Here it is!: Contrast elements: Underground Darkness Rising
In the year 1979, the highest ranked villain began the war of the elements. His army was unstoppable, until one certain group of heroes took a stand. Their leader was the highest rank as well and the two fought for hours to the death. The hero found out the villain was his weakness element. He knew of a sealing spell he could put on the villain that would seal him in the core of the world, with only his blood or any family in his bloodline, along with some other ingredients, able awaken the villain from his slumber. The hero risked it; leading to his death shortly after since one of the villain’s minions killed him.
5 years later….
After the villainous mage was defeated by the hero function, the world sank into a period of relative peace. Yet below the surface darkness continued to stir within the underground societies of the magic world. Under the overwhelming presences of three monstrous abominations the populous once more begun to feel the threat of impending chaos and destruction.
A crime lord is quickly rising in the underground societies and slowly combining them in one large organisation. Under the direct leadership of the merciless and ostentatious self, The Frozen moon Tsukinode, with his terrifying intellect and power, is helping the criminal circuits of the world to rabidly gain worrying authority and influence. Even more frighteningly the criminal mastermind has begun to involve himself in the tango of politics, threatening to take over the already mangled governments of the world.
The supreme killer Vampire now responsible for the murder and slaughter of over ten-thousand lives, the genocide berserk, the blood hound, the vampire turned demon and self-proclaimed future Vampire king, Arthur Vanderei continues with his relentless rage to massacre anyone getting in the way of his path to power. Having butchered several key figures of the Vampire-world he has submerged the vampire community in fear and dread. Facing a threat of either extinction or subjugation by his unstoppable might, the Vampires threaten to revolt against the rest of the world. Furthermore A spine-chilling rumour is spreading amongst the people of all races, the Vampire Killer now has a new terrifying plan in mind.
Working humbly behind the scenes in his seemingly poor workshop is the magic community’s greatest illegal arms distributor and designer. As a grandmaster metalmancer and weapon smith, the immortal werewolf Maxwell Willis gives his services to almost anyone who might want them, regardless of the consequences, with ‘the customer is always right’ and ‘I’ll never miss a delivery’ as his mottos. The power of his hand-made weapons threatens to raise the tensions amongst the wounded nations and start a new, bloodier war.
Now that the world is once more placed on the tip of the balance, with darkness and light taking each side, will it be plunged into oblivion, or brought to salvation?
That’s up to you to decide.Game Details:
In this RP exist two sides similarly to the first CE RP:
-The last spear of Argentum: A group of individuals that aim, for their separate reasons, to eliminate the three underworld figures of Arthur, Tukinode and Willis. They are coordinated through radio by a mysterious government agent that is rumoured to have led similar expeditions against the trio.
-Cult of the Highborn: One the splintered remnants of the function that supported the overlord Sion in the Elemental war. With their leader’s defeat these people believe to have found new mentors in the face of the three. Ironically the three, other than Tukinode probably, are completely unaware and uncaring of their existence. As such the cult has as purpose to make themselves known to the three figures and should any become hostile eliminate them in the name of the rest or in hope of the rise of a future other for them to follow.
For both sides, they get one of each element:
Psychic (Drow's only or unless by certain permission) Races:
Here are the races, their description, and how old you need them to be in order to make the character sheet (although I’m open for debate on age).
NOTE!: If anyone wants anything else like a half demon-dog girl I’m all up for that, just tell me about them. Oh and, yes, I decided to also allow werewolves, as long as you follow the rules for them and find a good reason why one of them would either want to kill or blindly follow willis:
1. Humans (17 to 29 years old)- Humans have the shortest life span in all of all the sentient magical creatures, living only to be about 80-90 years old, then dying. They have no natural magic abilities, unless if they either had drugs shot through their veins or are born as part some other creature. They are comparatively slow and weak and their senses tend to be feeble unless trained. They have no specific weakness.
The greatest advantage of human kind is the incredible adaptability and creativity. While lacking natural magic affinity a human that somehow managed to attain magical power, either through extensive study, rituals or technology, is able to develop his or her ability several times faster than any other species as their bodies and minds adjust to magic power very quickly and learn techniques easily. Unlike more ancient races that rely or base off on old magical systems or techniques, human ingenuity tends to give birth to a gigantic variety of unorthodox or unusual magical skills, some that human allow their mages to stand on equal footing with the more powerful races. For example, the first person that ever combined modern machinery with magic was a human.
2. Vampires (300 to 600 years old)- They are nocturnal creatures with a huge range of natural abilities. They are like Drows with their sleep pattern, but are the opposite with their weapon variety. Their weapons are mostly swords, guns, and scythes. Vampires are able to have wings, but they have to be full blood vampires. Those who were once human and turned into a Vampire, referred to as Half-bloodeds, do not have wings. However, if they can prove themselves worthy to being a full-blooded Vampire, they will grow wings. Their ears also apply to this rule. If you are full-blooded, you have elf-like ears, and if you are half-blooded then you have human ears. They have sharp fangs for feeding, and their eye shape is narrow and slit-like. They have supernatural strength like their speed. Their hearing superior to most magical creatures and their sent can track blood from miles away.
