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The impending Doom worried the Allfather. Ragnarok would soon be upon them. Even though time had, by then, left the Gods forgotten, they remained there, from the epistemic distance they watched.

The Norse God Odin soon then began to wander and journey, until he reached a warmer climate in Greece. There, he met a trial with the Olympians, and Zeus soon gave the Aesir rest, informing Hermes to spread the word for a great Trial; soon the word spread, and an assembly of the Gods was held. The impending war of Ragnarok would soon fall upon the realm of Man, and thus the foundation of the Vangod Order was formed.

This order is a collection of Man whom are blessed by the Gods, and thus bestowed powers of the God. These blessed individuals are called Vanguards. Each God may only have one Vanguard at a time. They form the most powerful force against the powers of the Evil Gods. Alongside allies such as the Valkyries and Einherjar, the Heroes and even some allied monsters, the Vangod Order possesses strength beyond any other army, matched only with the malefic armies of Ragnarok.

21 December 2012 was the very date when the Gjallarhorn was blown by Heimdall. This signalled the beginning of Ragnarok. Since then, your Vanguard has been before his respective God and trained, taught his powers that he possessed. Now, it is time.

The End Begins.

[hr][spoiler=Rules:]0 - This is a Reboot of an old Role-play by the same name. As the creator of the previous Role-play, it is without saying I have rights to reboot this Role-play.
1 – All relevant YCM Rules Apply.
2 – This is a PG-16 RP.
3 – Kyng is the Host of the RP, and have the final say about matters of the role play.
4 – Respect the Fourth Wall.
5 – This is an Anime/RPG-like role-play, and so will feature elements found in said environment (see http://www.cs.utah.edu/~duongsaa/more_htm/jk_100animeRules.htm as a supporting document.)
6 – PvP is to be planned between the players and written out in one post.
7 – Player Killing will be used to kill-off players only. There will be no means back into the RP if your character is killed off.
8 – You may have a total of 3 characters for this Role-play.
9 – To be accepted into this Role-play, you must pay an entry fee of 1000 points per accepted character. These points are to be paid upon acceptance into this Role-play (submitting your app will cost you nothing.) These points are to show that you do plan to stay in this RP for the remainder of its run.
> Your points will be returned to you if the RP dies due to the (lack of) action of the Host(s), the RP is ended by the Host(s), or the RP is completed.
> Your points will not be returned to you if you drop out of the RP, become inactive for [0 Days], or are kicked from the RP.
> If the RP dies due to inactivity by all players, points will only be returned to those who attempted to stay in the RP.
> If you do not have the required entry fee, it will be up to the Host(s) to decide whether or not to allow your entry into the RP.
10 – Applications will not be immediately accepted. Once a significant number of applications have been completed, a reviewing period will begin to determine accepted applicants.
11 – Reserves are not permitted. However, WIP Applications are allowed.
12 – This Role-play will offer two special kinds of applications: Deferred Applications, which will not see initial play but can be picked up at any time to begin Role-playing; and Part-Time Applications, which will be specifically interchangeable applications which, naturally, will play a minor role. These are available for ease of Role-playing for the participants. If you do use these applications, please add in the "Other Information" section a deadline whereby you are to have participated by, or your application will be terminated (you will not receive your fees for this, as this will be considered inactivity on your behalf).
13 - *NEW* When a participating member posts their IC post, which results in a new Page being created, give said member's post a Like, as a congratulatory token!
[/spoiler][hr][spoiler=Database:][spoiler=Important Terminology]1 - Vanguard: A Vanguard is a Mortal Man whom has been empowered by a Deity. They can make use of these powers once aware of how to, usually taught by the God whom empowered them. These units contribute to the group which is called the Vangod Order, which is simply the collective name of the Vanguards.

2 - Deity: A being of supernatural powers or attributes, believed in and worshipped by a people, especially a deity thought to control some part of nature or reality. Can be categorized in sets called Pantheons, and divided in terms of Sex as Gods and Goddesses. In this Role-play, Deities of mixed Pantheons exist and live in cohabitation of the universe. However, each Deity only has jurisdiction over their geographical influence (i.e. Greek Gods have no say of the on-goings of the Aztec Gods' lands).

3 - Ragnarok: The series of events in the Norse Mythology, which depicts a great battle which includes the death of the Gods and the world, as well as the surge of a new one. In this Role-Play's context, tied in with the Egyptian Mythology's belief of the End of the Universe, Ragnarok is a great War of the Gods for supremacy of the new Beginning. According to this Role-Play's lore, whichever side's Gods remain will remain alive come the new rebirth of the cosmos. Your goal is to ensure the Good Gods are left standing. In this Role-play, no God is immortal, and there are little to few manners to resurrect a God.

4 - Ragnarok (faction): The faction Ragnarok is what the Gods will often refer to, rather than the war itself; Ragnarok is the 'evil' faction of Gods and Mythological entities, whom in conjunction and under the triarchy of Loki, Set, and Kronos act to send the world into chaos, in order for them to reign supreme.

5 - Powers: Powers relate to the superhuman abilities that creatures use within the universe of this Role-play. These range depending on the geographical and temporal location of the user. This article places more detail into a Vanguard's Powers. Vanguards can use powers that are exclusively orientated to his God and some extended reaches to his Pantheon.

More Terminology will be added should it be necessary[/spoiler][spoiler=Available Deity to Vanguard]In this Role-Play, your character will be empowered by a God of Mythology, and thus will gain abilities tied in with what the God represents. You may not Vanguard for a non-deity character. Your character may not Vanguard an Omnipotent or Omniscient Deity. Your character may not Vanguard for more than one Deity at a time. Your character may not Vanguard for a King of the Gods, a Primordal God, or an Evil God. Your character may not Vanguard for a God already selected by another player. The Roman Pantheon is not available, due to being based off of the Greek Pantheon. There will be no exceptions to these rules.

Below are some suggested Pantheons of Gods to choose from:
Egyptian Pantheon - Greek Pantheon - Norse Pantheon - Taoist Pantheon - Shinto Pantheon - Chinese Pantheon - Aztec Pantheon - Mayan Pantheon - Hindu Pantheon - Incan Pantheon - Native American Pantheon - Celtic Pantheon

[/spoiler][spoiler=Where do I begin?]Your character is a Vanguard of a God, and discovered this on the 21st of December, 2012. This is because on this date, you were taken to the place of gathering of the Gods of your God's pantheon, and removed from the knowledge and existence of the mortals.

Your character will lose their [acronym=Personal Experiences]episodic memory[/acronym] however all other memory will remain intact (i.e. Your character may know the capital of France is Paris, but will not know if they had been there). This was done to remove the personal attachment to the previous life you had, and thus make you a stronger Vanguard. The reason your character is a Vanguard is also lost, in order to protect your character from a certain event.

On the date of the 21st of December, your character will be elected among the many other Vanguards by a God, which then met many months of training in order to develop your powers.

When this Role-play goes IC, your character will be summoned by your God to defend Bilröst, the Earthly end of the Rainbow Bridge Bifröst, which leads to Asgard. The attack involves to forces of the Fire Jötunn as well as corrupted Dwarves, whom under the influence of Set work to revive Ymir. You will be under the command of Athena, Freyja, and Huitzilopochtli whom each have a division of 10,000 units, including Valkyrie and Einherjar, Myrmidons, and the like.[/spoiler][/spoiler][hr][spoiler=Application Form:]This is a frame-work of your app. Use this as a skeleton of what you will use to create your character. The following below is what is necessary for your application; however you can alter it somewhat.

You may: add additional relevant sections (such as a biography/trivia/etc.), recolour/modify text (Appearance -> Looks/Getup, etc), add character catchphrases, etc.
You may not: shrink/grow font size for mandatory sections (such as 5 lines for Personality), delete/rename sections of the initial app, use inappropriate content for both YCM and the plot, etc.

Your application’s contents should be appropriate for the setting, so make sure it is!

*do not forget to specify where you want your application’s feedback should it be needed before acceptance, either via OoC Thread, or PM!

