enemies. Edge Divide: Kithar focuses his energy upon the edge of his weapon and strikes with a sweeping blow. Virtually any object in the blade's path is sundered cleanly in two. This can be done with an edged weapon of any kind. Fell Arrow: This spell is cast as an arrow is nocked and when the arrow is fired, it transforms into a spear of molten bronze that strikes with enormous force and speed. Rain of Bloody Tears: When Kithar calls upon this power, strange, deep crimson rain pours from the sky. This rain is centered upon Kithar and he is immune to its effects. Unfortunately for anyone else nearby, they are not. The rain is mildy acidic, and powerful enough to deal a lot of damage over time. It slows and weakens those who are affected by it, giving a feeling of numbness rather than pain. Oddly, this spell can not kill. Kithar can selectively grant the same immunity he has to the spell to others with a touch. He remains silent on where he learnt this spell and rarely uses it. Shatter: Kithar calls upon the deep strength of the earth around him and releases it in a single, massively powerful blow. Used upon most objects, it will immediately shatter them into a thousand pieces. It is a slow attack that is better used against inanimate targets but can be devestating when used against an enemy - likely sending them flying. Summon Dragonet: This relatively simple spell summons a dragonet, a creature related to dragons that vary between the size of a cat and the size of a large dog. Name: Bahamut Type: Offensive Gender: Male Race: Dragon Element Type: ??? Appearance: Bahamut is a massive dragon with scales of a deep, almost black, blue hue. He can walk on two legs just as easily as he can on all fours. His head is dominated by a pair of grand, sweeping horns that curve backwards and a horn-like crest. His claws, horns are golden in colour along with the overlapping, ridged scales that armour his chest. Bahumut is muscular but isn't bulky. His wings are bat-like with an awe-inspiring wingspan. Basic Attacks - Obviously, Bahamut's basic attacks are biting with his teeth and slashing with his claws. He is also a powerful flyer and may use this to his advantage although he needs a large area to fly in. Against weaker foes he might try picking one up and throwing it at other enemies. Special attack - Lesser Flare Unlike Bahamut's full mega flare, this attack only lasts for a fraction of a second and is a much narrower beam. It is still quite powerful and can set things on fire. Physical Attack - Shock Dive By landing heavily or perhaps making a leap, Bahamut can make a shockwave of energy erupt from where he lands. It can also damage structures and knock enemies down. Overdrive - Mega Flare Bahumut breaths forth an opalescent beam of incandescent destruction. This attack is extremely devasting to all it hits, often creating a huge explosion where it strikes something solid. The beam persists for several seconds and tends to leave an afterglow on the vision of anyone who saw it. |
Summoner
Name: Catharsis Gender: Female Age: 17 Race: human Alignment: Terra Element Type: wind Description: Catharsis does not look like a woman of great strength and durability, but underneath a cloak of ever-shifting shadows, she is mostly muscle and sinews. Her odd-coloured eyes (left one pale grey, right one fierce gold) is set in a softly angular, lightly tanned face and framed by waist-length hair of the darkest blue it is almost black. Her hooded cloak covers most of her body, and underneath it she wears a storm-grey blouse and riding skirt that is split down the right side for an easy stride. Background: Catharsis was dedicated to the spirits of the air before birth, and had a special destiny long before the invasion of the dark summoners. She was raised and trained by one of the most powerful air mages of history, but she longed for something else. In her effort to escape the dull life of being guarded away from danger and living a life of luxury, she set out one day away from her only home: the temple of the Sky God. She travelled afar, and realised how much was kept away from her. From her travels, she became hardy and her ability to deal with the wilderness and destruction developed. From an old darts champion, she learnt how to utilize anything that can be thrown to a lethal degree and coupled it with her learned skill of manipulating the air around her. Now, she has joined the ranks of the good in order to drive away the dark summoners and save all that she once held dear to her. Equipment: An array of throwing knives, darts and other such light equipment that can be thrown is strapped in an X-shape across her chest and around her waist. She possesses a small ceremonial dagger through which she channels her elemental power. The dagger acts as an amplifier to her ability. Her cloak aids in blending her into the shadows, and was a gift from her