Amongst their vast array of abilities, Vampires like werewolves have a very powerful regeneration rate which renders them very hard to kill and extremely resilient against physical damage unless certain conditions are met. Their regen rate is such that an average vampire can regrow a lost limp within a couple of days.
Sunlight is very annoying to vampires as it does more than just irritate their eyes. Under the effect of the Sun’s UV rays a vampire’s body and magical skill is significantly reduced. Also depending on vempire’s power the sun’s rays could incinerate it or give it a rather nasty sunburn on contact. In addition, under the effect of sunlight a vamp’s regen rate falls making them easier to kill. Basically if you damage a vampire ALOT during night time with regular weapons, you MAY kill him. But if you damage a vampire alot in sunlight it’s an instant kill
Vampires are extremely allergic to silver. When silver weaponry pierces their skin and enters their bloodstream it may cause their regen rate around the point of injury to go haywire as such silver weapons are a lot more effective for killing Vampires than regular weapons.
Finally, vampires have a unique form of ancient magic arts called Blood Rituals, which only a few Elder or chosen Vampires are familiar with.
3. Drows (1,000 to 3,000 years old)- Drows are nocturnal creatures. They have a choice either an element such as fire or water or a psychic power, such as telekinesis or telepathy. Their skin is either very dark then elves or black. They are vulnerable to all elements with the exception of Ice. Their speed is slightly greater than that of elves and their strength is barely above the human maximum. Yet all their senses, past their eyesight, are extremely developed. Their eyes tend to be red and glow dimly at night. Their hearing is less of a dragon or a vampire, but greater than any elf’s hearing will ever be. Their weakness is sunlight since they are nocturnal. Lack of exposure to the sun creatures has caused their skin to stop producing proper melanin and their eyes to be highly light sensitive, as such, disclosure to sunshine usually burns their skin and eyes.
Being creatures of great age, with some living longer than most human civilisations, drown tend to religiously stick to their own traditions and methods, even going as far as shutting themselves off from the rest of the world. They tend to use ancient and standardized magic systems.
Also due to their large lifespan their brains, naturally capable of storing only a set amount of information, tend to erase pass events to allow for extra processing space and strorage. As such most Drows, with exception of extremely important memories, tend to have only vague images of their pasts.
4. Elves (200 to 1,000 years old)- They are elemental and psychic creatures that tend to carry staffs as a light weapon. They can also carry swords, scythes, or guns (or even bayonets). Their skin is fair and usually wear light clothing. Their speed is greater than that of a drow's yet they are physically weaker. Out of all their heightened senses, their sense of smell and eyesight are exceptionally remarkable. One could even go as far to say that out of all magical races they have the greatest vision. Unfortunately, their hearing is a slightly worse then a Drow’s hearing. They have no specific weakness.
While living in daylight, Elf civilisation is similar to that of the Drows, with heavy importance on tradition and history. Unlike the Drows though, Elves are firm followers of peace and coexistence with other races and the entirety of nature. Only dragons are as closer to the natural elements than Elves.
5. Dragons (500 to 6,000 years old)- Winged Elemental Beasts. They have nearly impenetrable scaly hides covering their entire bodies past their head. They are the physically the strongest race in existence due to their immense size and weight. On ground their speed is just below vampiric but when airborne can match the speed of a subsonic jet. Dragons come in all shapes and sizes and hold the ability to shift forms between humanoid or draconic. One of the most common elements in any of their forms is their slited eyes. Amonst all magical creatures their sense of smell is the greatest by far. They also have the unique ability to breathe gigantic amount of their respective elemental magic from their mouths. Being aspects the elements though, dragons are extremely weak against their opposite elements, for example a fire dragon will be weak against water magic.
6. Demonia: Demonia are disembodied demonic entities that can only exist by possessing a living organism and manipulating them from the inside against the true owner’s wishes. Demonia can grant their hosts unnatural strength and endurance. Also under the effect of Demonia a body may be able to perform illogical movements and actions such as an 180 degrees turn of the head. In addition demonia can mutate the body of the host in grotesque shapes and grant it unique abilities, greater strength or greater speed. In addition Demonia can see the souls of other creatures. They tend not to favour weapons but if they do use them its usually brutal and primitive weaponry such as clubs or hammers. Demonia’s weakness is holy abilities and purifying rituals or grounds which they may find themselves unable to enter. Demonia will have a possessing body from the beginning of the RP.The world of magic.
Here are some details for this world you will RP in but don’t be tricked, all this information is just the tip of the iceberg for this world’s lore, heck even alchemy isn’t mentioned here, so feel free to move as creatively as your lore-expanding minds want to. Come on, feed lore to gm! I commands it!