[hr]Personal Information
Character Name: (Nothing ridiculous please; your RP character’s name)
Sex: (Male or Female, no other's will be accepted)
Age: (Nothing ridiculous please)
[spoiler=Personality:](Spoiler Please: 5 lines of text minimum in order to be acceptable. Please note)[/spoiler]
[spoiler=Appearance:](Spoiler Please: Images are acceptable so long as they're appropriate with the plot, if not 5 lines of text without an image.)[/spoiler]

Combat Information
God: (The Name of the God whom your character is the Vanguard of.)
[spoiler=Equipment:](Spoiler Please: Describe a full, in depth list of the equipment your character uses (this means anything your character equips upon their person.))[/spoiler]
[spoiler=Inventory:](Spoiler Please: Describe a full, in depth list of the inventory your character uses (or, in other words, any items that do not classify as equipment.))[/spoiler]
[spoiler=Attacks/Technique(s):](Spoiler Please: Describe a full, in depth list of the attacks and techniques (any ability that would not be qualified as an attack) your character uses.)[/spoiler]
[spoiler=Unit(s):](Spoiler Please: Enlist a number of mythological creatures within your God's mythology that your character can Summon. You may have a Maximum of 4 Units. Each unit must have a name and a minimum of 3 Attacks/Techniques. Follow the same pattern you did your Attacks/Techniques section for your units. NOTE: This section is not mandatory. Remove this if you do not want any units.[/spoiler]

Other Information
(You may include any and all information that has not been used above, so long as you maintain the formatting. A popular choice would be your character's favourites, a little bit of trivia about your character, or even a theme song.)[hr]

Please Copy the Code below to make your Application:

[spoiler=Application Code:]

[b][u]Personal Information[/u][/b]
[b]Character Name: [/b]
[b]Sex: [/b]
[b]Age: [/b]
[spoiler=Personality:][/spoiler]
[spoiler=Appearance:][/spoiler]

[b][u]Combat Information[/u][/b]
[b]God: [/b]
[spoiler=Equipment:][/spoiler]
[spoiler=Inventory:][/spoiler]
[spoiler=Attacks/Technique(s):][/spoiler]
[spoiler=Unit(s):][/spoiler]

[b][u]Other Information[/u][/b]
 

* We do NOT accept people based on their speed of posting their application, but rather the effort that they have put into the application.[/spoiler][/spoiler][hr][spoiler=Character Roster:]Active Characters:
Below are a list of accepted applications whom are allowed to post in the IC Thread:
Leon Artaxes - Kyng
Quillan Gates & Man - Renegade
Genzai Hatsune - Chaos Sonic
Nailah - Hotaru

Inactive Characters:
Below are a list of accepted applications whom are not currently able to post in the IC Thread:
Clair de Lune - Lulu
Beth Kayvin - Thar
Antimar Longbeard - Tormy

Important NPCs:
Below are a list of NPCs whom are deemed sufficiently important to be placed on this list.:
Atlanta the Huntress
Crystal, Vanguard of Ma'at
Renae, Vanguard of Bastet
Aaron, The Light-Bringer, Vanguard of Apollo
The Heavenly Kings:

[/spoiler][hr]

Click here to get to the OoC Section 2
Click here to get to the IC Thread

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[spoiler=Quillan Gates]
[spoiler=Personal Information]
Character Name: Quillan Gates
Gender: Male
Age: 20
[spoiler=Appearance]
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The headband on his head is just pure green, no metal plate and the tattoo is of single, spiraling circle.
[/spoiler]

[spoiler=Personality]
Throughout the course of the RP, it has been well established that Quillan is quite the player. He flirts, charms, and seduces the other sex purely for the sport of it, and as far as we know he has never really had a serious relationship. While often getting rejected by some of the more intelligent individuals, many women have fallen prey to Quillan's brilliant smile and charming word play. Behind Quillan's exuberant charm, there seems to be some unconfronted issues. At the beginning of the RP, Quillan tried to get into the Grecian Vanguard of Hermes' pants, but after her initial rejection, she was called away for some exclusive training. For a while, Quillan moped around obviously hurt by the rejection.

Around the same time, Quillan met Clair, a Vanguard for the Greek God Phobos. It was alluded that the two had some kind of history together, but nothing was never set in stone. It was obvious that her and Quillan had some kind of unpleasant interaction, having left Quillan terrified of the girl. However, as Clair changed patrons and became less menacing Quillan's interest in her spiked. But before he could make a move, she too was removed from the team. This blow didn't quite hit Quillan as hard as the disappearance of Beth, but once again he was denied a chance at perhaps a meaningful relationship.

It seems that Quillan is hiding behind charms and sex so as to ignore the fact that he has commitment issues. Time and again any girl that could possibly make a life long partner has escaped from Quillan...although they may not have so much escaped as they were released. It seems that Quillan may want a future with someone, but is too afraid to face the world that may bring. Right now we see that Quillan has something going on with the Vanguard of Aphrodite, Sandra, but whether it is an emotional or purely just a physical relationship has yet to be seen.

In addition to Quillan's boyish charm, he sports quite the hot temper. Any damage to his ego will be swiftly met with a demand to fight. This often causes him to bite off more than he can chew, making it so that Quillan takes the brunt of any beating. His recklessness is his greatest weakness and it is obvious he could become a great warrior if he could just keep his anger in check. He is aware of his anger issues, but has yet to completely reign them. He often rushes into battles without thinking and only afterwards will he acknowledge that doing so was a bad idea. Through meditation, Quillan has managed to gain some form of level headed-ness, but it only takes a small push to send him back over the edge.

Quillan's original atmosphere was one of esteemed haughtiness, but throughout the RP he has gained respect and friendship for and from his teammates. He has forged a bond with the newest member of the Spearheads, Man that can only be described as a brotherly relationship. It is obvious that Quillan is slowly becoming a much better person that he was before.
[spoiler=Original Personality]
Quillan is quite the player, always quick to make a move. This often gets him in trouble with the opposite sex, earning him many slaps in the face. Quillan is confident and self assured, almost to the point of idiocracy. This transfers over to his fighting, often biting off more than he can chew. Quillan is also quite sexist, by believing that women are frail and should not be allowed into battle.

Quillan can have quite the temper at times. Even though he is quick to blow up, he is also prone to a quick cool down. He has no illusions about his temper. Quillan realizes that he often overreacts and does apologize for his actions. Recently, Quillan has been trying to learn to meditate, by instruction of his mentor, Notus. He is having a difficult time with such a task, often becoming distracted while trying to find the inner peace Notus keeps talking about. Quillan doesn't have the respect for gods as they may be used to. He doesn't view that as all powerful and treats them more as equals than as deities.

While he would never admit it, Quillan deeply longs for his past memories, feeling as if a part of him is missing. Occasionally he will have a flashback or a deja-vu moment that just barely hints at his past. He secretly resents Notus, as well as the other gods, for getting him involved in the war with Ragnarok, but Quillan realizes why it is necessary for such a thing.

[/spoiler]

[/spoiler]
[spoiler=Bio]
Obviously Quillan doesn't remember anything about his past life, having his memory completely wiped in order to be a better warrior. But he has managed to create a few memories after becoming a pawn of the gods. Living on Mount Olympus, Quillan runs into other Greek Vanguards frequently enough. In one of his testosterone charged escapades, Quillan tried to hit on the Vanguard of Phobos, Clair. That turned out to be a mistake. The blonde girl unleashed upon the poor boy his greatest fears, something that has scarred him deep down. He will not reveal to anyone what he saw, but he now regards the girl with cautious distance, knowing that the Patron of fear has more than enough power to make him wet himself. However, ever since Clair left the tutelage of Phobos, Quillan has found himself slightly attracted to the transformed Clair. Could she perhaps be replacing his infatuation with the Vanguard of Hermes, Beth.
[spoiler=Gift from the Aesir]
Quillan received a gift from the powerful Nordic god, Odin. This gift was a harpy's egg, but Notus did not approve of such a thing. As a result it seems that Notus has placed a curse on the egg so that it may not hatch until he deems Quillan ready for such a responsibility.
[/spoiler]
[spoiler=Diplomatic Intimidation]
Taking part in a mission to secure Ao Kung as an ally, Quillan finds himself discovering new things about himself and even unlocking a power from deep within. He still cannot control this newly found power, but the door is now open for him, he needs to only step through it. Notus also took note of Quillan's abilities, and has decided to allow him into the next stage of his training. Now feeling more secure in his powers, Quillan is determined to prove that Leon isn't the only one that can lead. If only the gods would give him a chance.
[/spoiler]

More to be added later.
[/spoiler]
[/spoiler]
[hr]
Combat Information:
God: Notus
[spoiler=Equipment]

  • Shuriken
  • Tanto
  • Linen Wrappings


[/spoiler]

[spoiler=Inventory]
Having mastered an art taught to him by Notus, Quillan is able to call forth small items from the wind itself. These items include:

  • Basic First-Aid equipment
  • Rope
  • Bottled Water
  • Various, small foods
  • Harpy Egg(will hatch into a harpy, his new unit)


[/spoiler]

[spoiler=Attacks/Techniques]

 

General Attacks/Techniques:

Increased Speed/Agility/Reflexes: A combination of gifts from Notus as well as the fruits of training, Quillan's speed, agility, and reflexes are far superb to any ordinary human.
Air/Wind Manipulation: This skill is not fully developed, but Quillan is able to control the wind and air currents to a sufficient degree. Quillan's control of this power has increased sufficiently. While still not able to completely bend the wind to his will, he has a great deal more stamina when using this power as well as a lot more control and power behind his attacks.
Wind Whispering: Due to Quillan's connection to the wind, he is able to send messages in through the air to anyone as well as hear their reply.
Bearings: While in the air, Quillan has perfect bearings as to where he is at as well as a general knowledge of air currents, air pressure, and weather changes.
Electromancy: Quillan has a small amount of control on the electric attacks of opponents, able to minutely alter their course and on occasion absorb them.
Energy Drain: Quillan can absorb the electricity from a nearby appliance or outlet to increase his stamina and alertness
Electrify: All of Quillan's melee attacks carry a small electric shock

 

 

 

Specific Attacks/Techniques:

Float Like a Butterfly: While not being able to fully fly as of yet, Quillan is able to manipulate the air in such a way that he is lifted off the ground faster when jumping as well as having an extended amount of time in the air. Quillan has now mastered this ability, allowing him the ability of flight, although only for a short duration.
Sting Like a Bee: Quillan fashions the air around him into a sharp projectile and aims it at a target. This projectile is still made of air, but despite that it can still cause quite a bit of damage. With his recent training, Quillan has been able to puncture through sheets of steel with this ability, of course doing so usually requires more concentration than he is allowed during a heated battle.
Shuriken Storm: Using his control over the wind, Quillan is able to control the path at which his shurikens are thrown as well as being able to shoot many at the same time. He often likes to bring a line of shuriken up one arm, around his neck, and then fire them across the other arm at a target.
Vortex Summoning: One of the first techniques that Notus taught Quillan. Quillan is able to summon small and/or familiar objects to his hand. A small tornado will appear around the object, where it may be, as well as a tornado appearing in Quillan's hand. Once the twister dies down the object will be in his hand.
Eye of the Storm: This ability is new to Quillan and he has just merely dipped his toe in an ocean of power. This ability has the potential to grant him the full power of the wind, able to create storms with a mere thought. However, Quillan has a difficult time activating this ability, which involves intense meditation, and even while in this state he has not unlocked the true power behind this. Using this ability quickly exhausts any reserve of energy that Quillan might have, and he often has to rely on a power boost from Vex. Quillan is slowly gaining more mastery over this ability, making it so that he can summon full scale tornadoes with a bit of preparation.
Cyclone Sphere: This technique involves Quillan smashing his fists together and a vortex of swirling air surrounds him. It is mainly a defensive technique that can be used to guard against ranged weapons and attacks, but can also be used as offensive burst of energy that throws back nearby assailants. Quillan can control the size of the sphere to guard himself or others. The larger the sphere and the longer it is present, the more energy is drained from Quillan.
Hot Flash: With this attack, Quillan shoots a blast of super heated air out of his fists. They can cause second degree burns, and rise in temperature the angrier Quillan gets.
Lightning Bolt: Quillan shoots a standard bolt of lightning from his palms.
Thunderclap: Quillan claps his hands together, releasing an explosion of sound an electrical energy in a wide range in front of him.
Thunder Cloud: Quillan conjures up a dark cloud in front of him. He then throws it at a target, surrounding them in the dense fog as well as hitting them with several bolts of electricity within the cloud. The cloud is fairly slow moving and easy to dodge, but those trapped in it suffer a large bit of damage.
Lightning Storm: The offspring of Quillan's powers, the Lightning Storm ability is arguably his most powerful. Calling upon his control of both electricity and the wind, he conjures a powerful twister from the sky, imbued with electricity to launch at a target.
Fusion: Like the rest of the Spearheads, Quillan was taught the power of fusion from Leon. By merging himself with his units, Quillan is able to take on a new form comprised of strengthened features. In his Fusion Form, Quillan's body becomes cloaked in a dark fog and while it doesn't completely obscure his form, it does make it harder for ranged attacks to hit him as well as adding quite the ominous appearance. When in Fusion Form, Quillan's ability of flight is extended indefinitely. When performing the technique, his lower body becomes a cyclone of swirling wind. His eyes become more angular, as well as filling with different rings of colors(mostly reds, yellows, and purples). When glancing at an enemy, said enemy will instantly become fearful of Quillan's presence. Quillan's control over the wind and electricity become dangerously more powerful as does his physical attributes. 

[/spoiler]
[spoiler=Units]
[spoiler=Storm Spirit]

 

 

 

Name: Vex

 

Gender: Female

Appearance:

 

Vex and Quillan share a mental link, able to talk to each other telepathically. Vex is quite wild and hates the fact that she has been confined to be the servant of Quillan. Of course, Quillan does not think of her that, but regardless, Vex is unhappy. She will do her true master's, Notus's, bidding though and follows Quillan's orders to the tee. That doesn't mean that she doesn't hide her ill will. Vex and Quillan often get into arguments, even in the midst of battle. Also do to her lack of respect for Quillan, Vex occasionally appears whether Quillan has called her or not.

 

 

Attacks/Techniques:

 

  • Flight
  • Shoot bursts of electricity
  • Kick up small twisters
  • Travel at incredibly high speeds
  • Immune to most physical attacks
  • Able to transfer energy to Quillan

 

 


[/spoiler]
[spoiler=Strix]

 

 

 

Name: Archimedes

 

Gender: Male

Appearance:

 

Quillan received Archimedes from Notus after completing the Diplomatic Intimidation mission. He was allowed to name the owl-like creature and chose the name Archimedes. Archimedes is a species of creature named the Strix. The Strix are by nature very vengeful creatures, their name once being a curse used by the Ancient Greeks. Archimedes is fairly sadistic, enjoying the suffering of others. Without proper control, Archimedes could easily go rogue. Fortunately, Quillan has tamed the beast well enough to be trusted in battle. Archimedes is about 3 ft tall and has a wing span that reaches 6.5 ft from tip to tip.

 

Attacks/Techniques:

  • Illusory Gaze: Archimedes stares into the eyes of an opponent, instantly causing hallucinations that usually induce fear or confusion.
  • Accursed Luck: Archimedes sheds his feathers over a group of enemies. The feathers sink into the skin of an enemy, usually unnoticed. From that point on in, the victim will have increasingly bad luck for a short period of time. This can include: tripping, dropping weapons, or forgetting a powerful spell[much like a 'brain fart']
  • Aside from magical abilities, Archimedes is blood thirsty and often slices into the necks of enemies and drinks their blood.

 

 


[/spoiler]
[/spoiler]
Other Information:

 

 

  • Quillan has been desperately trying to become a better Vanguard, eagerly attempting new techniques taught to him by Notus, but as of yet has yet to really master any of them. This probably stems from the fact that he is having a hard time finding the inner peace Notus so strongly advocates. He believes that if he can find the inner peace that he will become tremendously more powerful.
  • Quillan was chosen to be Notus' Vanguard because of his wild spirit. He is daring and free, but he lacks the gentleness that is also present in Notus, a trait that Notus has been trying to beat into him.
  • Apparently, Quillan doesn't take too well to the 'prodigy' type. These leaves him to dislike the Vanguard's leader, Leon.
  • As of right now, Quillan has tried to pick up several Valkyries, a goddess, Nailah, Beth, and Clair(off screen). However, his attention seems to be focused on Beth, who at the moment is out of the picture. Poor Quillan.

 

 


Hobbies:

 

 

  • Air Lounging: Quillan will use his control of the wind to softly float across the air.
  • Meditation: An activity Quillan hates, but constantly does.
  • Oggling Girls: His favorite past time.


[/spoiler]

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This section of the OoC Thread is the Plot-line Archive, Soundtrack, and Credits Section of Ragnarok's OoC Thread.

[hr][spoiler=Plot-line Archive][spoiler="Season 1"][spoiler=Arc 1 - Revelations]Plot Synopsis: The Revelations is a story-line in Ragnarok which depicts the introductory events that affect the Spearheads, a group of valiant Vanguards of the alliance.
[spoiler="Chapter 1 - Bilröst"]The Vanguard have been placed in the front lines, guarding the bridging point of the Bifröst Rainbow Bridge, a crucial territory as Bilröst is the Mortal End of the bridge, the other end leading the Valhalla. This battle, a struggle for control over the great hall of Odin, also acts as the grounds of Ymir's Grave unbeknownst to the Vanguards or the Army mustered in Valhalla's Defense.

The priority for the Vanguards was simple: shave back the forces of Ragnarok, and stop them reaching Valhalla! Click here to read more.[/spoiler][spoiler=Chapter 2 - Frost Giant's Fjord]The Vanguard have been drawn back from the lines after a burst of morality in Ragnarok's forces. Escorted to the site of the unearthening of Ymir, the Father of the Frost Giants, their task is one easier said than done: stop this Titanic Giant from being revived! Fortunately they meet new allies, with whom they're able to rely upon.

Following this, a period of rest as they leave Bilröst for now. Click here to read more.[/spoiler][spoiler=Chapter 3 - Diplomatic Intimidation]The Vanguard have formed a stronger group, and have been tasked with the mission of bringing a very wealthy, yet surprisingly abusive neutral Deity, the Dragon God of the East Sea, towards the Alliance. The Gods seek Ao Kuang's wealth to aid them in their cause, but this Dragon has a nasty bite!

How will the Vanguard fend against their first battle with a God? Click here to read more.[/spoiler][spoiler=Chapter 4 - Escort from Elysium]The Vanguard, now named the Spearheads, have been tasked with a seemingly peaceful task. They were to enter the Greek Underworld, and reach Elysium where they would have to find, and recruit, as many Heroes, thinkers, any soul willing to serve the Alliance's cause. It seems diplomatic at first, but will it remain so?

With the Spearheads investigating the Underworld, who knows what could happen? Click here to read more.[/spoiler][spoiler=Chapter 5 - Festivities and Conspiracies at Olympus]A well deserved time of rest, the Spearheads find themselves at a banquet, a feast, a festival heralded by a vast number of the party-pro Gods. A chance to mingle with fellow Gods, Vanguards, Heroes, Legends, and the like. Though when weapons lower, so does one's guard. Is everything as it seems?