home temple. She also wears a bracelet of small, stiff black feathers around her right wrist that ties in with her summon. Items: a small knapsack of provisions and the ancient equivalent of a small first-aid kit (bandages, gauze, salt as disinfectant etc etc.) Skills: highly skilled in projectile weapons (couples them with air manipulation) – basically, anything small enough and hard enough, she can pick up and turn it into a deadly projectile weapon. Air magic adept with basic spirit magic tied in. Abilities: Basic wind blast A powerful, concentrated blast of air that either halts an incoming opponent or blows them back a few feet. The blast is usually released by Catharsis blowing at the opponent over the tip of the dagger's blade, and stops when Catharsis has to take a breath. Air Discs Catharsis forms several air discs so solid that they can be seen as shimmering bits of glass in the air. They hover around her, and automatically block any physical projectile attacks coming her way. She can only make two of these at one time, and can't block more than two weapons coming at her in all directions. Sometimes, she can send these discs flying in the opponent's direction. If it makes contact, disc explodes immediately in a blast of hurricane-like wind. If it misses, air disc dissipates into its original raw element. Catharsis has minimal control over the air disc's flight if she ever attacks with them. They usually travel in a curved/straight path. She can also step onto the discs and hover on them. Tornado Blade Used only in conjunction with the ceremonial dagger. Catharsis can summon a fierce wind and direct it towards the opponent like a howling tornado. All victims caught in the blast are subjected to shimmering, solid blade-like air that tears them up. The elemental attack only lasts over a range of 20 feet, and has a diameter of 15 feet. Summon lesser air elemental Catharsis summons a small elemental with basic air attacks. Summon Pwarth cub (indefinite time) Catharsis summons a weak Pwarth cub that can only perform bubble shield. Primary Summon Name: Darkwraiven Gender: male Race: Avian, Raptor Element Type: Wind/other Description: Darkwraiven is composed entirely out of shadows, except for the fact that it is solid enough to fly and ride on. It exists in both the shadow and the physical realm, and resembles a gigantic black hawk, though it can take on other bird-wise appearances. Darkwraiven is commonly seen as a gigantic bird-like shadow on the ground, and common shapes Darkwraiven take on in the physical realm is a giant hawk, a medium-sized raven, or a shifting, shadowy phoenix. It tends to 'bleed' into the other realm, and looks like it sticks to the air around it. He looks like this Background: Catharsis obtained Darkwraiven by accidentally figuring out his weakness (which will not be explained, it will have to be figured out.) Impressed by the courage and the willfulness of the human, Darkwraiven offered to serve under Catharsis for a year, during which he developed a fondness to the woman and now is a lifelong friend and protector. Abilities: Basic Attack - Control (weaker form) Used only during Darkwraiven's shadow form. Darkwraiven shrinks his size and takes possession of the opponent's shadow, and, thus, taking control of the opponent. Sometimes, when facing multiple opponents, he may erupt into an explosion of writhing shadowy tentacles. Those whose shadows are touched are immediately paralyzed. Special attack - Ambush Darkwraiven may encircle a victim in shadowy mass. If the opponent tries to escape through the air, Darkwraiven erupts from the ground in physical form and slams into the opponent, before whipping around and sending the opponent flying in the opposite direction. Physical Attack - Constricting Maul (Weaker form) A simple attack where Darkraiven drops out of the sky in physical form. He hits the ground - and presumably the opponent - and becomes a dark writhing mass that still resembles a bird-like feature, but looks also like a massive 'blob'. The victim is subjected to a crushing force and suffocation as Darkwraiven begins to 'melt' into the ground in order to merge with the shadow realm. During this time, Darkwraiven is hard at work trying to claw the trapped opponent to death. Overdrive - Realm Bleed (weaker form) Darkwraiven emits a call that sounds like the echo of a wailing banshee. The realm of the shadow begins to bleed into all realms - including the spiritual. Any form of shadows come alive and detach from their original masters. Some may enter the physical realm, some may enter the spiritual. Opponents are assaulted by multiple shadows. In the duration of the assault, Shadows cannot be injured. Duration lasts as long as Darkwraiven keeps up the keening call. Combined attack – Wings of Shadow Discovered by accident while flying upon the back of Darkwraiven, Catharsis can literally mould