Magical Physics (put a great deal of thought into this one):
Magic is not a simple form of energy or a separate form of matter. It is a separate state of being that connects, fills and envelops all creation, an entirely different level of the universe that defines and connects all levels of it, whether it be reality, life, powers, existence, spirit or the soul, and connects all things, living or otherwise, with the cosmos. Every magician represents a being with the spiritual ability to claim control over its personal field of power inside this level of existence and by extent use it to become nexus with the ability to affect surrounding fields. By controlling one’s field and through it the universal field its self, one can manage to alter the states of energy, matter or spirit as they please, limited only to the size and intensity of their personal field of power and their abilities of control it and thus influence the universal field. Take note that in most cases the fields reassert themselves to normal after the power affecting them weakens or vanishes; it is only on rare cases that a change is permanent.
The size and intensity of one’s field is translated as magic power and manifests itself in the physical world as a magical aura surrounding, pervading and encompassing the magical nexus, in other words the centre of the field which is the magician himself. When one manages to create a field of control through his own one, which in its self can vary in size depending on one’s properties, he can increase the size and intensity of his own field through training.
The Magical auras that each being creates tend to differ from that of another due to ripples and imbalances created due to the limited mortal minds of magicians. That creates different frequencies according to one’s intensions, thoughts or personality. As such a magician’s magical aura can reveal certain deep seeded properties of his person, such as, for example, hostility.
Due to these different frequencies and individualities of a field, a magician tends to have a deeper magical connection with a single element than the others and have greater proficiency and control over that single element. The frequency that defines this deeper connection can both be natural or cultivated through training and conditioning, this means that a magician can both choose and naturally receive a favoured element. Magicians that have incredible aptitude in more elements than one are said to have a more perfected field of power and a magical aura of greater quality but this tends to happen very rarely and only a handful of records exist of this ability being gained without being naturally inherited at birth. The only known individuals with control over all elements are the Villain, Sion, and the Hero who sealed him.
Weakening of the magical aura occurs when the magician is unable to properly control and focus his power which, as a result, lowers its intensity and ability to affect the surroundings, note that the field size remains constant representing one’s maximum aura capacity. This tends to happens on several occasion such as the mind of the caster weakening from large physical exertion. Take note that casting complex spells is usually taxing for lower level casters and in turn lowers their field’s intensity. Be aware that If a caster experiences too high a mental strain, his body could begin to suffer damage. Think of it simply as a mana system with magical aura taking the metric unit’s place.
In simple terms, magic exists everywhere and in everything, connecting it all to the universe and by using his magical aura a Magician can control the magic and through the magic the world. Still, don’t think that you have full control, because to command the world you need to know how to use proper commands, in other words, spells.
Spells in control:
Spells are basically ways and techniques or incantations one can use to attain control over the magic of world in a certain way for a desired action to occur. The most basic spell in the ability to control one’s element. But be aware, the elements have a natural order, a way in which they work and rules they follow. For example, a rock normally can’t turn to water or flow like it. The more you need to bend those rules to perform an action the more complex the spell involved. Interesting is it not? And just think that elemental control is just scratching the surface. There is no limit to what magic can perform as long as you know how to make it do it. NOTE: You can find examples for spells in Maxwell Willis’ and Arthur’s CS.
Rituals-Magic in motion:
Rituals are one of the three major ways to control magic, along with spells and enchanting. Low level rituials don’t require magic power to be used. Rituals are ways to naturally move the magical fields existing in the world, in such a way that they will shift, fuse or clash to create a desired effect, by performing a set form of physical movements or words and sounds that will cause the natural fields of magic to move as required. Some amulets and artefacts work similarly. Rituals tend to have more long term effects than spells. NOTE: You can find examples for rituals in Maxwell Willis’ CS.
Enchantments- The art of bewitching:
Enchantment, or bewitching as it is alternatively known, is the way of installing a temporary or, very rarely, permanent field of magic in an object to create a specific effect regardless of who wields it and acts separately to the wielder’s own magic. The art of Bewitching can be used on any object or location, even if the location or object is just a state of mind, a concept or a thought. Usually a professional takes the job of enchanting weapons.
Magic of the mind:
Some times some objects are affected by magical power without one enchanting them. Some times objects simply gain power when one is obsessed with them having it. If one constantly thinks that a doll will rise and kill him in his sleep, one day it might happen as result of the mental focus he placed on the event. These cases are simply accidental and very rarely anyone tries to replicate it since it’s even more rarely it actually works.
State of politics:
It’s only been five years since Sion’s forces wrecked havoc amongst the world. Prior to the event the Humans, who by far occupied most of the planet, were kept mostly in the dark about the existence of magic and the magical races with the exception of a chosen few and those dedicated to the magical arts themselves. All that changed at the dawn of the elemental war.
Having the most settlements and a greater population than all other races, not to mention a comparatively small number of magicians, the humans were hit the hardest by Sion’s attack. Many cities were raised to the ground and the global government was sent into a state of chaos.