What is going on at Olympus? Click here to read more.[/spoiler][/spoiler][spoiler=Arc 2 - Rise of the Titans]Plot Synopsis: tba.[/spoiler][/spoiler][spoiler=Season 2][/spoiler][/spoiler][hr]

Click here to get to the OoC Section 1
Click here to get to the IC Thread

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[spoiler=Genzai Hatsune]

Personal Information
Character Name: Genzai Hatsune
Sex: Male
Age: 19

[spoiler=Personality]Genzai is calm and always keeps his cool, never one to jump the so called gun on any situation. His peaceful demeanor is a pleasant feeling for those who are around him, they too beginning to feel at peace. Ever so loyal to his duty as a Vanguard, trying to keep honor with Ryujin's name and even the name of the Vanguards before him. In battle, he continues to keep his cool, not making rash decisions or hesitating on anything that he comes in contact with. He tries to be civil with the other Vanguards, since they're all trying to protect their chosen gods. If there is a quarrel between other Vanguard, he acts like the voice of reason and tries to keep the arguing parties calm as they sort their problems out.[/spoiler]
 

[spoiler=Appearance]

Water-alt.jpg

*He no long wears the scarf, as it was shredded during the trip to the Underworld.

[/spoiler]


Combat Information
God: Ryujin - Shinto God of the Sea (Appearance)

 

[spoiler=Equipment]

*Kusanagi no Tsurugi ~ The Legendary blade that was once wielded by Susano'o. By the steel of this blade, it killed the Yamata no Orochi (twice). It was given to Genzai as a gift from Susano'o after the Spearhead's mission in Japan. It has now become his primary weapon.

 

Mizu Kiba Katana (Water Fang) ~ The blade in the appearance, however when in battle it is covered in a bright blue aura. It was a blade that was said to be used by one of Ryujin's first leading commanders. A nice chunk of Ryujin's power was poured into the making of this weapon, however it is not as strong as an actual weapon wielded by the Shinto God of the Sea. This happens to be Genzai's now secondary weapon.

 

Shinto Commander's Apparel - Ryujin ~ The normal attire for a Commander or Vanguard of Ryujin. The outfit in the appearance is very light weight and won't hold Genzai down, allowing him to move swiftly without any problems.

 

Tear of the Sea Dragon ~ An old necklace with a sapphire teardrop on it. This was a memento of Genzai's deceased mother, who was the original wearer of it. He keeps it hidden under his scarf, noting that it had some power to it...just unsure of what that power is.[/spoiler]

 

[spoiler=Inventory]
Dragon Scales - These are normal scales from ancient dragons, used to be a currency in some places in the old age of Japan. These remain in a small pouch that Genzai keeps with him at all times.
[/spoiler]
 

[spoiler=Attacks & Techniques]

General Attacks/Techniques

*Enhanced Water Usage - During the training with Leon, Genzai developed the ability to limit his usage of water. By using as little water as he could, it began to reinforce the powerful impact it had on his abilities.

 

*Improved Base Attributes - During the training with Leon, Genzai's base attributes began to improve greatly. With his Enhanced Water Usage, his endurance was raised (for not having to use too much water with his attacks). In his training battles with Man, as Leon allowed it, his perception grew even more than it was before.

 

Specific Attacks/Techniques

Ryujin Kenbu (Ryujin's Sword Dance) - A unique fighting style that has been passed down from each generation of Ryujin's Vanguard. It utilizes the users speed, strength, and defense as the user keeps moving, resembling the movement of a dragon. This fighting style's attacks and strikes flow together very easily, however, one false movement...and it could throw off the entire style.

 

Ame no Dansu (Dance of Rain) - A defensive move. Genzai slashes upward and downward, in a complete circle and begins to make a water barrier. It is very effective in defending, however it has a twenty second time frame...after that it collapses.

 

Ame no Gōon (Roar of Rain) - A defense move. Genzai places his free hand on the blade and the blade begins to glow with a bright blue aura. After this, he stabs the blade into the ground as a louder dragon's roar is audible to his opponents. This roar stops the opponent from attacking, as the roar only completely stops the opponents and no one else, for exactly thirteen seconds. Enough time to either retreat, or attack.

 

Ame no Dōki Suru (Synchronize of Rain) - A defensive move. To help evade his opponent's attacks, Genzai begins to steadily synchronize his breathing with the pace his opponent's is.

 

Ame no Danmaku (Barrage of Rain) - An offensive move. Genzai advances towards his opponent, but stops in front of him by two feet and thrusts his blade forward. Once this has happened, Mizu Kiba sends out an onslaught of senbon rain drops toward the opponent.

 

Ame no Tsubasa (Wings of Rain) - An offensive move. Genzai channels energy into the blade, while the aura from it spills out onto him, creating a pair of wings on his back. With these, he's speed is increased for a short time as he can attack swifter than before. At the end of the attack, the wings disperse and strike at the opponent as ice spikes.

 

Ame no Kage (Shadow of Rain) - An offensive move. Genzai slashes upward to create a tidal wave heading towards his opponent. His opponent sees the reflection of Genzai within the tidal wave, however it is only a reflection. With this, his opponent is busy looking at the reflection, allowing Genzai to strike from above.

 

Ame no Tantō (Charge of Rain) - An offensive move. Genzai rushes towards his opponent, beginning to slash in front of him. He starts to begin to pick up speed with the water working for him, beginning to take an appearance of a large water bullet. Once collided with the opponent, the water bursts like a bubble, and on the opponent emerges countless cuts from the countless slashing Genzai had done.

 

*Fusion - The newest ability that Genzai was taught from Leon. Summoning up his Units within three bubbles, which spin around the Shinto Vanguard until then envelop him. Once the Fusion is complete, Genzai awakens as a form that can only be referred to as Water Incarnate. Becoming the entity of pure water allows Genzai to take the form of a giant (ceiling height) turtle/jellyfish/dragon/hybrid. Because he is pure water, he cannot take damage, excluding his water being consumed.

[/spoiler]

 

[spoiler=Units]

[spoiler=Zeri (Jellyfish)]

Jellyfish

Sex: Male

[spoiler=Appearance]

Jellyfish.jpg[/spoiler]

[spoiler=Attacks/Techniques]

General Attacks/Techniques

Swimming: As a creature of the sea, of course Zeri can swim. Zeri, unfortunately isn't Genzai's main aquatic unit. He has proficiency when it comes to his aquatic abilities, and he's able to carry Genzai.

 

Electric Tentacles: Like a normal jellyfish, Zeri has a natural defense: his tentacles which will give those who come across him a jolt of electricity.

 

Specific Attacks/Techniques

Electric Grip: Zeri's tentacles grip the opponents, then releasing a large amount of electricity into their system. The effects could most likely result in temporary paralysis.

 

Shocking Venom: From its tentacles, Zeri shoots out an invisible set of needles at the opponent. Upon contact, they release a venomous toxin, making the specific spot hit incapacitated. Genzai uses this to his advantage when he does Ame no Danmaku.

[/spoiler][/spoiler]

[spoiler=Kame (Turtle)]

Turtle

Sex: Male

[spoiler=Appearance]

Gora_Turtle.jpg[/spoiler]

[spoiler=Attacks/Techniques]

General Attacks/Techniques

Swimming: As a creature of the sea, of course Kame can swim. Kame is Genzai's main aquatic unit. He has proficiency when it comes to his aquatic abilities, and he's able to carry Genzai.

 

Hard Shell: A normal turtle defense mechanism, Kame's shell is a bit sturdier than a regular turtle's. Like this, he can protect Genzai or anyone when needed.

 

Specific Attack/Techniques

Aqua Defense: Kame retreats into his shell, as water pours out from the shell. It creates a small barrier around the turtle, making the shell encased within a watery casing. The water can expand or decrease according to Genzai's wishes: can either protect him or his allies.

 

Tidal Typhoon: Once again, Kame retreats into his shell and water pours from it. However, the shell begins to spin rapidly as the water continues to gush out. The water added with the gushing water, begins to create a whirlpool effect. At this, Genzai can use the water to benefit his attacks or to trap his opponent for the short period of time.

[/spoiler][/spoiler]

[spoiler=Tokage (Dragon Whelp)]

Dragon Whelp

Sex: Male

[spoiler=Appearance]

water_dragon_by_silasagnostos-d4ivbjy.pn

[/spoiler]

[spoiler=Attacks/Techniques]

General Attacks/Techniques

Swimming: As a creature of the sea, of course Tokage can swim. Tokage is Genzai's main aquatic/stealthy unit. He has proficiency when it comes to his aquatic abilities.

 

Underwater Breathing: Being a creature of the sea, breathing underwater is essential for Tokage to operate. Being under the water for an unlimited amount of time, not needing to come up for air.

 

Fierce Bite: As a dragon, Tokage's fangs are deadly sharp to the touch. Because of this, a swift bite can cause a definite amount of damage to anyone.

 

Specific Attacks/Techniques

Song of Storms: Tokage whistles a faint sound (the actual LoZ Song of Storms theme) and suddenly out of nowhere, a terrible storm surrounds the enemy. This tactic is useful when needing a hasty retreat, as the storm won't be a bother to Genzai and his allies.

 

Tempest Claw: From this, Tokage slashes toward an opponent with his claws. From the shockwave that will follow, a small violent wind storm will hit, causing the enemy to knocked down or blown away.