the shadow bird around her like an aura of darkness. She is surrounded by the essence of Darkwraiven, and their minds meld into one cojoining mind. Though she is able to distinguish between her own thoughts and Darkwraiven’s, Catharsis is normally in full control of her new form. She is able to manipulate the shadowy essence surrounding her to a phenomenal degree, and strike out physically at others. In this form, she can also enter the Shadow realm and travel through there without being harmed. When she is performing the Wings of Shadow, Catharsis casts no real shadow of her own, and can melt into other shadows – hence become invisible – at will. Duration and the power of Wings of Shadow depends on how well-rested she is, and the on time of day. She is most powerful in this form at midnight. |
Summoner
Name: Mikayarashka (Mikay for short) Gender: Female Age: 305, looks 20 Race: Elf Alignment: Gaia Element Type: Earth Description: Standing an imposing 6’5”, Mikay’s body is lean and well formed, her face finely chiseled and pale. Perhaps the only thing that ties her with her summon was her eyes: they glow a startling green, the pupils slitted like a serpent’s. Her face is framed by hair of terracotta brown, and seem to be tinted golden bronze at the tips of her waist-length, slightly wavy hair. Around her shoulders, she wears an earth-toned, hooded cloak, and a mithril brooch stained green clips it around her chest, shaped in an entwined serpent biting its tail. She wears a simple earth-green blouse and a moderately long brown riding skirt. Her knee-high boots are flat-heeled for walking, and made from finely woven earth dragon scales. Background: Mikay appeared with her half-brother, Kithar, and joined the ranks of the Summoners of Gaia. Little is known of her real motivation behind her contribution to the group, and even less is known about her past. She tends never to speak of it, and those that do know her rarely brings it up. Most of the time, it just seems like she is looking out for Kithar, but other times tends to go about her own business, totally ignoring him. In her duration with the other Summoners of Gaia, she has shown a deadly prowess in hidden weaponry of all kinds, and has demonstrated a few (now famous) devastating elemental attacks. Working together with Kithar in their earth-based magic, they are an almost unstoppable duo. Equipment: Mikay’s earth-toned cloak actually shifts colour ever so slightly and aids in camouflage. She has an array of weaponry hidden on every part of her body, ranging from butterfly-thin daggers to a sickle-chainwhip that is wrapped around her waist like a deadly belt. She is a deadly close-combat fighter, but sucks at long-range, though her ability to manipulate the earth has made up for that. The only weapon that she truly shows is a black quarterstaff decorated with enhancement runes and a spearhead adorning both ends. Items: possesses a snakeskin necklace that aids in calling upon her summons. Without it, her summons is much harder to call and control. Skills: Expert close-combat weapons fighter, earth magic adept. Abilities: Earth Maw Calling upon the power of mother earth, Mikay can split the earth open and allow it to swallow any earth-bound opponents. The ground underneath the opponent’s feet open up in the form of gigantic, earthen jaws. If the opponent can fly, the attack is nullified. Once the opponent has fallen some way into the jaws, they snap shut, entombing the opponent. Tectonic Devastation Once in a while, Mikay drains most of her stored up energy from the well in one devastating attack. She draws upon the forces around her, and gives a yank on the tectonic plate they currently stand on. The resultant earthquake usually levels a mountain or a third of a forest, and leaves Mikay drained near incompetence. It always leaves those on the ground dizzy, disoriented and sometimes dead. Dance of the Desert Mikay raises huge spikes of earth within a radius of 50 feet. All those on the ground or in the air will find themselves impaled by the sharp, jagged points of the spikes if they do not escape within 15 seconds, or if they do not manage to gain an altitude higher than 100 feet. The closer you are to the ground, the lesser time you have in escaping. Cradle of Earth (cheap version of Cradle of Life title) purely defence-based. Mikay erects a compact shell of earth and sand around her in the shape of a large, oval eggshell. Mikay is impervious to all physical damage in the duration of the Cradle of the Earth, but is also unable to attack. Summon lesser earth elemental self-explanatory. Mikay summons a small earth elemental with weak offensive and defensive elemental magic. Summon lesser serpent – indefinite time Calling upon the smaller minions of Manda, Mikay can direct them in battle, and even keep them around her sometimes. Primary Summon Name: Manda, the giant snake