Currently the Human world is officially cut off from the magic world while negotiations and explanations are taking place between them and the rest of the races. They government has yet to give an official statement of the occurring events, it is unknown if it will ever give one, leaving many citizens in the dark about the magical communities and what actually happened, why and how. Fortunately not many care since even five years later the Human world is still in the process of rebuilding and accounting for its losses.
Of course, unofficially, the government is already investigating the magical world and any threat it may possess. In fact in some countries it had done so from many years prior to the war by use of secret agencies and departments.
The witch hunt:
A large global chase has begun for all the remnants and followers of Sion. The situation greatly resembles the medival whitch hunts in that the investigation is brutal and any evidence found leeds to a swift and desisive persecution.
As a result most of Sion’s followers have broken off from the main body and nearly all have gone into hiding, some waiting for Sion’s resurrection, many leaving the whole mess behind and some looking for someone to lead them to a new age.
Magic in nature:
While not necessarily magical in nature, there are a great many natural materials and being involved with the magical world, for example:
Silver- When entering the bloodstream it’s a powerful allergen for nearly all races past humanity and dragonkin. It can cause irritation and inflammation to elves and Drows, cause regeneration deficiencies to Vampires and downright kill werewolves. All that a many more. As a result it is an extremely valuable and desirable metal for its use in battle.
Wolvesbane- The alchemical antidote to warewolf blood. When it enters their blood stream it significantly weakens or even destroys the magical enzyme that was infused in their blood. Due to the current scarcity in werewolves not many use it for that single cause but its use as a general alchemical regent is enough for it to be found in magical regent gardens.
I know that some of you may have wondered why there isn’t such a thing as a werewolf race in the RP while one of the main NPCs is a lycanthrope himself. The truth is that lycanthropes are more of a bloodline than a race. In knowledge to that, here’s a short summary of their kind:
The first ever werewolf to be created was made in ancient Greece when a Human alchemist and mage created a magical Enzyme through experimentation and mutation of one of his son’s flesh and the cells of what was believed to be a wolf god. After ingesting the enzyme, his own DNA changed turning him into what we now call a werewolf. Since then the enzyme has been running in the blood of the alchemist’s every descendant. Trying to keep this power into the family and the family alone, werewolves have henceforth used inbreeding to keep their family tree going. Right now Willis is scheduled to marry his cousin when he reaches the agreed age. Werewolves can also turn other people to werewolves by supplying them with the enzyme, either by blood transfusion or in its raw form, if there ever is a need for more of their kind.
The enzyme, even when lying dormant grants the user superhuman power, resilience and agility. While weaker (a regular werewolf can bend steel if it exercises a lot of effort on it) and slower than vampires, werewolves have a very rapid and effective regeneration rate, rendering them nearly unkillable unless something like silver (to which they are allergic to, more so than vampires) is used or their bodies are wholly destroyed by a method such as complete incineration. The sharpness of their senses, predominantly their animal instincts and sense of smell, are particularly increased by the enzyme.
When fully invoked the Magic in the Enzyme causes the werewolf to enter a super-state affectionately called Wolf form by the lycanthropes. Young and inexperienced werewolves cannot willingly activate the enzyme and thus rely on its natural reaction with the full moon’s rays in order to turn; on the other hand, Wolves on Willis’ level can turn whenever they wish. Finally, due to their alchemical origins and family traditions Wolves know and use many ancient rituals, forgotten spells and occult tools of great power.How this RP will work:
Ok I have limited time in my hands due to the army so I’ll coordinate the RP through a series of systems (KEEP IN MIND: No promises, I can’t promise my GMing will go smoothly, seeing the situation I’m in, but I’m sure with some good hearted support from you guys and your knuckles and of course a bit of luck, free time and will-power to keep writing, I may just pull it off. Still no promises though.):
-Cut scene: A different form of the time-skip in which cinematic-style entries will be added to advance the plot. Cut scenes will be placed whenever I them to be necessary and in them I will take complete control of the players so I can rabidly advance the RP.
-Player standard: I will ask that only dedicated RPers will take part in this RP as it is one I do not wish to see dead. This is also a means to combat the timetable limitations I’m working under. On another note, I’m also expecting a brutal, fast-paced, to the death, all-out fight. Don’t disappoint!
-Just cause none can seem to not say every time: Keep in mind, NO GOD-MODDING ALLOWED, or will be tolerated, even if it comes from me. So don't expect that I’ll let undodgeable, undefendable, one-hit-sure-kill attacks to go through. In fact if you see me, myself, doing it, feel free to complain. I want a fair fight…
….A brutal bloody one…
….But a fair one nevertheless!
-Co-Gm: I’m gonna need at least one so apply please.
-Omakes: If you are bored or you have free time in your hands don’t simply ignore the RP. Instead I suggest that you make small, irrelevant stories (or omakes) featuring your characters as to enforce their character development and the other RPer’s understanding of them. Omakes can be added in the OOC.