[/spoiler][/spoiler]

[/spoiler]


Other Information

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Personal Information

Character Name: Kurai Anei
Sex: Female
Age: 19
[spoiler=Personality:][/spoiler]

 

[spoiler=Appearance:]Konachan.com_20-_20134625_20black_20blac

 

Kurai often gets mistaken to be about 16, 17 years old due to her height. She's about 4' 2" tall and weights about 80 pounds.[/spoiler]

 
Combat Information
God: Hecate
[spoiler=Equipment:]When Kurai enters battle mode, her outfit is changed out for her "candle witch" attire. This attire was made by Hecate herself and given to Kurai. The candles have a special property to them. Rather than give off light, they gather the light around them and consume them, darkening the area around Kurai. Kurai is able to alter the intensity the light is consumed. The candles, however, are not able to completely void the area of light. Also, the candles are ineffective in areas covered in daylight. Instead, they make shadows more intense, giving Kurai more to work with during the day (explained better in attacks/techinique(s) spoiler). Also, on her outfit are 5 skulls, each filled with a unique spell or spirit Kurai can use during combat with out the need of her spell book. [/spoiler]

[spoiler=Inventory:]During combat:

  • Other than her outfit during combat, Kurai carries her spell book (an ancient looking black book that's rather worn out with "blank pages.") and her cell phone. Everything else is placed in a secret, secure location.

Outside of combat:

  • Cell Phone: just a simple black flip cell phone that has a star charm on it.
  • Guitar: as seen in her appearance picture.
  • Black Bunny Plushie: Kurai has a small black bunny plushie she keeps attached to one of her belt loops, usually on her right side.
  • Wallet: contains ID and enough cash to buy a meal and a bus/taxi ride home should the need occur.
  • Backpack: contains 2-3 bottles of water for the day, her spell book, college books and supplies, and a change of clothes.

[/spoiler]

[spoiler=Attacks/Technique(s):]Passive

Shadow Tentacles: As long as there is a shadow or darkness, Kurai can have tentacles sprout from said area. The solidity of the tentacles (as in how easy they break and their strength) depends on how strong the shadow/darkness is. The darker, the stronger. If a shadow is barely visible or too faint, Kurai can't sprout tentacle(s) from there as a source. [/spoiler]

[spoiler=Unit(s):]Kotabi (Ko-tah-bee): despite being a pup of Cerberus, is as big as a person. He is always eager to make Kurai happy and is very protective of her.

  • Inferno Barrage: Each head launches out a basketball sized fireball that creates a mini-explosion upon impact, usually no bigger than 3' wide.
  • Nightmare Howl: The three heads let out high-pitched howl that creates a sonic wave in either a directional form (all three heads point to the same direction) or in a burst formation (each head is facing a different direction).  

Maevrus (Mah-v-roos): a raven harpy that's just a tad bigger than Kurai (about 5' tall). She treats Kurai as a little sister, often teasing her like any older sibling would.

  • Shadow Talon: Her talons get covered in a thick, black goo that's very poisonous if it gets in the bloodstream. Non-threatening if it doesn't get into the blood stream directly. The goo also dissipates quickly in the air.

  • Raven's Call: She lets out a caw that calls in a flock of demonic ravens from the underworld for a swarm attack that lasts a few seconds.

  • Harpies' Song: A magical song she sings where the lyrics change depending on what effect she wants the song to have. However, since she's still perfecting this power, the effect may not be exactly what she desires, but of something similar to it.

Fivi (Feh-vee): an ancient gorgon, despite her youthful looks. Due to her ancient age, she is able to activate her powers at will, but rather than turn creatures to stone, she slows them down since her age has weakened her powers. She treats Kurai as if she was her granddaughter, often giving her advice and singing her lullabies when she goes to sleep.

  • Gorgon's Stare: As mentioned before, rather than turn creatures to stone, this ability slows the creature down more and more, the longer eye contact is made, often reaching paralysis if eye contact is not broke within 30 to 90 seconds (almost instantaneous in some cases, mostly with small creatures, though), depending on will power. Creature will regain full speed and movement if eye contact is lost. Creatures of great will power will only be slowed, not paralyses.

  • With Gorgon's Stare being mostly her only power, she mostly fights with her speed, tail, claws and venom (either from her own fangs or the snake heads), only resorting to her stare if its needed.

[/spoiler] 


Other Information

Kotabi is play-on-word and somewhat close phonetic spelling of the Greek word, pup (κουτάβι).

Maevrus is a close phonetic spelling of the Greek word, raven (μαύρος).

Fivi is also a close phonetic spelling of the Greek word, snake (φίδι).

 

Kurai's Theme Song

 

WIP still

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In case I don't need to make a new one:
 
Personal Information
 
Character Name: Beth Kayvin
Sex: Female
Age: 24
[spoiler=Personality:]Beth is the epitome of mischief. She was raised by prankster parents who were kicked out of several towns for patronizing their higher powers. Never has she witnessed direct discipline for acting in such a way because of her age at the time, however, in that regard, she has never been able to discipline herself. Over the years, she has learned to control her tenancies to ruin people's days. She passed time by helping others, but balancing it out with a few jokes to satisfy her temptation. Although she could control her mischief around innocent people, her enemies or offenders feel her wrath as she ecstatically sets traps and pushes their buttons to make them angry, which she believes is everyone's weakness in battle. She loves to taunt people, friends or foes, for the sport of finding these weaknesses for future reference.[/spoiler]
[spoiler=Appearance:]anime-girl_007-1-1-1.jpg[/spoiler]
 
Combat Information
 
God: Hermes
 
Equipment:
 
Glass-ended Whip: As a prize for crashing an execution, she obtained this whip from the executioner during the public torture of an oppressed murderer. The whip rolls out to about three meters in length and embedded on the end is a glass shard that can cut the skin of a rhino.
Needles: Part of Beth's tactics in battle is getting into the enemy's skin... literally and figuratively. Beth uses needles to get a leeway on opponents, using roughly accurate aim to strike the eyes or pressure points to gain an advantage. Often times she just throws them to piss them off, which gives her the excitement of humiliating them in combat. 
 
Inventory:
 
Rope: Used for many purposes, but often for tripwire traps as a prank to whoever she wants to see rage.
Loaded dice: Why gamble when you can cheat? In the instance of a game, Beth smirks at the idea of taking the pot before everyone finds out she rigged the whole thing.
 
Attacks/Techniques:
 
Punishing Wind: Beth twirls her whip around her, slicing anyone within its reach in all directions.
Grapple, pull, and clout: Beth grapples the opponent's neck, pulls them close to her and delivers a blow to them hard enough to break whatever bone it lands on.
Needle barrage: Beth throws a barrage of needles. This can either be in the air and have it rain down on the opponent, or just directly at them to weaken them.
 
Units:
 
Sykes and Vecks: Sykes and Vecks were found tied together in a knot in a tree while Beth was out playing pranks one day. She untied the two snakes and was forever grateful by the duo, being bestowed their companionship. The two snakes were gifted with special abilities. Sykes, green with yellow-spotted scales, contained a unique venom that stimulated incapacitating laughter in whoever was affected. Vecks, purple with orange stripes along his length, held a razor-sharp blade on the tip of his tail that served as an alternative weapon in situations where Beth would lose her whip. Both snakes had the ability to stretch up to three times their length and constrict their foes. Sykes' venom and Vecks' tailblade work hand in hand as a venomous second whip.
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[spoiler=Man]

Personal Information

Character Name: Man

Sex: Male

Age: Unknown, but appears to be in early twenties

[hr]

[spoiler=Personality]

Man is very primitive, having no memory whatsoever of his past, this includes information as well as personal memories. He has been raised as a wild beast, only learning primitive English from his Patron god, Pan. Like all animals of the wild, Man is named for his species, often referring to other humans as Man or Woman, followed by their first name. Despite his primitive upbringing, Man is gentle when not in battle. He tries not to harm things if he can help it and has no concept of hurting someone's feelings or anything of that nature.

 

As to be expected, Man is very close to nature, especially the animals in it. He cares very much for his animal friends, and will fight as strongly to protect them as he would a fellow human. Having learned most of what he knows from animals, it seems as if Man can communicate them.

 

While Man is not very knowledgeable, he can't be classified is dumb either. A quick learner, Man is very resourceful and skilled at being an outdoorsman. His extreme curiosity for things has gotten him into a bit of trouble throughout his trouble, but has gone to further his limited knowledge of the world.

[/spoiler]

[hr]

[spoiler=Appearance]

2e34dqq.png

[/spoiler]

 

 

Combat Information

God: Pan, the Lost God

[spoiler=Equipment]

Staff: carved from the wood of an ancient hardwood tree, the staff is incredibly durable and sturdy. Enchanted by the God of the Wild, Pan, this staff cannot break and will always appear to Man when he is need.

Long Bow: This is Man's secondary weapon. A massive bow that has a draw weight several times greater than that of a normal long bow. Like Man's staff, the bow cannot break or be lost. The arrows in his quiver can run out, but will slowly replenish themselves.

[/spoiler]

[spoiler=Inventory]

Forgoing most clothing, Man does not have a lot of room to carry anything other than his weapons. His loincloth does have a special pocket to hold small trinkets that he finds. Back at his tree house deep in the Amazon, Man has a collection of small baubles. His favorite is a small totem figure that he carved himself.

 

Hanging around Man's neck is a gift from Pan. pan flute able to produce the beautiful sounds of nature, Man is greatly skilled in the instrument.

[/spoiler]

[spoiler=Attack/Techniques]

Blessing of the Wild:  Man was gifted with the blessing of Pan. This blessing gives him increased strength, stamina, and speed while in wild and rural areas. While in the area known as Pan's Domain, Man is said to have the strength that rivals the God of the Wild himself.

Increased strength/stamina/speed/agility: Due to his training and upbringing, Man has abilities that are far above any normal man. Able to compete with wild animals themselves, Man's physical abilities are quite impressive.

Heightened Weapon Aptitude: Training with his weapons have left Man with amazing prowess with his weapons.