Gender: male Race: reptilian - legendary serpent Element Type: physical/poison Description: Manda looks like a gigantic violet snake with black stripes at intervals on his body. A pair of side-spikes adorn his head, accompanied by another pair of shorter spikes. He appears to be a gigantic viper of colossal proportions, stretching to at least 78 feet long (I THINK) Background(optional): Manda had witnessed at one stage the absolute devastation caused by Mikay when she used her Tectonic Devastation, and both respected and feared her. It was, in fact, Manda himself who had come forth to offer his allegiance to her. They have been in mutual partnership ever since, and have even developed a fondness for each other. Abilities: I’m going to try to work some of this stuff out (Kildare, tell me to edit if you find something displeasing): Tunnel Ambush: With exceptional ease, Manda and Mikay can dive underground a long distance before coming up again. Relying completely on the subtle vibrations of the opponent’s movements above them, Manda can erupt accurately right behind or beneath the opponent, depending on its size, and take the opponent by surprise. Hiss of Poison Ivy Combination attack with Mikay. The elf draws upon the life forces of earth itself along with two, earth-shaped seeds. Manda sends out a violent spray of venom, and Mikay tosses the earth-seeds into the deadly spray. They expand rapidly, and before they hit the ground, explode into writhing tentacles of giant, thorny poison ivy. Any gash opened by the ivy’s thorns must seek medical attention immediately, or may have dire consequences. Mikay uses this attack rarely, because it wastes too much energy. Ram: Manda shoots forward at surprising speed despite his bulk, and smashes into the opposing force. If the object is too small, Manda just simply runs over them and squashes them flat. Constrict: Manda likes to conserve his poison for emergency uses, as it replenishes slowly. Instead, he loops a couple of coils of himself around an opponent and squeezes like a Boa Constrictor, except with so much more power. Manda has used this one attack to destroy the top of a small rocky mountain before in order to sleep on a flat surface. |
Name: TwoMoon
Gender: Male Age:19 Race: Human Alignment: Gaia Element Type: Illusion Description: Lithe and dexterous. Somewhat over-skinny, the results of a life lived on the poverty-line. An exotic appearance with a pearly complexion and raven black hair. His most entrancing aspect is his mis-matched eyes, from which his name stems,usually the only thing visable through his performing mask. Background: TwoMoon has no knowledge of his true home, kidnapped from his homelands by slavers TwoMoon has rarely known safety or happiness. When he escaped from his captors he lived a half-life struggling to survive in an uncaring world. One day, slipping into a dangerous fever TwoMoon saw things he could never describe and never repeat and was sure he would breathe his last. That was when the Levelers came upon him. They were a troop of assasins for hire, masquerading behind the harmless image of wandering players. Their leader beleived in the old ways, of oracles and portents and the use of plants to provoke such insights. It was here that TwoMoon found purpose, he was a talented acrobat and found that he could do a passing imitation of nearly anyone, he also displayed a talent for the shadowy side of the Levelers, hidden behind the pearl-white masks of the order. Noh-Yuki came to him one night while he was under the influence of Dream-Cap mushrooms and it was in this trance he forged a bond which brought more visions of past, present and future. It was three months since he was bound to Noh-Yuki and unlocked the secrets of the age old magics, that he was assaulted with a powerful vision, one of crumbling cities and leveled forests and of a wellspring of power and of a shadow in the well. Then he was shown another world, and he knew its name well Terra, Gaia's twin and knew it must be to blame for this decline. So taking his Toko-Armour he set of to find a way between the worlds, and put an end to the malignant other world. Equipment: Toko-Armour : Armour woven from many treated reed strands, featuring an ornate face-mask carved of mother-of-pearl, other masks adorn the elbows, knees and chest. A favoured armour of the Levelers, it allows maximum flexibility while offering at least some protection. A set of throwing daggers. Poisoned Shuriken (little needles that do minimal damage but carry the dangerous toxin of a mountain-toad) Items: Dried Dream-Cap mushrooms, Incense, assorted costume peices, assorted poisons. Simple Apothecary kit. Skills: Acting (imitation), Acrobatics, Sleight of Hand, Superstition (portents etc.) Herb-Lore(poisons) Martial Arts (focusing on pressure points rather than brute force) Stealth, Thrown weapons. Abilities: Summon