Let’s try stop this RP from loosing any momentum it gains, shall we?CS:
Name: What's your name?
Age: How old do you look and how old are you really? Look above for the ages. Can be debated
Gender: Are you male or female? I’d like to see any of you managing to pull something other than those two and actually make it work.
Race: Which one are you? Human? Vampire? Again, up for debate.
Half or full: Are you half or full of that race?
Other half: If you're half, what are you the other half of? You can be anything. No super-race breeding of course.
Alliance: Are you a hero or a minion?
Magical focus: Which element do you have?
Spells/Unique abilities or equipment: Optional.
NOTE: I don't want you to limit your selves in anyway other than your own creativity. These unique spells aren't limiters, just skills that none else was allowed or able to have so that two people of the same element can't copy each other out. For example, while you all can manipulate your element, none of you has either Tyrant or MAS so i don't expect you to be either shooting meteors or using earth the same way as Arthur does, although that is debatable. I wouldn't want to be fighting Arthur clones.
Appearence: What do you look like? Describe or have a link to what your character looks like.
Weapon: What weapon do you have? Don’t go overboard, not even a dragon can carry an armoury on his back…well he CAN but you get the point.
Personality: How do you act? For the record, me liky strange peoplz.
Quirks: What makes them "them"
Bio: What's their past/present. For cult minions, you need to also say why did you become one?. No need to be gigantic just put in anything you or me may think to deem as important.Important CS!
Name: Arthur Vanderei
Acclaimed with the titles: The genocide Berserker, The vampire turned demon, The blood hound, The mid-night executioner.
Age: 539, looks 19
Race: Full-Vampire of Noble blood.
Magical focus: Earth
Appearance: Arthur stands at 1.81 meters with nightmarish emerald green catlike eyes which glow eerily with the light of his dark intentions. Pointy elf-like ears adorn the sides of his face. Spiky, shoulder-length and unkempt his rich brown hair fall around his head, usually stained and dirtied by the blood and gore of an earlier battle. Arthur’s body appears at first glance to be slim but his true, unnaturally muscular, frame only appears if he flexes his iron-hard muscles. He most often wears an abyssal-black short-sleeved shirt and buggy pants. Coiled around his entire left thigh above the knee is a long utility belt which holds his countless tools of combat and ends up wrapped up his midsection several times before it is buckled. When he extends his monstrous bat-like wings the reach a span of 3 to 4 meters each, when he isn’t using them he coils them around his body making them look like a leathery mantle. Finally on his right hair bang he wears a purple ornament that also acts as a symbol of the Vanderei family.
Main Weapons: The Custom made Dual Willis Mark 4 Variable Handguns that have a large array of ammunition ranging from silver bullets to steel wires. Just in case the opponent gets too near he carries his Silver Banisher dagger made of a silver alloy on his belt, the dagger is incredibly durable and greatly sharp, and its sole purpose of existence is to be used against other vampires.
25 Gas canister (close combat anti-personnel rounds)
2 Clips silver-wired grappling-hooks
-2 Blood flasks
-Oxygen mask (15 mins of oxygen)
Selective equipment (if ordered from Willis):
-Grenades gas, high explosive, smoke. (No fragmental)
-Willis 207 Sniper rifle
-Willis 304 Machine gun
-Willis 400 experimental ‘lancer’ rifle.
-Concentrated rock amulet.
-Stone armaments (self made)
Personality: Easily angered very childish, playful, whimsical, rude, sadistic, stubborn, elitist and most of the time very antisocial but also easily intrigued by anything unknown or rarely seen. He is deeply obsessed with calling vampires ‘the supreme species’ and is usually heard mumbling childishly on how the vampires are superior to everything else. Also he is extremely competitive to the point of being stupid wanting always to win all the time in everything, he is still hunting down the last person who won over him. He hates being interrupted, insulted, underestimated or looked down by anyone as such once he begins talking nothing or none is able to stop him and anyone who tries usually ends up with a bullet in his head. He is addicted to fighting and his primary goal at life is at times just to find the next challenge and attempt to overcome it until he becomes what he calls a Vampire king. Arthur is brutal, cruel and nearly masochistic when it comes to battles. He also loves the thrill of battle to the point of insanity. Once he reaches a certain level of excitement in a battle and his bloodlust reaches a critical point Arthur tends to loose all sense of reason to violent and destructive outbursts of glee and anger. His unstoppable and senseless berserking as well as his bottomless thirst for blood and limitless rage is one of the reasons he is so feared amongst the magical society. Despite all his raw strength and power Arthur is not an extremely bright vampire and fights primarily with finely honed instincts born from centuries of combat. While Arthur is admiringly not very smart the few people who actually had the chance to speak with him can faintly detect a much greater depth in his person.
Quirks: He has unusual features for a vampire such as his short height and brown hair and he is extremely touchy on the subject, last guy who called him short ended up with 29 bullets in his body. In addition Arthur refuses to drink anything but the blood of vampires (yes, he’s a cannibal) or that of powerful opponents.