Enhanced strength/stamina/resilience: Under the watchful eye of Leon, Man honed his fighting style to focus on taking a beating as well as dishing out some real damage.

[hr]

Gift of the Wild-Mother Bear: Channeling the power of the wild, Man gains the characteristics of a powerful grizzly bear. His strength increases and his nails elongate into dangerous claws.

Gift of the Wild-Father Wolf: Channeling the power of the wild, Man gains the characteristics of a crafty timber wolf. His speed and agility increase as well as his senses of smell and hearing.

Gift of the Wild-Brother Eagle: Channeling the power of the wild, Man gains the characteristics of a proud eagle. Growing powerful wings, gaining the ability of flight, Man is able to fly for a short period of time. His sense of sight also greatly increases.

Gift of the Wild-Sister Serpent: Channeling the power of the wild, Man gains the characteristics of a clever snake. His canine teeth elongate into fangs that can inject of painful, yet not lethal venom. His skin becomes covered in protective scales and his flexibility great increases. By flicking his tongue in and out, Man can literally taste the air and gain an understanding of the surrounding of the area that is better than that any of the other senses could provide.

Gift of the Wild-Desert Tortoise: Channeling the power of the wild, Man gains the characteristics of a sturdy turtle. His skin becomes covered in hard plates, making him incredibly more durable to physical damage. Man's speed is greatly hindered by this ability, but the increase in both defensive and offensive strength make up for it. While in this form, Man's weight is greatly increased as well. 

Call of the Wild: Can be channeled through the pan flute or used simply by his voice, Man calls upon the power of nature to aid in his battle. Animals and plants alike respond to the call, but the effort greatly exhausts Man and he rarely uses it.

Fusion: Due to Man's Animal Mimicry abilities, Fusion is incredibly easy for him to do...although this may also have something to do with his lack of 'powerful' units. When in his Fusion Form, Man's body sprouts the same fur that is found on his Tanuki. In addition, he also sports the same raccoon-like tail. As is expected, Man's speed and agility are greatly increased. He also gains some sort of healing ability that is able to patch up most minor flesh wounds in seconds. While in Fusion Form, Man's animal mimicry powers are also greatly increased, although their physical effects are reduced, due to the fact he already appears to be more or less an animal. 

[/spoiler]

[spoiler=Units]

[spoiler=Japanese Tanuki]

AAAAC0HgPAUAAAAAAXhQSA.jpg?v=13133499600

Name: [acronym='Originally to be named, Tanuki, Quillan talked Man out of that name. The two settled for Pup']Pup[/acronym]

Gender: Male

Attacks and Abilities

Enhanced Speed and Agility: Pup's speed and agility are astounding, becoming little more than a brown blur when he really gets going.

Shapeshifting: True to the legends of a Japanese Tanuki, Pup is able to shapeshift into just about anything. His size stays proportionate to his original size, though, and he does not gain any of the supernatural powers of whatever he is copying.

Goodness Sake: The elixir held in Pup's Sake Flask is actually an elixir of the god's, healing whomever takes a sip. The flask only has enough for three mouthfuls, and thus must be used sparingly during battle. 

[/spoiler]

[/spoiler]

 

Other Information:

  • Man has never seen a female human before and thus they greatly fascinate him.

  • Most of Man's mannerisms are similar to animals. He is often seen sniffing a person or growling at enemies.

  • Protective of his Patron God, Man never lets anyone near his ailing friend without first proving themselves to be of pure heart as well as competent in battle.

  • Man refuses to wear any clothing, except for his loincloth.

  • Can speak to animals

[/spoiler]

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And the Units are a jellyfish and turtle.

 

Alright, so water and ice is your element.

 

Right off the bat I can say that the turtle and the ice element can go hand and hand with an ice barrier-type technique. With this, it adds an extra layer of defense for the turtle and it's role as a shield for your own skin. You can also give it the ability to manipulate it by melting it, bending its properties to act as a spike or blade or even as projectiles with the right amount of force. The turtle can easily regain the barrier's resources by bending water from anything around it and storing it in its shell. For sh*ts and giggles, you could give this ice a very threatening ability to freeze anyone who comes in contact with it.

 

Now for the jellyfish; the element of thunder immediately came to mind, but that is only in cartoons. Considering jellyfish stimulate the "electric" sensation with dozens upon dozens of microscopic needles in its tentacles, its technique can involve projectile needles that are invisible to the opponent but nearly fatal upon impact, for they contain a numbing venom that can incapacitate a small area around penetration.

 

That's really all I can come up with.

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[spoiler=Kyng - Leon Artaxes]NjPKBSj.png
"Warriors, to battle!"

Personal Information
Character Name: Leon Artaxes
Sex: Male
Age: 21
[spoiler=Personality:]Leon is an exceptionally courageous individual, and under the Mentor-ship of Anhur has received the alias of "Lionheart". With this courage, Leon has often made strong use of inspiring those around him, including his subordinates and the like. With this in mind, he easily takes the role of a leader and has a prominent ability to boost morale. Leon's courage can take a reckless side, however; he will never surrender, and as such can be dragged into a losing battle. However, if this were the case, he would continue to support his cause and let his last stand be one worth remembering.

Leon has also been known to have an indomitable will, linked from his courage. This was shown during one of Anhur's tests, whereby the Lion God demanded him to 'give up his duty as a Vanguard' with Leon's hands tied behind his back. For 17 hours, Leon took vicious attacks from the God, yet he would not surrender. However, that doesn't mean he would not pass out, which he did.

Anhur was rallied to Leon due to the individual's creativity. Leon has shown on multiple occasions to think outside the box. This is often applied to many aspects of his life, such as his culinary works as well as his combat abilities.[/spoiler][spoiler=Appearance:]

CzsMvLr.jpg

[/spoiler]
Combat Information
God: Anhur, "The Slayer of Enemies", God of War
[spoiler=Equipment:]Red Aten Tattoo: A large red sun disk tattoo in Leon's back. Inscribed into his back by Seshat upon request of Anhur for the Vanguard, Leon's tattoo glows a brilliant, solar red as he ignites some of his Solar Powers inherited from Anhur's ties to Ra: though not as brilliant as a true Sun God, these powers are prominent enough to allow him to use Solar Energy Manipulation to a notable extent.

Heliopolian Iklwa: Two shorter melee-purposed spears that, though capable at being thrown, are better practised in duel-wielding close combat. Leon's spears are tinted with a beautiful golden hue. The enchanted, divine bark in which the shaft is crafted frm gives this weapon create durability, capable of ressisting blows from mighty sword attacks. It is also effective in terms of stabbing foes.[/spoiler][spoiler=Inventory:]Heliopolian Assegai: A longer spear, driven with the sheer purpose to be thrown. The red hue of the Egyptian Sands on this spear give this the colour of the aggression embodied within them. The tips are hued blue, and are alleged to be poisoned by a Cobra's venom. Naturally very effective when thrown, these spears can also offer range in close combat.

Divine Djerid: The longest physical spear in Leon's possession, and rumoured to be the most powerful. Often not seeing battle, the Djerid as a very powerful spear in terms of penetrative ability. It is ideal in skewering much larger and heavier foes, with much thicker skin: the spear is capable of being thrown, by Leon or Anhur at full strength, through an entire mountain. However, the Vanguard requires to bolster his strength prior to wielding this, as throwing this weapon is a very difficult task.[/spoiler][spoiler=Attacks/Technique(s):]

General Attacks/Techniques:

Enhanced Spearmanship:A technique obviously gifted upon Leon with his training with Anhur. Leon is able to demonstrate a natural aptitude in the way of the spear. He is able to wield a spear with great speed, power, and skill. As one of the largest (or at least longest) classes of weapon that can be carried by normal humans, Leon excels in keeping enemies at bay and maintaining a superior position in combat, having a great advantage, at a distance, over opponents wielding smaller melée weapons.
Applications:
> Stopping large incoming objects
> Breaking through any number of obstructions with powerful thrusts
> Using the tip as a precise long-range slicing tool
> Blocking incoming attacks with the shaft.

Enhanced Markmanship: A technique well applied with his lance and javelin prowess. Leon has incredible accuracy with projectiles. More accurate with his own weapon-style, he is not only limited to spears and can uses bows, firearms, etc. with promisingly great accuracy levels.

Indomitable Will: Leon has unnaturally strong willpower, this technique enabling them to resist many forms of temptation. Through their will the user can face great physical pain and psychological trauma and will refuse to surrender no matter how much the odds are stacked against them, possibly up to the point of cheating death and pushing themselves past their own limitations. Naturally, this can lead to very reckless motions he makes. In addition to this, other Vanguards with inducing abilities can, at some point, break this willpower.

Weapon Affinity: This technique gives Leon an affinity to his weapons, namely the spears. Though he can very well fight without them, his abilities focus to a degree. As such, he can do a number of things due to this close tie with his weapons.
Applications:
> Weapon Recalling/Summoning: Leon can summon one of his types of spears (at a single time) and, when thrown, recall them to his hand.
 

Specific Attacks/Techniques:

Sun Spear: An attack exhibiting the power of Leon's solar energy manipulation. Leon can create a lance of pure concentrated solar light, which combined with his impressive spear throwing abilities enables him to throw these incredibly [acronym=Ba-dum-tss]light[/acronym] spears at his enemies. As simply concentrated beams of light, these spears can easily penetrate and sear through enemies.