Dream-Wrought:- Originally used to enhance the effect of a performance, TwoMoon has begun to turn their skills to far more sinister purposes. Sign of Sleep:- A simple handsign to overpower the will of an individual and send them into a dreamless slumber. Neither Here Nor There:- Calling up a replica from the world of dreams, TwoMoon melds into the dreamlike visage partially removing him from "true" reality, allowing him to pass through walls and perform amazing stunts. Mantle of Dreams:- A lesser cloak of Noh-Yuki's shimmering Dream-Mist wraps around TwoMoon spinning off illusions to confuse an opponent in direct combat. Name: Noh-Yuki, Swimmer in Dreams Type: Passive Elements: Illusion, Water Appearance: A massive carp, in the place of scales it has thousands of overlapping masks, a fine gossamer mist of opalescent hues slowly issues from its inspiring bulk. The pearlescant mask-scales stare impassivly at the world, a variety of expressions carved on their still faces. as if the world is simply their for their bemusment. A spirit of dreams and misdirection and insight. Basic Attack - Dreamer's Mist Noh-Yuki exhales a roiling cloud of Dream-Mist, all caught within it are subject to illusionary figments, their minds misleading them to confuse the real with the imaginary. (This will often lead people to attack their own allys or cling to the ground fearing they will fall into the sky) Special Defense - Shield of Lies A cluster of masks erupts from Noh-Yuki linking together into a globe of mocking faces surrounding it's protectorate. When the assailant finally tears his way through he is rewarded then nothing more then a bank of multi-hued fog. (the protectorate is translocated in a puff of mist away from its assailant) Physical Attack - Razor Shoal Noh-Yuki opens his maw to outlandish proportions, disgourging a shoal of silvery razor-finned fish, which tear through the sky in a shimmering cloud. (if the fish are physically struck they vanish in a puff of mist) Overdrive - Reduce to Dreams Four masks with permanant expressions of rage (each masks colour representing one of the prime elements, Fire Air Earth Water,) split from Noh-Yuki's skin and circle its head as it unleashes a devastating beam of non-elemental energy from its mouth joined by a ray from each of the four masks' of respective elements. |
Summoner
Name: Andrew Stevens Gender: Male Age: 18 Race: Human Alignment: Good Allegiance: Gaia Element Type: Life Description: tall, thin, wears earthtones, of those mostly greens Background: normal guy, one day his pet got really sick, he tried to heal him, but nothing worked. When Thunderpaw died, Andrew gained a variety of powers including the ability to bring back Thunderpaw for a time Equipment: Clothes, quarterstaff Items: array of items to cure a variety of status effects Skills: greater effect when using curative items, quarterstaff use Abilities: Heal Wounds- the first ability he received after Thunderpaw died, this heals someone of most of their wounds, but they can’t act for a short time following that. Summon Friend- Andrew is able to summon any one pack animal to his side (such as wolves). Summon Healing Sprite – Andrew summons something similar to the green requiems from KH Primary Summon Name: Thunderpaw Gender: Male Race: Wolf Element Type: Lightning and Life Description: composed of electricity, at the core something resembling a battery may be seen Background: used to be a normal dog which was Andrew’s pet, but it died and turned into a summon Abilities: Thunder Bolt – Thunderpaw loses his shape temporarily and leaps at the enemy, then turns back into a wolf-shaped piece of electricity. Clear – Thunderpaw brings back target near-dead creature to 1 hp. Recharge – Thunderpaw heals target. Refresh – Thunderpaw removes all status ailments from target. |
Summoner
Name: Kelvin Crookshire Gender: Male Age: 26 Race: Human Alignment: Good Allegiance: Terra Element Type: Physcal Description: Kelvin is dressed in a warrior's armor, yet it seems to be set up so there is plenty of room for movement. He tends to be fast in combat, and is known as a wizard slayer because of the way he was raised. Background: Kelvin was raised in a family on known Wizard slayers. From his youth he knew what he was going to do and so once he was old enough, that was what he was training for. His family weapon, The Blade of Reflection, was given to him at the age of 16, and he set off to destroy any evil wizard. Equipment: Some light armor, The Blade of Reflection. Items: Just stuff needed to survive in the wild. Skills: Sword Fighting, very fast movements. Abilities: The Blade of Reflection gives him one ability, but it is a dosy. Any spell casted at him can be absorbed in the sword, and then cast back at the caster. Only one spell can be held, and the sword must be facing the spell. Summons: None |
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