Bio: Born in a small human village Arthur had many experiences with humans in his life, most of them bad. He has experience the fear of being hunted, the pain of being avoided by everyone and even the pain of loss when his parents were slain by an angry mob. After the dreaded event the boy and his strange adopted guardian and trainer moved out of the area and begun travelling the world meeting many people of many races. After many encounters with other beings he obtained the idea those vampires where the best race out there and that all other species should bow to them. After many years of travelling his guardian too was lost, the events that led to that he did not want to remember. And thus the young vampire began his journey once more, now totally alone. Several years later Arthur had developed the character he has this present day, obsessed with winning was wanting to prove that he is the ultimate vampire and in his mind the ultimate of the ultimate. Everything was going perfectly; he never experienced even one loss by anyone of his kind, slowly but surely he gained both respect and fear amongst the vampires and the world, yes, everything was going as planned…until the day he met him. Edward Benjamin Mesmer mostly known as Tukinode. He had heard roomers that a powerful vampire had joined a criminal organization and of course his first act was to find it. After many (many) attempts trying to make his newly found rival fight him he finally lost it and just attacked his target blinded by annoyance which caused his downfall and first defeat. Thus while lying beaten up on the ground he made a promise that he would hunt down his rival until he bet him once and for all. Up to this day he is still on the hunt.
Main battle spells:
Tyrant: This is Arthur’s base spell. It is a unique and more advanced variation of a mage’s most basic ability, manipulation of the element, that Arthur invented himself after thousands of battles fought. Arthur attunes his magical aura with the power of the earth at any shape or form, integrates the two powers together and subjugates the earth to do his bidding through that, hence the name of the spell. The nature of the spell allows Arthur to force the earth to move in unnatural ways and escape its usually rigid form, in other words grand him free-flow, free-form manipulation of the Earth he controls. In addition it allows him to control earth in all its shapes, forms and sizes. Due to its mechanism, the spell allows Arthur to spend very, very little power to execute very, very powerful techniques. Unfortunately as a side effect of the magic, the surrounding earth ‘screams’ in pain and terror whenever the user passes over it, an effect which can be easily observable when made in great intensity or by one with finely attuned senses. Only a person with a twisted, powerful, unyielding and forceful will as well as years upon years of experience, practice and attuning with an element can cast this spell.
Up to now the techniques Arthur can use with this spell have been separated in various categories by himself. The categories range high-level uses of simple earth manipulations such as Rock, Sand, Mud, Earthquakes and Soil to his much feared and infamous ARM (Advanced Rock Manipulations) such as Magma, Dust and Ash (Volcanic). The strongest techniques in each category are declared as 'Royal class' by Arthur himself.
MAS: A powerful spell that allows Arthur to instantaneously transform his Magical aura into high velocity or momentum for a piece of the element he is attuned to. Arthur has been made known by his use of the skill to transform simple pieces of stone into highly destructive meteors.
Ultimate-calibre shots: Seven (five in this RP) extremely powerful and destructive spells invented by and unique to Arthur. These seven spells use both MAS and Tyrant as their base and are regarded as the ultimate uses of the two spells but due to their gigantic difference of power with the techniques in the rest of the categories they have been listed as an entirely different spell list. UCSs are Arthur's desperation moves and skills he primarily uses against opponents with equal or greater power to his. The aura consumed by the UCSs is such that if Arthur were to use each one once in a battle he would find himself almost completely drained.
Weapon skills (non magic): While not actually a spell, Arthur's skill and familiarity with his weapons plays a large part on his level of strength.
Rituals, incantations, misc spells: Since Arthur mainly focuses on destructive spells he doesn't know any such spells pass a couple of low levelled basics such how to create a safe area for him to sleep in.
Berserking: Arthur's berserking is one of the main reasons why he is so feared amongst the magical community. When Arthur's adrenaline and excitement levels reach a certain level he enters this specific state. While Berserking Arthur begins a relentless change against anything and everything that moves around him whilst completely ignoring small annoyances such as pain and non-life threatening attacks or wounds (the fact that he's a tough to kill vampire helps). He becomes completely unpredictable, brutal and utterly sadistic and releases the entirety of his superhuman (even for a vampire) strength, agility, insanity and bloodlust against anything that stands in his way. In addition when berserking nearly all of Arthur's spells and skills, either pinpoint or area are used as Burst MAoE (Massive area of effect) attacks.
Arthur's theme song is : Drop the bombshell by Powerman5000 (Youtube it!)
Name: Maxwell Willis
Acclaimed with the titles: The immortal werewolf
Age: 482, looks 21
Magical focus: Metal
Appearance: Willis is a tall man standing at 193 cm with short vibrant platinum-blond hair and clear sapphire eyes. His is handsome in nature and youthful in the eyes of onlookers. Maxwell sports a well chiselled body with broad shoulders and muscled arms. He tends to dress in dull yellow overalls the top of which he always leaves unzipped and unworn allowing the upper body’s segment to hang from his waist and around his thighs. To cover his torso he wears a loose-fitting blue t-shirt. On his hands he bears thick yellow workman gloves while on his head rests a yellow bandana. Finally around his neck are his old relics from the elemental wars, in which he participated as a soldier, his dog tags.