Burning Soul: With the power of the Desert Sun channeling through him, Leon can manifest the sun's heat and ignite his weapons. In doing so, he is immune to these holy flames.
Applications:
> Burning Soul + Sun Spear -> Target Ally: Should Leon throw a Sun Spear at an ally when using Burning Soul, he can heal them to an extent.
> Burning Soul + Sun Spear -> Target Enemy: Should Leon throw a Sun Spear at an enemy when using Burning Soul, he can on occassion ignite them and set them on fire. If in proximity of a Fire/Solar power using ally, this application will always ignite foes.

Predator Instinct: By practising with Anhur, Leon is able to tap into the feral side of his mind, greatly augmenting his abilities and removing his restraint, at the cost of taking his own well being into account.

Advanced Predator Instinct: By overcoming his former Predator Instinct's control over his mind, Leon is able to achieve a substantially greater level of power.

Rush Force: With his spear surrounded by a crimson aura, Leon enhances his melee abilities with his spears - it enables him to access combos with more ease by increasing the speed of his attacks.

Enhanced Guard: With his spear surrounded by a blue aura, Leon enhances his blocking abilities with his spears - it increases the amount of force he can exert defensively.

Mighty Swing: A very powerful swing of his spear. Leon swings his weapon with substantial force, causing a gust of backlash wind to spiral from his swing.

Heart of Fire: Leon's Ultimate. Leon fuels himself through the morale of his fellow allies in the vicinity which, in turn, increases the flames burning on his tattoo (despite dubbing it as his heart.) Following this, by channeling the fire into his spear, Leon throws it at a furious speed, the flames forming a Lion's Head at the tip of the spear, before bulldozing through an adversary.

Fusion: Leon's Fusion form. By returning both his units into pillars of Summoning Light, Leon can draw them towards him and release their spirits inside his form, effectively fusing the entities and bestowing their collective power into one single entity. Furthermore all his spears also fuse into a single spear, combining all aspects of the former forms into the new weapon. In doing so Leon numerous abilities such as flight without the need of wings, incredible strength and speed, bolstered resilience, as well as the ability to use Solar Energy Slashes from his spear.[/spoiler][spoiler=Unit(s):][spoiler=Shai (Griffin)]Griffin
Unit Name: Shai
Sex: Female
[spoiler=Appearance:]BLyY5Qv.jpg[/spoiler][spoiler=Attacks/Technique(s):]

General Attacks/Techniques:

Flight: As a winged creature it is not surprising that Shai can fly. It is with this reason she is Leon's mounted Unit. Shai has a great proficiency in terms of aerial abilities, and is strong enough to be able to carry both Leon and his Divine Djerid.

Claw Retraction: Shai can project razor-sharp claws from her paws for offensive purposes. Shai can also retract her claws.
 

Specific Attacks/Techniques:

Enhanced Bite: Shair has particularly strong bites, because of sharp teeth and strong jaw-muscles. She is capable of crushing rocks with her teeth as well as small metals like armour and swords.

Night Vision: From Shai's lioness genes, she can see in a dark or dim environments as though it were well-lit. This proves very effective in terms of Leon's spear-throwing in dark environments, as well as a good guarding ability for night patrols.

Predator Instinct: Shai possesses predatory instincts, allowing them to become masters of hunting and tracking. She can discern numerous factors of a situation that make him a master of pursuit and capture. This includes what move a foe will make, where he is headed (if the user is in the foe’s proximity, or knows the foe fairly well), as well as how to effectively cause a foe to play right into one’s hands in combat/pursuit.[/spoiler][/spoiler][spoiler=Martyaxwar (Manticore)]Unit Name: Martyaxwar
Sex: Male
[spoiler=Appearance:]tiirtcf.jpg[/spoiler][spoiler=Attacks/Technique(s):]

General Attacks/Techniques:

Flight: As a winged creature it is not surprising that Martyaxwar can fly. However, he is not Leon's aerial unit necessarily. Martyaxwar has a great proficiency in terms of aerial abilities, and is strong enough to be able to carry both Leon and his Divine Djerid.

Sharp Claws: Martyaxwar has razor-sharp claws from his paws for offensive purposes.

Prehensive Tail: Martyaxwar wields a tail that can be used to grasp objects, heavy enough to hold some of Leon's heavier spears, including the Divine Djerid.
 

Specific Attacks/Techniques:

Enhanced Bite: Martyaxwar has particularly strong bites, because of sharp teeth and strong jaw-muscles. He is capable of crushing rocks with his teeth as well as small metals like armour and swords.

Night Vision: From Martyaxwar's lion genes, he can see in a dark or dim environments as though it were well-lit. This proves very effective in terms of Leon's spear-throwing in dark environments, as well as a good guarding ability for night patrols. As Leon's main combat unit, this proves extremely effective.

Predator Instinct: Martyaxwar possesses predatory instincts, allowing them to become masters of hunting and tracking. He can discern numerous factors of a situation that make him a master of pursuit and capture. This includes what move a foe will make, where he is headed (if the user is in the foe’s proximity, or knows the foe fairly well), as well as how to effectively cause a foe to play right into one’s hands in combat/pursuit. Martyaxwar's exceeds that of Shai, and is exerted in his combat performance.

Venom Generation:Martyaxwar is able generate, create, emit or otherwise produce poison/poisonous substance from his tail and jab it, via his scorpion tail, into the victim. For the sake of clarity, Venom is especially used of the poisons secreted by certain animals, usually injected by bite or sting. Martyaxwar's venom has been known to paralyze in larger doses, but too much will evidently be fatal.[/spoiler][/spoiler][/spoiler]
Other Information
Trivia:
> Leon's first name is a French version of Leo, meaning "Lion".

> In addition, his surname is Greek, meaning "Lion King".

> This all odd, because the Lion Gods he associates himself with as Egyptian.

> Leon loves water and getting wet in the hot, but absolutely hates getting wet in a cold environment. This resembles the behaviour of cats.
> Leon loves to eat fish. Raw.
> Leon's appearance, as well as his spears images, are those of Lancer (and Lancer Spears, respectively) from the "Fate/" series. This character, as well as the type of character, are well known for their use of spears.
Hobbies:
Fishing | Sun Bathing | Hunting | Sketching
Theme Song(s):
Leon Theme #1 - Vanguard of the War Lion. - Leon's casual theme. Also, the theme associated with Anhur's Palace.
Leon Theme #2 - Warriors, to Battle! - Leon's theme when leading a charge on the war field.
Leon Theme #3 - Flight of the Divine Djerd! - Leon's theme when using the Divine Djerd.
Leon Theme #4 - Champion of the Gods - Leon's combat theme.
Leon Theme #5 - Fusion: The Lion King - Leon's theme when utilizing his Fusion ability.[/spoiler]
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[spoiler=Kyng - Kari Bodolf]WHveWgD.png?1
"Now you see me..."

Personal Information
Character Name: Kari Bodolf
Sex: Male
Age: 20
[spoiler=Personality:]Leon is an exceptionally courageous individual, and under the Mentor-ship of Anhur has received the alias of "Lionheart". With this courage, Leon has often made strong use of inspiring those around him, including his subordinates and the like. With this in mind, he easily takes the role of a leader and has a prominent ability to boost morale. Leon's courage can take a reckless side, however; he will never surrender, and as such can be dragged into a losing battle. However, if this were the case, he would continue to support his cause and let his last stand be one worth remembering.

Leon has also been known to have an indomitable will, linked from his courage. This was shown during one of Anhur's tests, whereby the Lion God demanded him to 'give up his duty as a Vanguard' with Leon's hands tied behind his back. For 17 hours, Leon took vicious attacks from the God, yet he would not surrender. However, that doesn't mean he would not pass out, which he did.

Anhur was rallied to Leon due to the individual's creativity. Leon has shown on multiple occasions to think outside the box. This is often applied to many aspects of his life, such as his culinary works as well as his combat abilities.[/spoiler][spoiler=Appearance:]

IhNrcho.jpg

[/spoiler]
Combat Information
God: Loki, "The Harbinger of Ragnarok", God of Trickery
[spoiler=Equipment:]Twin Spears: A pair of spears that can be used in both melee, short and long range due to their master's proficiency in using them. V[/spoiler]Inventory: n/a
[spoiler=Attacks/Technique(s):]

General Attacks/Techniques:

Enhanced Spearmanship:A technique obviously gifted upon Leon with his training with Anhur. Leon is able to demonstrate a natural aptitude in the way of the spear. He is able to wield a spear with great speed, power, and skill. As one of the largest (or at least longest) classes of weapon that can be carried by normal humans, Leon excels in keeping enemies at bay and maintaining a superior position in combat, having a great advantage, at a distance, over opponents wielding smaller melée weapons.
Applications:
> Stopping large incoming objects
> Breaking through any number of obstructions with powerful thrusts
> Using the tip as a precise long-range slicing tool
> Blocking incoming attacks with the shaft.

Enhanced Markmanship: A technique well applied with his lance and javelin prowess. Leon has incredible accuracy with projectiles. More accurate with his own weapon-style, he is not only limited to spears and can uses bows, firearms, etc. with promisingly great accuracy levels.

Indomitable Will: Leon has unnaturally strong willpower, this technique enabling them to resist many forms of temptation. Through their will the user can face great physical pain and psychological trauma and will refuse to surrender no matter how much the odds are stacked against them, possibly up to the point of cheating death and pushing themselves past their own limitations. Naturally, this can lead to very reckless motions he makes. In addition to this, other Vanguards with inducing abilities can, at some point, break this willpower.