Main Weapons: Anything from a Jackhammer to Air-to-air missiles. Secondary equipment consists of ritual materials and weapon making tools.
Main battle Spells:
-Stigma of Hephaestus: An ancient magic that was etched on Willis’ bare skin since birth by his family. The age-old mark renders Willis completely impervious to all things metal, enchanted or not; bullets will bounce off his skin, metal hammers will bend on contact and iron weights will be weightless. The stigma also gives Willis the ability to instantly convert his immense magical aura to metal at anytime and amount he chooses.
-Metal manipulation: The most basic of magic.
-Mechanisms of war: With his knowledge as a master weapon smith Willis uses this self-developed spell to construct anything from simple weapons to complex machines of destruction within seconds even while in the battlefield.
-Forge: A skill which allows Willis to change the properties of metals, even allowing him to change one metal to another.
-MAS: Magical Acceleration Spell. A skill that Max shares with Arthur, it allows him to turn magical aura into momentum for anything that his element can affect. This can also form controlled tremors.
-Rituals, barriers and incantations: A vast array of them with most meant non-combat purposes
Personality: Willis is an extremely disturbed individual despite his usually apathetic and sometimes pleasant outward personality. He is a complete sociopath being unable to tell right from wrong and having no qualms with bringing harm to others or helping them for that matter. He is completely devoid of real emotions and instead tends to act them out in frond of onlookers. Willis usually chooses to play out a businesslike demeanour in frond of customers and a cool friendly one in frond of regular people. He is completely absorbed in his job of making weapons and delivering them, a job that moves out of the limits of a hobby and into the realms of obsession and addiction. During a fight Willis’ deeply etched mental condition grants him a stone-cold and unshakable psyche. Willis also suffers from shell-shock as a result from his participation in the Elemental wars which manifests it’s self whenever Willis is reminded of traumatic experiences from the war. Willis is also one of the few people who are fond of and by Arthur being able to associate and communicate with him due to their similar twisted states of mind. This is mostly due to the fact that like him Arthur has no sense of right or wrong past his own aspirations as while he has the ability to understand the moral implications of any of his actions, unlike Willis, he doesn’t care even one bit for them. Finally Willis is technological genius in all aspects involving weaponry, both magical and not, including programming, software and electronics.
Quirks: Willis spends most of his time over the heat of the forge. His favourite food is pepperoni pizza.
Bio: Willis was born in an ancient line of blacksmiths as such his magic was taught from his family. In a young age Arthur and Willis were pitted against each others by their respective families or in Arthur’s case their trainers, and as such they have a long-standing rivalry of strength between them. This rivalry is what drove Willis to his current power rank and caused him to join the magical Army in order to catch up to the by-then more powerful vampire in strength. Eventually Willis outlived his parents and begun his own work-shop resulting in gaining fame amongst the magical community for the quality his work. Despite that he prefers to keep his shop and his profile humble. He was also the one that armed and continues to arm Arthur with his weapons. Later on he proceeded to take part in the Elemental wars in the hero’s side.
Important trivia (from previous CEUDR OOC): While Werewolves do have a weakness, its just that Willis doesn't. If you read my details on the race, wolves are EXTREMELY allergic to silver, a lot more so than Vampires. I don't just mean that silver deals more damage to them than normal weapons; a silver bullet could instantly kill a werewolf like a normal bullet can kill a regular human. But, Willis has the power of the stigma edged on his flesh, which renders all metal, both magical and enchanted or not, as useful as ice-cubes in the artic. And that's why I called him 'The immortal werewolf'.
I'm not saying you can't beat him, but there's no way in heck you can kill him short of burning his body to cinder or damaging it enough to make it unrecognizable as a humanoid being. You can blast his head off and render him immobile for as long as a day but it will regenerate eventually as it was before the damage was dealt. You can burn his wounds in hope of cauterizing them, but the burned tissue will peel off quickly as soft skin regenerates below it. You can chop his limps, turn most of him into mash, try to suck him dry of blood, poison him, deprive him of air and such, but he will heal, regrow and reattach...eventually.
Willis is a tricky opponent to deal with, so if you want, feel free to plan ahead.
Theme: Remember the Name by Fort Minor
Name: Edward Benjamin Mesmer ~ known as: Tukinode (rise of the moon)
Magical focus: Ice
Appearance: Edward stands at 2.03 metres and has long straight white hair up to his waist that he ties with a red band just below his neck. He has red-blood eyes that he hides with a pair of large sunglasses, when he meets with other people. He has normal sharp-end eyes like all vampires and elf-looking ears. His wings can extend to four metres but he usually keeps them over his coat, like a cape.