Weapon Affinity: This technique gives Leon an affinity to his weapons, namely the spears. Though he can very well fight without them, his abilities focus to a degree. As such, he can do a number of things due to this close tie with his weapons.
Applications:
> Weapon Recalling/Summoning: Leon can summon one of his types of spears (at a single time) and, when thrown, recall them to his hand.
 

Specific Attacks/Techniques:

Sun Spear: An attack exhibiting the power of Leon's solar energy manipulation. Leon can create a lance of pure concentrated solar light, which combined with his impressive spear throwing abilities enables him to throw these incredibly [acronym=Ba-dum-tss]light[/acronym] spears at his enemies. As simply concentrated beams of light, these spears can easily penetrate and sear through enemies.

Burning Soul: With the power of the Desert Sun channeling through him, Leon can manifest the sun's heat and ignite his weapons. In doing so, he is immune to these holy flames.
Applications:
> Burning Soul + Sun Spear -> Target Ally: Should Leon throw a Sun Spear at an ally when using Burning Soul, he can heal them to an extent.
> Burning Soul + Sun Spear -> Target Enemy: Should Leon throw a Sun Spear at an enemy when using Burning Soul, he can on occassion ignite them and set them on fire. If in proximity of a Fire/Solar power using ally, this application will always ignite foes.

Predator Instinct: By practising with Anhur, Leon is able to tap into the feral side of his mind, greatly augmenting his abilities and removing his restraint, at the cost of taking his own well being into account.

Morale Heku - Hope: Leon makes use of some of the magic he has available to induce the sensation and feeling of hope into another, in the goal of boosting their morale. To do this, Leon must concentrate and, in doing so with the spell in mind, generates a field. Those inside said field will receive the boost as long as Leon enforces it.

Morale Heku - Courage: Leon makes use of some of the magic he has available to induce the sensation and feeling of courage into another, in the goal of boosting their morale. This technique is triggered whenever Leon uses an attack with one of his physical spears, which releases invisible auras of this magic, which in turn enters the bodies of allies and thus boosts their ability to continue without fear and to overcome fear.

Morale Heku - Confidence: Leon makes use of some of the magic he has available to induce the sensation and feeling of confidence into another, in the goal of boosting their morale. This is a passive ability of Leon's, so long as he wields one of his physical spears. He generates an invisible aura which creates self-confidence in an individual of their own abilities.

Spearhead Charge: Occurring during a charge, when Leon is in the front line, Leon can release a loud battle cry which, in turn, will amplify the morale of those in his vicinity who can hear the cry. Additional war cries by those affected from the shout will generate more morale to those who heart it, albeit halved from each "generation" of shouters.

Heart of Fire: Leon's Ultimate. Leon fuels himself through the morale of his fellow allies in the vicinity which, in turn, increases the flames burning on his tattoo (despite dubbing it as his heart.) Following this, by channeling the fire into his spear, Leon throws it at a furious speed, the flames forming a Lion's Head at the tip of the spear, before bulldozing through an adversary.[/spoiler][spoiler=Unit(s):][spoiler=Sköll (Wolf)]Unit Name: Martyaxwar
Sex: Male
[spoiler=Appearance:]3125659-image.jpg[/spoiler][spoiler=Attacks/Technique(s):]

General Attacks/Techniques:

Flight: As a winged creature it is not surprising that Martyaxwar can fly. However, he is not Leon's aerial unit necessarily. Martyaxwar has a great proficiency in terms of aerial abilities, and is strong enough to be able to carry both Leon and his Divine Djerid.

Sharp Claws: Martyaxwar has razor-sharp claws from his paws for offensive purposes.

Prehensive Tail: Martyaxwar wields a tail that can be used to grasp objects, heavy enough to hold some of Leon's heavier spears, including the Divine Djerid.
 

Specific Attacks/Techniques:

Enhanced Bite: Martyaxwar has particularly strong bites, because of sharp teeth and strong jaw-muscles. He is capable of crushing rocks with his teeth as well as small metals like armour and swords.

Night Vision: From Martyaxwar's lion genes, he can see in a dark or dim environments as though it were well-lit. This proves very effective in terms of Leon's spear-throwing in dark environments, as well as a good guarding ability for night patrols. As Leon's main combat unit, this proves extremely effective.

Predator Instinct: Martyaxwar possesses predatory instincts, allowing them to become masters of hunting and tracking. He can discern numerous factors of a situation that make him a master of pursuit and capture. This includes what move a foe will make, where he is headed (if the user is in the foe’s proximity, or knows the foe fairly well), as well as how to effectively cause a foe to play right into one’s hands in combat/pursuit. Martyaxwar's exceeds that of Shai, and is exerted in his combat performance.

Venom Generation:Martyaxwar is able generate, create, emit or otherwise produce poison/poisonous substance from his tail and jab it, via his scorpion tail, into the victim. For the sake of clarity, Venom is especially used of the poisons secreted by certain animals, usually injected by bite or sting. Martyaxwar's venom has been known to paralyze in larger doses, but too much will evidently be fatal.[/spoiler][/spoiler][/spoiler]
Other Information
Trivia:
> Kari's first name is Norse, meaning "Leader of the Storm Giants". He shares the name of the Norse Wind God, but also this serves as a link to his ties with Loki.

> In addition, his surname is Bodolf, meaning "Wolf Leader" which serves as a direct reference to his ties with Loki and Fenrir.

> Kari is a keen fan of dogs, and serves loyal to his master akin to a Dog. Another regard to Fenrir, as well as contrasting against the Vanguard so fond of felines.
> All of Kari's similarities with Fenrir have often resulted in him being dubbed as Loki's dog rather than his Vanguard.
> Kari enjoys practising toxicology.
Hobbies:
Eavesdropping | Snowball Fights | Hunting | Sketching
Theme Song(s):
Kari Theme #1 - Vanguard of the Deceiver. - Kari's casual theme. This is also the theme of Ragnarok's Headquarters.
Kari Theme #2 - Ragnarok Begins! - Kari's theme when leading a charge on the war field.
Kari Theme #3 - Dread. - Kari's close combat theme. Typically occurs during the earlier halves of battles when toying with foes.
Kari Theme #4 - Dreadful. - Kari's close combat theme. Typically occurs during later halves of battles, when the undertone becomes much more grave.
Kari Theme #5 - Beast King - Kari's theme when using his Fusion Skill. Also serves as Fenrir's theme.[/spoiler]
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1st App review: Renegade.
My initial reaction was that, well, your application was the most distinguished of the lot, until I realized it was one of the staple application forms from a club you're in. I have to say I think there's too many horizontal rules in the application which does make it somewhat sore to the eye, but regardless I digress.

I'm not sure as to why you've divided his Personality and Appearance from his Personal Information, as I would imagine they fall under that category, however that is merely a curiosity and has no real affect in terms of the review. Your character's name, age, and sex qualify (there's really only qualify or not qualify in that dept.)

In terms of his personality, I am happy with it. He'll be distinguished from the rest, which is very nice in terms of characters, due to his "player" personality. I do tend to be softer with the reckless characters, but I've no bias in this review fortunately. His temper, though what I perceived initially as cliché, is unique in that he KNOWS his temper issues. That's very relieving. Regarding his past I am okay with, however for lore's sake I would appreciate that the occasion is more so the rare occasion.

The Appearance is good.

Clearly a support role ninja from his equipment and his inventory, I hope. I am content with his combat. It is not overpowered at all, and has plenty of room for development throughout the Role-play. This is always a good thing, and I encourage it. His unit, whilst simple, is explained enough.

I was upset regarding his Other Information was untouched, simply because I consider this another chance for the player to convey themselves through their character.

Your character is accepted. All you need to do is pay the participation fee and, when IC-ed, you'll be ready to role-play.
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1st App review: Renegade.
My initial reaction was that, well, your application was the most distinguished of the lot, until I realized it was one of the staple application forms from a club you're in. I have to say I think there's too many horizontal rules in the application which does make it somewhat sore to the eye, but regardless I digress.

I'm not sure as to why you've divided his Personality and Appearance from his Personal Information, as I would imagine they fall under that category, however that is merely a curiosity and has no real affect in terms of the review. Your character's name, age, and sex qualify (there's really only qualify or not qualify in that dept.)

In terms of his personality, I am happy with it. He'll be distinguished from the rest, which is very nice in terms of characters, due to his "player" personality. I do tend to be softer with the reckless characters, but I've no bias in this review fortunately. His temper, though what I perceived initially as cliché, is unique in that he KNOWS his temper issues. That's very relieving. Regarding his past I am okay with, however for lore's sake I would appreciate that the occasion is more so the rare occasion.

The Appearance is good.

Clearly a support role ninja from his equipment and his inventory, I hope. I am content with his combat. It is not overpowered at all, and has plenty of room for development throughout the Role-play. This is always a good thing, and I encourage it. His unit, whilst simple, is explained enough.

I was upset regarding his Other Information was untouched, simply because I consider this another chance for the player to convey themselves through their character.

Your character is accepted. All you need to do is pay the participation fee and, when IC-ed, you'll be ready to role-play.

 

 

AWESOME! Thanks! If you want, I'll be happy to go over my app and fix a few things up.

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