He wears a black sleeveless shirt and above it long tail black leather coat with steel chains hanging from it. Hanging from his chains he has ammunition cases for his gun. He wears leather trousers and has black leather boots with steel buttoning and thin chains. He also wears a large black hat.
Weapon: Two shiny grey guns made from steel and can fire bullets that can pass through a normal human easily. Also he has a long-sword on his side with a red ruby on its grey hilt. On the blade there are writings that even Edward doesn’t know what they mean.
Personality: A cheerful person that enjoys life and doesn’t care about other people much. He is very sociable and cunning. He loves being with other people and to confuse other people. He will act as he wants and he will not care what they tell him to do. He almost always smiles evilly planning schemes in his mind. He tries to make things more ‘interesting’ so that he can enjoy the situations better.
Quirks: He never keeps his mind the same, and he always moves according to his own plan. He is very unpredictable because most times he may side with the enemy or perhaps betray the enemy, he is fairly good with acting and so he may play a double agent easily if it serves his purposes.
Bio: His parents died by an unknown, for him, reason one year after he was born. He grew up with his uncle that was usually very harsh, so he always wondered away from his uncle. When he reached the age of twenty he started to drink blood from humans. He became totally independent at the age of forty and moved out (remember he is a vampire). He wandered through the world for years, just enjoying himself with no particular reason, he involved himself into several illegal schemes that in some he betrayed the people he worked with but he always came out with more money each time. He now has a beautiful house in one of the five greatest cities. He has several illegal and legal businesses; one of the most famous is Chinoumi Ed Co. a business that produces high quality guns and weapons of almost any kind. As he continues handling with the Mafia and the underworld he became known, to humans by the name Tukinode (Rise of the moon) because he came only out at night and because he never revealed his real motives and biography.
Here’s some trivia about the crime lord:
-Tukinode was originally Elend-x’s character in CE 1 and I am currently borrowing him with permission from Elend. As such I do not knowing very well as a character or a fighter which is why you don’t see me playing around with him much.
-In CE one Tukinode was mostly attributed for his immense intellect and cunning as well as his ability to manipulate not only people but also whole situations.
-Once Elend told me that when Tukinode’s attacks become large, flamboyant and pompous then that’s when the true fight begins for him. But don’t be fooled as while all of Tukinode’s attacks are showy, each one was designed to be deadly effective.
- When Tukinode chooses to kill off a victim of his, it wasn't much of a kill rather than fooling with the fighter's mind and assuming that he would kill them. He uses them almost like a puppet. He would freeze them in place but not freeze them to death. Just like how he used Hagane in CE1.
Theme: Famous Last Words by Chemical Romance.
I can make and pm a list of the three’s skills to anyone who wants to plan ahead. note that even the cult members will fight against the three.
Here's the list of achievements prototype, just so people will get a general idea on the subject:Achievements list
-Inventor: Perform an act of extreme creativity (5 pt)
-Unmatched: Perform an amazing act of battle (5pt)
-Doctor who?: Find a way to perform and explain a strange time/space transition (5 pt)
-Player meet boot, boot meet ass: Be presumed dead by other players and GM (kicked!)
-Monster reborn: Return actively to the RP after considered dead (5 pt)
-Twilight: Create and explain a ridiculously impossible relationship (5 pt)
-Snark school graduate: Verbally pwn another player in a totally awesome and snarky way. (5 pt)
-Battle thirsty: Post enough for a boss battle to go uninterrupted (5 pt each)
-Master of the game: Perform an act that will bare significance to the plot (10 pt)
-Tag team: Create an impeccable combination manoeuvre with a team-mate (10 pt)
-Yes, I’m that awesome!: Single-handedly fight and dominate 2 or more enemy characters. (10 pt)
-Genocide stopper: Score the final hit against Arthur (10 pt)
-Face it, metal’s dead: Score the final hit against Willis (10 pt)
-Too hot for you: Score the final hit against Tukinode (10 pt)Special achievements:
-Godlike: Perform a god-mod like act without actually god-modding (15 pt)
-Ascension: Find a plausible way to permanently increase all your general stats (15 pt)
-Turncoat: Betrayer! (Take 1 pt for every team-mate)
-Evil may cry: Defeat ??????? (10 pt)
-Puppet master: I have my own plans! (5 pt)
-Mini hero!: Beat a mini-boss (5 pt)
-Protagonist: Defeat ???????
-Achievement Unlocked: Proceed the game to the next chapter (5 pt each)
-A game well played: Complete the game (E-cookies for all)
-Next step, publication!: Write 3 omakes (5 pt)Prize list:
-15 pt: Add a new weapon to your arsenal
-20 pt: Add a new unique spell to your arsenal
-30 pt: Gain a unique Super Weapon
-Open for ideas
-------------------------------------------------------Players list: Slit screen match, vs:Heroic side (Right screen):
Fire Ro wong
None: My_Little_SisterEvil side (Left screen)
PsychicWaiting to connect: