Fairy Tail: The Gifts of the Seven Maestros

Valkyrur

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Auralesca Vlangia
Fairy Tail: The Gifts of the Seven Maestros

"Give it up for what you've all been waiting for! Yes! No doubt, a performance by our very own talented artists -- the Seven Maestros!!"

A resounding cheer erupts from the crowd, as their beloved idols emerged on stage one by one. As soon as all seven were up, the crowd's cheering only soared in volume. This was the Seven Maestros, master magicians that have proved themselves time and again against the worst, and even the most horrible magicians from the Dark Guilds.

They were the world's heroes in the time they existed, but where are they now? No one knows.

But well! No worries, there are rumors pointing to the 'Gifts' that they apparently left behind. Everyone's looking for that, but it certainly would be the greatest magical artifact, wouldn't you think?

--- :fan:

Well, there you have it. This story's set way way after the canon storyline, such that the characters in it would all have been skeletons buried underground, or just a pile of ashes somewhere.

I'd appreciate if you played your own original characters, but if you plan on taking descendants of the canon characters, I'm okay too.

I originally intended for this story to be somewhat like Eureka Academy, but I guess that would be kinda like copying... So this story would be pretty linear, but filled with side quests that attempts to veer you off course.

That, and you might want to start your characters off with weaker equipments, since that will leave more room open for development later on... Yeah. And those 'Gifts'. Dig that.

---

Regarding the characters, every single character here should be able to use magic of some kind. You're so going to be disadvantaged if you create a character that uses absolutely no magic... And also really, really (x9999) screwed up.

That, and depending on how you want to play it, you could be of a separate Guild trying to go for the 'Gifts' as well. Why, we could have a mini race too... That, and you can be from a Dark Guild, if you really want. Just hope you're not the only guy who makes a Dark Guild character.

Character Sheet

Name:
Age:
Gender:
Appearance:
Personality:
Magic: Here's where it gets a bit tricky. You'll have to explain all the magic you are capable of in detail.
Abilities: The more mundane, like people skills, cooking. Non-combat sort? Here.
Equipments: Like I said, it could be weaker for a start.
Guild: By default, Fairy Tail. You can innovate others if you want, or even be a Dark Guild. Just make sure to state that it is a Dark Guild.
History: I love long stories. Don't hesitate to throw it. Also a little practice before the real deal?

And well, obviously, you can use a submitted character bio from this forum if you have any. I'll gladly accept them so long they have magical abilities... And also mentioned which Guild they're from.

---

And this role play will be really open to suggestion. You can suggest some events that could happen to the characters and all. Just PM me. Wouldn't be fun to let everyone in on the idea? No element of surprise :awesome:
 
HOO AH! Im in. Im determined to get my character first this time!

Get ready for a bio. Ill put my bio in The Heroes on hold for this.

Actually.... ill just put Octavia in here first with some modification. My original will come ini later

Name –
Viridiania Octavia Xuxa


Pronunciation

Vee-ree-dee-ah-nee-ah Ock-tay-vee-ya Soo-Sa


Title

Marchioness of Alba Arancus.

Nicknames:

Vi, Tavia, Tavvy, Green and Eight


Alignment
Good


Race
Human


Gender
Female


Age
12

Guild
Fairy Tail

Appearance

Hair:
Copper blonde
Style:
Short cropped and messy. On top of her head is a nice bunch that stands up and curls backwards. Framing her face is two long thick tassel of hair that reaches pass her collar bone then curls.
Eyes:
Light pink, like rose quartz
Height:
155 cm
Weight:
45 kg
Complexion:
Her complexion is Caucasian, but slightly pale due to her time studying. She has a constant slight flush on her cheeks.
Adorable and cute. These two words sum up what Viridiania loosks like. Any person that sets eyes on the girl would feel somewhat more cheerful and brighter. Her eyes are large and round with a cute little button nose. Her lips are the same colour as her eyes and are nicely proportioned to her face. Her ears a somewhat smaller than others, but well shaped. Her eyebrows are long and thin and is of the same colour as her hair.

Viridiania's body is like that of any 12 year old girl. Slim, slight and flexible. For a mage, her body is surprisingly rather hardy and resiliant than her fellow student. Her build is not suited for any close quarter fighting, rather it is good for moving and running sneakily.

Attire
Viridiania's attire consist of 9 parts


Undersuit:
The undersuit is a skin tight garment the colour of gloss dark navy. The suit starts from the middle of the neck, coming down over her body, but leaving the shoulders and arm bare, down past her waist and stops at the middle of her thighs. Along the edges of the thighs, neck and along both sides of her body is a thin white border. Along her sides where the border is, there is a splits from wasit up to her armpits. There is also a similar split on either side of her neck. The split on her waist has three holes on each side of the split where there is a long brown cloth that is looped through to tighten the suit. The rope ends at the bottom holes witha large bow, in which on each end of the cloth is a bell. The split on her neck are much smaller and has two holes on each side of the splits which are tightened by thinner brown cloth. These splits allow Viridiania to put the suit on easier.
Poncho:
On top of the suit is a Poncho that reaches from her neck down just past her knees. This is the colour of deep sea blue. It is secured onto her neck by two black buttons in which it then just covers her shoulders before coming over her body. All along its edges are small elongated oval flaps which at the center of each flap, has a white circle with a thin black line that reaches from the circle up to where the flap end with a small aquamarine circle topping it off. On her chest are white designs of swirls (refer to image). On her back is the symbol of her school, with a large, white
Open Triad in the middle of a pentagram. All along the border of the poncho is a thin aquamarine border
Arm Covers:
The arm cover is a funnel shaped clothing that covers both arms from the elbow down, with it being more narrow at the elbow. It is the same colour as the poncho. Along one side, in a line, is a line of white buttons that hols it in place. There is a line of aquamarine that runs around the border at the elbow before coming down the line of buttons in a wave motion between each button. At the wrist, a frilly white border rims the edge.
Leg Covers:
The leg covers are also funnel shaped with the narrower side at the knees and the wider side ending at her ankle. It is extremely similar to the arm covers with the buttons, aquamarine border and frills.
Shoes:
Her shoes are boots that are the same colour as her undersuit and reaches just past her ankles. The top part of her boots are mostly covered by her leg covers. They are steel capped and has a thick white sole for hard wearing and added height.
Gloves:
Her gloves are the same colour as her undersuit and are tight fitting. They are leather gloves and reaches just past her wrists (like Tifa's gloves in FF7:AC). They are waterproof and are lightly padded at areas where there are no joints (like the palm, between the finger knuckles etc). On both wrists, she has numerous bangles and wristbands of silver and platinum
Hat:
Her hat is a wide brimmed hat that, as seen in the image. There is a small cap that is fitted to her head, in which then, in front of the cap, is the wide brim (something like this). In the middle of the wide brim is a smaller version of her school emblem, same as the one on her poncho and is also rimmed with a border of aquamarine. On the right hand side of her emblem is a small metal tassel.
Cloak and Bag:
On her waist beneaeth her poncho is a brown belt with pouches hanging off it for her things. The largest hangs behind her waist, with two smaller pne, half the size of the largest on either side of the hip.Hanging from the front to the left of the belt buckle is a white silk scarf, tied there with her family symbol on it at the corner (which is the wold in the image on the cloak). The cloak is worn on top everything, reaching the jaw, down to her ankle. It is mainly white with a thick dark navy border at the bottom with a thinner one above it. The top quarter is dark navy blue with a zig zag pattern where the blue meets the white. On the middle of the back is the howling wolf symbol of her family, also in dark navy. Around the edge of the neck and at the front is a line of white fur. Across the throat where the collar is most narrow are two platinum wolf brooch, in which a platinum chain runs across the two.
Personality
Viridiania is like most twelve year old. Curious, smart, inquisitive and rather naive. As a child, she in incapable of cruelty and immoral acts. Her rich upbringing meant that she is well mannered, sophisticated and honourable. Her age and her looks reflect her personality as someone who is considerate, good, cheery and innocent. However, like most children, Viridiania can be childish and stubborn, pouting and crying rather easily. Her amazing cranial power also dictates her actions as much as her morals and beliefs. She would not be blind enough to cause trouble in which she knows she would lose. Instead, Viridiania is a genius in compromisation, negotiation and improvisation.


Due to her young age, she initially believed in the world being split into black and white. The short period of time in which she has been in the actual world had begun to show her the multiple shades of grey in between. Her actions are still dictated by her morals, but she is less critical and somewhat a little more flexible.

Her actions are based off her upbringing. Due to her priviliged lifestyle, Viridiania finds many of corruptness of the world startling. As the future Marchioness of Alba Arancus, Viridiania tries to help any of those that she could, which sometimes puts her in dangerous situations.

First Impression
As a child, the first impression Viridiania has on people are in two catagories. One is "What an adorable child!" and two, "Ha! What a runt!". Due to her being underage, her ruling position is currently in the hands of a regent. Therefore, not many people know who she is. Many people love her at first sight, which sometimes give her an advantage. The vise versa is that the more rougher people do not take her seriously.


Strength
Her strength is close to pathetic. Her ability to lift is solely based off her childish strength and magic. Her punches would most likely bounce off everything. She would require on enchantment to either deal physical damage or for lifting things.


Speed
On contrast to her strength, Viridiania's speed is incredible. Whereas strength is close to non exsistance, her speed can match any fighter. With her small size, Viridiania can dodge most strikes and can launch magic attacks in a flash.


Endurance
Again, as a student and a child, her endurance is somewhat poor. A few physical attacks on her actual body will take her down rather easily. Like her strength, she depends heavily on magic to boost her resilience against attacks. As for stamina, she herself has average stamina, able to last a decent amount of time when fighting. Her time limit for a full battle may be around 10 minutes to 15 before she gets exhausted. However, in order to preserve her energy, she uses her staff for a large amount of her movements, treating it like a flying broom, increasing her time to 18 minutes at max.


Reflexes
With the physical aspects lacking, Viridiania relys on her speed and reflex to survive. Like her speed, her relfexes are phenominal. Her reflexes enable her to dodge most frontal attacks with ease. Side and rear attacks are harder to dodge, but her reflexes still guarantee a decent percentage dodge rate. The closer the enemy is, the harder it is for her to dodge due to the short time between strike and dodging. Ranged weapons, however, makes it easier for her to dodge. Taking into consideration of the distance, the further back they are, the easier she can dodge.


Fighting Style
Viridiania's tactics are hit and run tactics. She is a realist and she herself knows that she is unable to duke it out head on with many people. Therefore, using her quick speed and reflexes, Viridiania takes advantages of holes and counter attack opportunities to strike and quickly move out of range. Traps are also acceptable by her means as she sees it as a way to level the playing field.


Weapons
Her weapons is her Key Staff called Clover. Clover is almost as tall as herself. It is an anciet relic from her family that is handed down from female to female. The Key Staff was originally used in the Great War between Marana and Vasques, in which Viridiania's ancestor was a mage in the Marana Army.

Said to be the greatest mage in the continent, her ancestor forged and enchanted Clover into a magic booster and a lethal blunt weapon due to its weight. With a complex feather spell, even the smallest child will be able to lift the heavy weapon of 100 kg. The special thing is that the spell is infused to work with only the magic soul of those in the Ancestors bloodline, therefore locking the magic booster and feather effect and becoming unbelieveabley heavy for those that do not belong to the clan. Therefore, only Viridiania is affected by the feather spell.

The magic booster helps better shaping and controlling of magic as well as becoming an adaptor of sort, making it much easier to draw out energy/mana for large scale spells. It boosts her magic reserve by a 25%, but also allows more efficient use of her enery, which relates to the amount of mana used in each spell.

However, unlike her ancestor, who was capable of killing through both melee and magic, Viridiania, with her childish strength, uses it as a mode of transport, like a broom for flying. Besides the lightness of the weapon, the ability to fly and boosting one's magic, it favours the use of water magic, increasing their effect.


One of the major functions of the staff is the addition of key chains that change the effects and "stats" of the staff key. Her current key is at its most basic and through scouring for these keychains, Viridiania may be able to recreate her ancestors great staff at her peak.

Armour
Viridiania does not wears armour.


Abilities
Her abilities mostly are from her self enchanted clothings. Her cloak gives a good degree of chameleon ability to herself. When activated, Viridiania is capable of blending in with the background, appearing as only a slight heat haze. The cloak distorts the image behind her ever so slightly, so if one was to look very closely, the will be able to see where she is. Also, rapid movement will also cause the distortion to become more obvious as the image refracts as if a passed through an uneven glass. attacking her while in this form does not deactivate it. Her ability can be used in two minute bursts with 20 second cool down between each cast. Energy draw is extremely low as all she has to do is feed the cloak little mana for it to be activated.

Her pouches also have decent feather spells on them in order for her to maximise how much she can carry. Originally, her pouches can hold a total of 20 kg all around her belt
before the actual structure of the fabric starts to rip under weight and tear at the seams. However, with the feather ability, it can reduce the weight by 75%, therefore, at maximum weight, she would feel it at 5 kgs.

Magic
Viridiania is adept in all mode of magic. However, she specialise in the area of summoning and water magic. Her own magic and summons do not damage her as it draws from her own power. If she is in range of it, a protective sphere is formed around her in which protects here completely from her own spells. This shield only reacts to her own spells.
Like stamina, Viridiania recovers 12% per minute of combat.
Whilst they know she has potential, Viridiania is still a child. Even with most of the theory down pat and her spells memorised, she still lacks experience in using them in combat, which makes her rather inexperienced in the world.

To gauge the energy use, we will use a 100 system, where 100 is total use of mana and 0 being no use. Very low

Damage will be gauged against "Mr. Training dummy! AKA a knight'ish person." Quote Red Fox. and will follow against very low, low, medium low, medium, medium high, high and very high.

Destruction:

Water Spells:
Her spells draw from the moisture and water from the surroundings, whether it be a whole source of water or the moisture in the ground, objects or the air. Therefore, it is manipulation. As she is taking it from the surrounding, it does affect the environment, such as drying up plants and the ground. As this is the case, in a desert or a situation where there is little water or moisture, Viridiania is reduced to creating water herself, increasing mana use by 5% on each spell
Water Bullet:
A non cantation spell, all Viridiania has to do is point her palm at the opponent and a rapid fire of highly pressurized water shots that appear as spearheads will shoot out. Damage is relatively low, like a warrior's punch. Damage will be very low

Almost non existant as this is her primary attack. It does drain her, but she is capable of performing this magic for an incredibly extended period of time.

Water Cannon:
Pretty much the same as Water bullet, but with a larger diameter of water shooting out with a harder hit. As a result of increased power, the pressurizing of the water is higher, resulting in a high speed and power, but costing more mana and longer forming time. Viridiania will put both palms outstretched in front of her and water will froth in front of her palms before the shot is released. Damage is low.

Water Cannon requires 5% of mana with water present. 10% when creating water.

Water Slap:
When Viridiania performs a swing of the arm like a slap from any direction, a surge of water in the form of a large hand will follow and attack like a heavy attack with a slight effect of pushing the target. Damage is Medium low.


Water Slap requires 5% of mana
with water present. 10% when creating water.

Water Surge:
With an upward flick of the extended wrist, water will surge out of the ground in the form of a two meter wall of wave and pushed and wash back anything in front of her. Damage is low

Water Surge requires 10% of mana with water present. 15% when creating water.

Geyser:
As the name suggests,
Viridiania performs an upward action as if lifting something with one arm. This will cause a huge torrent of water to shoot upwards beneath the target, sending them high into the air. The telltale sign of the spell is frothing of water beneath the target a second before the spell is activated. Damage is medium low

Geyser requires 15% of mana
with water present. 20% when creating water.

Water Spire:
A two action spell, Viridiania performs the Geyser spell. When the target reaches the peak,
she will then perform a downward action as if slamming something down, in which another Geyser spell will come down from above the target and pushes the target down into the ground, crushing them.
As the spell is similar to Geyser, so are the signs. Water will froth below the target in the first geyser and then froth again above the target in the second one in the air. Damage will be medium

Water Spire requires 20% of mana with water present. 25% when creating water.

Fireball:
Shoots a simple fireball the size of a small soccer ball at her enemies. To perform the spell, Viridiania's fingers must be splayed in a bowl like shape where the fireball will sit. To shoot it, she just has to perform a flinging motion. Damage will be low

From the mana system, Fireball requires 5% of mana.
Lightning:
A small lightning bolt will fall at the intended target. To perform the spell, all Viridiania has to do is raise one arm up high with the palm facing the sky. Damage will be low

From the mana system, lightning requires 5% of mana.
Ice:
Three small spire of ice will materialise above her head and speed towards the target. To perform the spell, like lightning, Viridiania has one arm extended upward. However, her index and middle finger remain erect, pointing up, whilst all the other are down. To send it towards it's target, Viridiania just has to drop her arm down and point at the target.
Damage will be low

From the
mana system, Ice requires 5 % of mana.
Firestorm:
Instead of a single fireball, firestorm shoots out a large fireball (diameter of a meter) followed by a hail of fireballs from the sky. To perform this spell, the actions are higly similar to fireball.
Damage will be medium low
From the mana system, Firestorm requires 15 % of mana.
Thunder Charge:
Thunder Charge is a lightning attack that when the symbols are performed, a large beam of lightning is discharged from her palm. To perform this spell, Viridiania will position her fingers in a curved form in front of her chest, one above the other, as if holding a ball. In the center, the electricity will form. To shoot it, Viridiania just has to point the top hand's palm towards the target and the electricity will escape from her hand.
Damage will be medium low

From the
mana system, Thunder Charge requires 15 % of mana.
Frost:
A magic circle will appear where Viridiania wants. From the sky will fly five, two meter spire of ice which uses the magic circle as a target. There is a slight homing ability, but movements of the spire are limited. To perform this spell, the actions are alike Ice. However, her left hand will be placed on her bicep for more control. The slight homing ability of the spire are controlled by the direction of her fingers.
Damage will be medium low

From the
mana system, Frost requires 15 % of mana.
Vulcan:
The most destructive of her fire magic, Vulcan summons down a large fireball (roughly 5 meters in diameter) to strike down where Viridiania wants. From where the fireball hits the ground, a volley of firestorm fireballs rain down in a spread of 20 meters diameter. To perform this spell, Viridiania raises both palms up high into the air before dropping it down as if throwing something on the floor.
Damage will be medium

From the
mana system, Vulcan requires 35 % of mana.
Thor's Hammer:
From the ground, 5 lightning swords shoots up vertically, forming a large pentagram (5 meters from each sword). Those trapped in each section are locked down by lightning bonds in which 5 medium lightning strikes each of the point with one large one striking the center. To perform this spell, Viridiania's hands are open and her arms are outsrteched by her hips. Lightning will crackle around her hands. When this happens, all she has to do is to pull them up across her chest and the swords will rise out of the ground.
Damage will be medium

From the
mana system, Thor's Hammer requires 35 % of mana.
Ice Spiral:
A large spiral of wind infused with miniscule ice particles will spin around a point where Viridiania wants, creating a tornado of sort, cutting anything inside with the small ice shards. The tornado will then turn into ice instantly, with the wind instantly blown away, spreading the ice particles over a large area, freezing whatever it lands on in a 40 meter circle. The frozen tornado will then shatter, exposing whatever that has been caught inside. To perform this spell, Viridiania's hand begin across her chest diagonally. A slight wind will begin to swirl around her hand. At this point, Viridiania will point at her target with her index and middle finger and the spell will initiate.
Damage will be medium

From the
mana system, Ice Spiral requires 35 % of mana.
Curative and Defense:
Heal:
As the name implies, this spell allows the recovery to wounds. This spell can be step up by 3. To perform this spell, Viridiania will raise one hand to her forehead with only her index and middle finger raised. When the finger glows white with light, whatever touches her finger will heal. Mostly physical wounds such as sword wounds, gashes, broken bones, internal damage and such.
If by 100%, first step will heal 15%, then 25%, then 35%.

From the system, Heal requires 20% of mana for the first, then 10% increase per step.
Gaia/Aqua:
Gaia/Aqua is a defensive type magic, where Viridiania can raise a wall from the ground/water. To perform this spell, Viridiania's palm will first face downward and would then quickly be twisted skyward and raised. The wall will rise up with the hand. The size of the wall is about 2.5 meters tall and 3 meters wide and a half a meter thick.

From the mana system, Gaia and Aqua requires 15% of mana.
Regen Shield:
One of her more handier spells, Regen Shield is a mix of curative and shielding magic. A 3 meter sphere of light will engulf the user, allowing regeneration in the sphere as well as protection from magic and physical attack. Short lasting, 1 minutes maximum. To perform this spell, the initial actions are similar to Cure, but with both hands together. Around her the sphere will form. It can stop most moderate powered spells that are above basic spells. In terms of level, it can stop most Journeymen's spell (from oblivion). Mana regen increases the normal regen from 12% per minute to 25% for herself and 20% foir allies inside the sphere.

From the mana system, Regen Shield requires 35 % of mana.
Activation:
All these activation spells last a maximum of 5 minutes. All activation spell are performed through hand signs.
Steel Body:
Performed through the symbol of the serpent,Viridiania's body can turn to steel, increasing physical defense by proportion of mana input, making her almost invulnerable to normal basic attacks such as a sword swing or basic level spell. Her speed, however, drops by 75%, making her incredibly slow. This is for when she is mostly cornered and cant escape.

From the mana system, Steel body increases by 100% per 10% of her mana.
Hermes:
Performed through the symbol of the ram, Viridiania can increase her speed by 35%, making her incredibly fast. Her coordination and reaction are still the same, so there may be difficulty in attacking and sudden movement.


From the
mana system, Hermes requires 25% of mana.
Magicka Concentration:
Performed through the symbol of the rat, Viridiania can raise the damage and speed of her spells by 20%

From the mana system, Magicka Concentraion requires 35% of mana.
Summons:
All summons begin with a magic pentagram glow beneath her, surrounding Viridiania with a wall of light. After drawing the summon's respective symbol, Viridiania then draws a circle around the symbol, then a pentagram in the circle before flicking her arm forward in a "go forth" motion. These are large scale summons. Medium ones can be summoned twice as it costs 45% each while high and above can be done only once since they cost above 50% of her total mana..
Magaera (Aero):
Maegara appears as a female angel with short shoulder length hair in a blue dress with a brown belt on her waist, standing at 3 meters tall.. On her arms and leg are brown gloves and boots whilst two aple pink wings are on her back. In each hand, she carries a large double edged blade.

After drawing Magaera's symbol [trident with a small circle at the top of the middle spike,
and the summon sequence] four giant swords will descend from the sky in a large cross 10 meters by 5 meters, before a wall of wind form between the swords, forming a diamond. Then, everything within the diamond is ravaged by a flurry of red wind, cutting up everything inside before concentrating into one point and tranforming into a winged angel wielding two swords that looking similar to the ones that fell from the sky. She would perform eight horizontal and eight vertical slashes towards the diamond's apex in a scything shape. When the cutting winds hit the swords, they would shatter and in the space inside the diamond, a sudden upsurge of wind blows upward, cutting and sending everything uo high into the air. At this point, a breeze would then blow through in which Magaera disspates as small pink petals. Damage will be medium high

From the
mana system, Magaera requires 45% of mana.
Coatlicue (Water):
Coatlicue is another female summon, but with long flowing brown hair and stands at 5 meters tall. Her attire is a loose, beige top which resembles a kimono that only reaches to her mid thighs. Around her waist is a purple shawl that covers all but the front part of her legs and reaching her ankles. On the back of the waist is a large red
Shimenawa. As for accessories, on her ankle is an ornamental cloth whilst on her wrist are multiple black bangles. At the end of both sleeves hang two large golden bells.
After drawing Coatlicue's symbol [a straight line with a sweeping, curved line from the top left corner through the middle and another line between this and the bottom, ending in a right angle turn downward] and performing the summoning sequence, a large cloud will form in the sky before shaping into a large summon pentagram. From the center, a birght light will shoot high into the air and Coatlicue would emerge, floating just above the pentagram. She would then land on the cloud, raise both hands and draw in the moisture in the air into her before she falls through the cloud. As she does, the pentagram will release all the moisture into a thundering circular torrent over a 5 meter diameter while Coatlicue stays suspended inside the torrent. Any thing inside where the torrent hit recover completely, negating all ailments and remove fatigue. When the torrent ends, Coatlicue would curl into a fetal position before shooting through the pentagram and turning into a light, short shower of healing water that will help those touched by it recover slightly and reinvigorate their body a bit.

From the
mana system, Coatlicus requires 60% of mana.
Eclipse (Earth):
Eclipse appears as a gigantic gollden dragon. It has two spanning wings on its back like a wryvern, and four limbs in which all have four long, scimitar like claws. His neck is long and snake like, ending with a fierce head with two long horns sweeping back on the crown of its head.

After drawing Eclipse's symbol [a dot with a line which curves upward at the left and vise versa on the right with two lines beneath, the right shorter than the left] and performing the summoning sequence,the
ground would split open and eclipse would crawl out. The golden dragon would, with both claws, swipe downwards from the crevass. These swipes are not so much meant to shred someone, although it is quite capable of, it would cause the ground to shred up, with each claw raising four walls of raised, jagged earth spikes on both sides that entrap everything inside. The dragon will then let off a massive roar in which from the inner walls, a earth dome will form over the area with a large hole at the top. Eclipse then spread its wing and take flight high into the atmosphere nearing space. It then charges a large white beam from its mouth before shooting it down towards the dome and through the hole. The energy beam will fill the dome, its force creating cracks in the wall before instantly imploding, collapsing the wall into the center, crushing whatever was inside. Eclipse will then nose dive back towards the crevass it came from and go back into the earth, closing the gap. Damage will be high

From the
mana system, Eclipse uses 75% of mana.
Judgement (Fire):
A dark knight of the sky, Judgement is covered with a dark blue plated armour with silver rims. His helm has a Y split for view but nothing can be made out of the knights face. His helm has two red horns on each side. On his back are two sprwaling black wings of a more batty nature and on his left hang a trio of polearm weaponry. On his left arm is a giant, golden dragon shield whilst in his right is a gigantic double edged sword twice his height. On his wrist, ankles and back are dangling chains with sheared ends dangling, which are the same colour as his armour.
After drawing Judgement's symbol [a right slanting line with a swirling line starting from the top left corner, twisting anti-clockwise and pass through the diagonal before reversing, pass the line and reverse once more, curling clockwise at the bottom right corner, before finishing with a dot undeneath]and performing the summoning sequence, two summoning pentagram appear up high just in spcae before spreading vertically in which Judgement stands in the middle. He appears as a tall dark knight with blue armour, two wide spread bat wings, a large dragon shield, a trio of polearm weapons and a gigantic blade. The whole sky turns a dull red when the large blade in Judgement's hand charge, glowing red then orange then white. Judgement then dives down at an incredible speed into earth, heating up himself and glowing white with heat before he hit the ground with his sword. At a diameter of 40 meters a sea of flames instantly spread on the ground and around this edge, pillars of fire burst from the ground at every 5 meter around the circle. From the middle of the flames, Judgement, still glowing white with heat, stands. As he stands, the fire and flame flares up and jumps up high in the air, the temperature rising exponentially before dropping just as fast, leaving the area burnt black with small flickerig fire. Judgement himself, still white, disintergrates like ash into the wind. Damage will be very high

From the
mana system, Judgement requires 85% of her mana.

Iris (Aether/Quintessence):

Iris is a tall, elegant goddess with long purple hair that flows to the base of her feet. On her head is a puffy hat thats shape resembles a turban, but more puffy and is not a wrapping cloth. It is mainly red in colour with purple trimmings. At the back of the hat is a neck cover of the same colour which rund=s down to her shoulder plates. On her shoulders are plated red and purple shoulder pauldrons which reaches down to her elbow. Underneath on her body is a purple, tight fitting chainmail which ends at her pelvic region like a leotard. On top is a
a purple mini dress which is part of the chain mail. Around her waist is a a golden side dress which is tied around her waist which covers a majority of her right thigh and her backside. Underneath the chainmail skirt is a white dress that reaches to her ankle, which covers all round bar the front part of her legs. At the base of the skirt are red ribbons which hang down, all around the dress. On top of that is an ornamental armour dress the same colour as her hat, which covers the same area as the white dress. She wears no shoes, but has purple ribbons wrapped along her calves loosely up to her knees. On both wrist are a large golden bangle with a smaller silver one above it.

After drawing Iris' symbol
[a semi circle from the middle, drawn up bulgiing to the lfet before becomaing a straight line up at the middle. It then comes back down along the line before making another left bulging semi circle to the left, which ends up at the starting point. This is the same on the right side. In between is two semi circle with a dot in the middle.] and performing the summoning sequence, all light are drawn towards two pentagrams in the sky and on the floor. A large cylindrical schism appears in the sky and the ground where the pentagram is, with a pillar of light connecting the two rift. On the inside, the background of heaven can be seen. From the top in a shower of light and colour comes Iris, bathed in holy light. Raising both hands just off chest level. Light from the holy plain would gather into her palm in the size of a large beach ball. Iris would then place both hands above her head, combining the balls together, which expands into a 15 meter sphere. Held high above her head, Iris then launches the sphere at the ground, which upon impact, vaporised everything in a 50 meter radius circle and heavily damage and blind anything within 200 radius meters. Beyond that shockwave, strong, ripping winds and tremor causes moderate to minor damage plus disorientation within 500 meter radius. After everything has died down, from the spot where everything was vaporised, a large pillar of light shoots out from circle upwards, bringing back the nature to the landscape in the affected area, creating an oasis. With the healing of the land completed, Iris then disappears as light up into the rift, back into heaven before the hole seals. As this is her ultimate move in which could potentially kill her, it is almost guaranteed kill if the person takes damage within the 50 meters. Further damage will be very high damage and blind anything within 200 radius meters. Beyond that shockwave, strong, ripping winds and tremor causes medium high to medium damage plus disorientation within 500 meter radius, respective of distance.

Unlike her other spells, Viridiania is actually summoning a goddess from the realm of heaven. Therefore, the cost is extremely high, possibly costing Viridiania her life, where the summon draws out all her life force. Viridiania has only ever summoned Iris once in an accident, in which almost costed her her life. That time had left her bed ridden and on death's door for a month. Not something to be used rarely, if ever.
Other Skills
Viridiania has one skill that is activated instinctively in the most dire situations, that is transformation into her family symbol, a wolf the size of a pony, but at the height of a human male.
This transformatin completely reverse Viridiania's skills. She loses all capability in performing high level, complex magic, but in return, she gains twice the strength and speed of a mountain wolf plus monster skills. In this form, her brain becomes 85% instinctive, in which her actions are dictated by the wolf. The other 15% are her will power, enough to stop some of her wolf's action. Her form lasts until her instincts feel that there is no immediate threat on her life nearby.
Name –
Firophoenix


Title
Hunter of the Prey


Alignment
Neutral (Loyal to whatever Viridiania chooses)


Race
Mythical Wolf


Gender
Either. For now, it refers to himself as a "he"


Age
N/A


Appearance
Firophoenix is a large black wolf the size of a pony. It has pure black fur, in which there are some somewhat streamline spikes along his back, neck and legs. His tail is long and thick, almost capable of touching his mouth with it. His eyes are a vibrant white blue with similar coloured spiritual line patterns on his face and front two legs. His ears stand straight and rigid backwards. Surrounding him is a aura of fire the same colour as his spiritual lines. It is slightly visible when less tense and flares into life when in combat. On all four ankles, Firophoenix has a bracelet the same colour of his markings.

Additional Information:
When not summoned, he is always invisible to all eyes, bar those with a close affiliation with magic. Even then, his form is slightly blurred and hazy. In this form, Firophoenix is in the girl's realm, but cannot interact with any object, but Viridiania. All his sense are available bar that of touch. In essence, he resembles a ghost, capable of passing through anything, but unable to touch. he is usually in this form until he is summoned to fight or overtakes her body. His size in this state is that of a adolescent tiger, big enough for viridiania to ride on (though she doesn't). When Firophoenix takes possession of her body, the said spirit will bound into her body and push her spirit and soul aside in her body, allowing him take take alomst total control of the body. In effect, he uses her body as a physical medium. In the summon, the medium is Viridiania's mana.

Attire
As a wolf, he wears nothing, but does have an armour.


Personality

Transformation:
As a rampant nature spirit, there is little to say on how he would act against human. Survival is its main concern. Anything that threatens himself and his host, that being Viridiania, is met with vicious resistance and threats. As he rarely comes out unless absolutely needed, he will have very little interaction with humans. When he does, if they are not a threat, he will treat them with minimal interaction. If they are a threat, he would react with utter ruthlessness. However, with animals and those with the ability to speak animal tongue, he might attempt to communicate with them if necessary. In this case, he is straight forward, yet somewhat eloquent in his speech and makes no small talk. He still exudes an aura of danger, authority and superiority.

Summoned:
When summoned, he is of smaller size and lower power. Therefore, his is more conservative as he knows that people are less intimidated. He would act as a wolf does, sticking close to Viridiania and not interact at all if possible. All response of transformation apply as when Viridiania is threatened.


First Impression

Summoned:
While not as big as his transformation, when summoned, he is the size of an
adolescent tiger, big enough for viridiania to ride on (though she rarely does since she has her key). He is more docile in this state, but nonetheless fearsome as he does not appear to be a tamed dog, but a wild beast. People do not recoil in total fear, but give him a wide space for travel.

Transformed:
What else can be said about a wolf almost as tall as a human? Threatening and dangerous. Not something you would want to be petting. People will stay away from him and reel back in fear. Those gutsy enough might try to capture him, but usually is rewarded with their gut painting the road.


Strength
As a mythical beast, his strength is incredible. He is capable of lifting the stockiest full armoured warriors whole ( about 180-200kg easily and 250kg max) with his jaw and reduce walls to rubble with a swipe of a paw. With his jaw, Firophoenix can crush bones and armour rather easily. If a swiping attack is hit straight on with no defense, minimal damage is moderate to severe.


Speed
Again, speed is another aspect in which Firophoenix excells in. As a wolf, at full pelt, Firophoenix is capable of reaching speed of 75 kmph for a distance of 4km. At a more casual trotting pace, he can reach 20 kmph for periods of time that can exceed a whole night and day at a casual pace.


Endurance –
As stated above, Firophoenix has extremely good endurance, capable of extended period of combat and travel. At a trot, Firophoenix can keep up the pace for a day and night before
exhausting himself. However, this is negligible as most likely Viridiania would be away from danger and transform back to human. Against attacks, he is rather resilient. Unless a stab that hits a vital organ, he can shrug it off and will not affect how well he fights. It will catch up to him when he calms down though. If the fighting was intense and he sustains multiple wounds, after the battle, he will stagger off as the pain and affects kick in.

Reflexes
As a wolf, his animalistic instinct serves him well in terms of reflex. As something close to an animal, he reacts on instinct, if the air smells of danger and threats, his alertness increases, hence his combat readiness. As for speed of attack, it is rather fast, capable of getting in strikes and counter strikes easily against humans. Bullets are a bit harder for him. Unless he has sight of the shooter, then he is not quite able to dodge bullets. Arrows on the other hand, is somewhat easier, but that is only if he has sight of the shooter.


Fighting Style
Firophoneix fights like what he is, a wolf. If possible, he can call on the help of other wolves nearby and attack as a cell, bringing down a prey. In general, he fights with his paws, strong jaw and his tail like most animals. There is no tactics. Only instincts. From time to time, he may use a skill or ability, but mostly, it is with his body.


Weapons
Firophoenix has no weapons, but his claws are incredible long and sharp, like a sword. It is quite capable of matching blow for blow with a sword and his teeth are like diamond, and if timed correctly, can shatter a sword swung at him with his jaw. His tail is strong, almost like another limb. As he has claws, Firophoenix can use his tail to lift objects and hurl them at his enemy.


Armour
Oddly enough, Firophoenix wears an armour. It is as such in the image, but the saddle is replaced with a similar pattern on his side and the horn on his head is a nose guard that just reaches the tip of his nose. It is a dull silver colour and resembles plated mail as it is layered. It covers all four of his haunches and the top of his back down to his side. His helmet covers the side of his jaw curling around to the front of his snout with a nose guard along the top of his snout.


Abilities
Damage will be guaged similarly as Viridiania
Claw Growth:
Claw Growth is when the claws on his paws grow out even longer into a slick, sharp curving blade. From the tip of his paw, it extends out thrity centimeters before curving like a normal claw. Like before its growth, it is capable of blocking swords. The extra length also meant that it enables him to dig into steep cliffs and enables him to climb almost vertical slops with ease.

Fang Growth:
Like Claw Growth, Firophoenix's incisors can grow out longer. Initially, it barely juts out of his mouth, with just a small hint of the tooth can be seen from his lips. However, with the growth, his top two incisors come down to his jaw line while the bottom two reaches the bottom of the gums of the top of the mouth. This growth provides more bite damage to what he bites as if he bit an arm, the sharp teeth could potentially punch right through it.

Ice Fire:
Similar to ice Breath, Ice Fire is again a funnel shape mouth attack. However, its reach is further at eight meters, but its width is reduced to two meters. As its name implies, the fire is not the burning type, but the freezing type. If caught in the funnel, it will instantly numb the area and instantly give severe ice burns to the target. For three minutes, the body part (Eg: arm) will not be able to move initiatlly. As the three minutes go by, movement will return. Before the move, Firophoenix will rear his head backwards before
thrusting it forward and opening his mouth, in which the ice fire shoots out. Damage will be medium low

Ice Breath:
Ice breath is a move in which Firophoenix is able to spew forth a form of liquid ice that once hits the floor, shoots up violently as ice spikes. If a target is caught or injured in the attack, at the point and time of contact, it will cause ice to encapsulate the area. As it is ice, it will melt eventually or through conventional means, but will cause ice burns as it is 100% colder than normal ice. It shoots out at a funnel shape and reaches five meters. At the tip of its reach, it has three meter width.
Before the move, Firophoenix will rear his head backwards before thrusting it forward and opening his mouth, in which the liquid shoots out. Wind Scythe: With his claws, a sweep will produce four parallel blades of wind . It appear as a crescent blur. Just prior to this attack, the air around his paws will circulate and become agitated like a haze. Damage will be medium

Cutting Ice:
Merging Wind Scythe with ice elements, Firophoenix will swipe downwards with his paw, in which the four blades of wind will cleave the ground for four meters. These blades are still capable of cutting. Once the blades disintergrate, from the gaps will shoot up spikes of ice with the affect of ice breath.
Damage will be medium high
History
Firophoenix has been around as long as the world. He and his clan are wild spirit of nature that has exsisted for aeons. However, he is still considered a cub in the clan. The only way in which a Wolf Spirit can grow in importance is through contracts with a human host and become their familiar. In that sense, with only a hundred and three contracts in his time, Firophoenix is a babe. His clan has had a close connection with the Xuxa human clan in which the wolf has been their totem. Therefore, a large portion of the families throughout the age has had a wolf spirit as a companion. The head of the Clan, Sphera was recently contracted with the mighty mage and matriach of the family until her death. Those with high magical abilities attracted those higher up the clan ladder, so it was surprising when Firophoenix recieved a calling from thefuture matriach of the human clan. Seizing the opportunity, Firophoenix accepted the blood contract and was pulled fropm the spirit world and began to serve the small girl.
Summon:
As opposed to just complete transformation, Viridiania can instead summon her totem to her size. However, its size is reduced and its strength down to that of a youn adult lion. All other stats are the same. It takes 40% of her total mana, but can stay for a relatively long time, usually for 3 days at max. However, the longer he is in summon realm, the weaker he progressively become until at the third day, his strangth is down to that of a normal wolf.


History
Viridiania was born into the noble family of Octavia Xuxa. For generations, the family held control over the territory of Alba Arancus, in which the Marchioness title was handed down from female to female. Viridiania was the next heir to the title, however, the untimely death of her mother meant that the young mage was below the allowed age requirement to rule. Therefore, a regent, her cousin, took the position, freeing the young girl from the task. As a result, Viridiania, with a large amount of free time, studied in the Magical Academy of Alba Barna.


It was instantly recognised that Viridiania was like her ancestor, a great mage, as the small girl absorbed the skill of witchcraft easily. She outstripped her classmates and soon, even overtook her seniors. Everyone had high expectations of the young Marchioness. As expected from everyone, Viridiania skipped through the grades while at the academy before finally reaching the final year at the age of 12. Their final assignment was to travel the last few years throughout the fiefdom of Alba Arancus and assist those in need. In preperation of her final task, the academy presented Viridianian with the Clover, hoping that she would follow her ancestors footsteps, become a master Magi and affect the world as she had done aeons ago. Whilst they know she has potential, Viridiania is still a child. Even with most of the theory down pat and her spells memorised, she still lacks experience, which makes her rather inexperienced in the world.

It has been several months since the beginning of her journey and what she had seen had changed her original beliefs greatly. However, her goals remain unchanged. She was determined to become a maste Magi and help those around the world, and so, set off further on her journey, seeking experience and the world. Whilst on her journey, Viridiania managed to join a magic guild by the name of Fairy Tail through sheer luck of circumstances
 
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Do I dare try to create a character with no magical capabilities whatsoever...

...Of course not, I'm crazy, but not outright suicidal. I'll have a character up soon. Never seen or read Fairy Tail before though.
 
bwahahahaha! First Character!

Viridiania Octavia Xuxa is up and running Anathema.

Have Fun
 
... You're crazy~ XD I had a shock lol, suddenly seeing my scroll bar becoming so much smaller for a thread with only a handful of posts. Tsk! Couldn't you have just gave a link or something :ahmed:

But anyway, accepted!

@ Strigon

Well, there's no need to know much about the story, since this one's set in a time line way way way way wawywawywy ahead of the original storyline. Whatever happened in the original storyline would be ancient history that this story will not focus on.

This one's pretty much a treasure hunt. Just know the world's filled with people that rely quite heavily on magic. Many people know how to use magic in some way or another - not all, but a good handful enough to show that the general populace is reliant on it.
 
XD. i remembered i contested with you for longest bio with this one. But Viridiania is old news, I got a new one that surpasses this one in terms of word limit. What can i say, i put effort into em XD

As for linking, i tweaked her to suit your story.

things changed is that her starting key is a basic version of her Ancestors staff and she has to collect keychains (ala Kingdom hearts style) to alter it.

Another is that i made it despite her uber talent and knowledge, she has very little practical application, making her less pwnage... a bit like Wendy in actual fact.
 
I'm the one who started the interest check: I should be in the RP! Though I need to go back to watching... oh well. I remember what I need to remember.

Name: Nida
Age: 18
Gender: Male
Appearance: http://i214.photobucket.com/albums/cc198/ROBOKING37/hot_anime_guy-1.jpg
Personality: Purely random. Despite being a member of Fairy Tail and the general friendliness that goes with it, Nida follows his own tune. His personality shifts at the strangest of times, but it generally remains the over long periods of time: just the peculiarities.
Magic: Earth Make
Alright, time to be a bit more specific. Example time: Gray uses ice Make. Earth Make is basically the same thing, only, obviously, earth. It's pretty limited in this case; Nida can only create melee weapons (such as axes, swords, spears, etc.) armor (this gets a bit more detailed later) and a clone of himself, though the last is obviously a draining ability. There are also limits on the size of a weapon IE I could make a battle-axe big enough to cut a fucking building in half, but then I obviously wouldn't be doing anything else except running and hiding, due to lack of energy. A simple list:
A. Earth Make (insert melee weapon here): Make a melee weapon for use. While most likely as strong as any normal weapon made of steel, it's use is pretty much street fighting tactics.
B. Earth Make Armor: Armor envelops Nida, protecting him from any attacks that probably won't pierce. Or be super destructive.
C. Earth Make Gigas (insert melee weapon here): Make a giant melee weapon for one use, cuz after that the energy to keep it up is kinda... poof. Useful for giant killing and building destruction.
D. Earth Make Golem: Create a golem that Nida hides in to fight. Generally 3 times the size of a man, Nida can't use any other Earth Make while within it.
E. Earth Make Clone: A perfect physical clone of Nida, aside from coloration, is made of earth. It fights as Nida directs it. Nida cannot use any other Earth Make while using a clone.

Aside from C, it is listed in order of energy drain. So, obviously, anything C to E is not used except in dire circumstances.

Abilities: Nida can cook well enough to give himself a varied diet. He also is an excellent brewmaster, drinking narcotics he made himself. (If he's short on cash, this is also a useful skill, as there is always a local underground.) Beyond that, Nida is a shrewd gambler.
Equipments: Aside from the weaponry and armor he creates with Earth Make, Nida doesn't carry anything except basic mundane supplies like food, water, flint and tinder, etc. Oh, and a tent.
Guild: Fairy Tail
History: WIP (this will be the longest thing to get, I guarantee you. I hate writing histories, so.... this won't be up till last minute if I can avoid it. Though sudden inspiration would be kinda cool, so if I get that, it'll be up.)

Obviously, WIP. Side note, however: if anyone makes a Dark Guild, I'll make a member for it so you won't be alone aside from the hordes of NPCs under your command.
 
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I'm bringing over my characters that I have pre-created

Name: Evangelos "Evangel" Kapodistrias

Title: Máchi̱ Theós (Battle God)


Age: 28


Race: Human
Appearance:
Magic_Knight_%28TotW-RM%29.jpg

Evangel has long, dark red hair that extends to the back of his neck, as well as light purple rounded eyes. Evangel stands at 5'6" and weighs 175 lbs. Evangel wears a Black Longcoat with Purple Trim on the outside and is completely Purple inside. Over the Longcoat is a set of Armor made of Diamond and Steel, and thus is colored white. He wears a chestplate, shoulder Armor and Greaves.

Underneath the Longcoat, Evangel wears black denim long pants (the material used in jeans) and a purple shirt underneath.

Personality:
Evangel is a stoic loner, who tends to speak less and rarely smiles. He can be quite rude sometimes, but has somewhat mellowed out after many years.
There are some cases he can take his anger out on others people, usually those he is fighting against.
However, underneath his jerkish personality, he can be a good guy who stands up for the little man. Though this is actually an act, because Evangel assumes that if he got close to anyone for fear of developing an attachment only to lose that person. (Explained in the history) Despite this fear, Evangel is also a good leader in retrospect. Being a mercenary means he shows a clear mind and a sense of responsibility to get the job done according to whatever parameters his client wishes him to achieve. As such Evangel would make a good leader despite his attitude toward others and his issues regarding trust.

Abilities:
Infernal Suffering: Evangel strikes his sword in a downward slash, causing a torrent of energy to knock the opponent up in the air. From there, Evangel charges his blade with whatever magic he wishes to use and continues to slash the opponent upward before a downward strike that would knock them to the ground. Then finishes him off with 6 Blade Beams that converge and heavily damages the opponent. Any part of the move with the exception of the final attack can be blocked or dodged, and the limit will not be performed if the first strike is deflected. Costs 90% MP

Demon Spear: Evangel charges at the opponent and thrusts his sword at the opponent, followed by a small shockwave that knocks the opponent back 6 feet. Costs 30% MP


Aqua Spiral: Evangel shoots out several spheres of water that can do water-based damage on an opponent. Costs 45% MP


Hurricane Thrust: Evangel strikes the enemy with enough force that it creates a small gust of wind that deals Wind-based damage to an opponent. Costs 40% MP


Flare Tornado: Evangel creates a vortex of flame that is capable of launching enemies into the air. It deals Fire Based damage to an opponent. Costs 40% MP


Black Hole: Evangel creates a moderate sized black hole that lasts for 20 seconds, dealing Darkness and Gravity-based damage to an opponent. Costs 45% MP


Stone Blast: Evangel uses magic to levitate and throw small stones at the opponent, causing Earth-based Damage to an opponent. Costs 35% MP


Healing Wind: Evangel targets a certain area and conjures up soothing winds that heals anyone within a 30 foot radius of the targeted field. Costs 30% MP
Magic: In addition to using Magic to shoot at enemies, Evangel can increase his power by charging his blade with any spell he knows. The cost to use it is equal to the cast power for the spells shown, and is maintained by half the cost of MP per spell for every 90 seconds. He can recharge his MP at a steady rate of 1% MP per every 60 seconds.

Fo̱tiá: Fires one Fireball at an enemy. Deals Fire Damage. Costs 5% MP. Can be rapid fired

Neró: Surrounds the enemy in a Water Bubble and weakly crushes them in Water Pressure. Deals Water Damage. Costs 10% MP

Seismós: Causes a Mag 3 Earthquake. Deals Earth Damage. Costs 15% MP

Ánemos: Strikes the enemy with Razor-like Gusts. Deals Wind Damage. Costs 15% MP

Skotádi: Creates a small Black Hole that lasts for 5 seconds. Deals Gravity and Dark Damage. Costs 25% MP

Ierá: Creates 3 white orbs that shoots Lasers (up to 3) at multiple opponents. Deals Light Damage. Costs 25% MP

Other Abilities:
Cooking: During his many missions, he has learned and picked up some techniques and skills in cooking, as such he is a good chef and can make a well-made meal.

Weapon:
Evangel uses Swords as his weapons of choice. His starting weapon is known as the "Tricamarum" The broadsword is made entirely of silver with runic markings (of Greek origin) etched onto the blade. It is a foot and a half long and has a crimson grip

Guild: Fairy Tail

History:
Evangelos was born in the far away land of Ugellas. His parents were freedom fighters fighting for their independence over a neighboring empire known as Delarus. His family's death left him bitter, but sparked a war of independence.

He was taken in by a friend of the family, also freedom fighters. The wife of the family, was a skilled magus, and taught Evangelos the art of magic. It was she who gave him the nickname of Evangel. However, their home became the sight of another battle against the Empire, and as such, he fought bravely, but was unable to save his friends and comrades in battle, suffering much loss in battle. It was for this reason that he continued fighting the war for his countries independence. His knack for coming alive in what might be suicide missions gave him the title "Máchi̱ Theós, the Battle God.
"

His skills in battle made him a respectable recruiting target for many guilds, originally refusing to fight for a guild, he eventually settled down on Fairy Tail, after hearing miraculous stories about the group. While his attitude has mellowed out and is a little more open before, he is still a bit harsh on people, especially those he doesn't know.
 
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Interesting characters so far. In case I missed out any, ALL OF YOUR CHARACTERS ARE APPROVED... Well, maybe except Strigon. Yours will be be accepted after you finish up the history, and add the detail about the Guild, in case that was forgotten. I'll put up my character when I do have the time later on... Maybe another day, but whatever. It'll be up by the end of this week.
 
I will post mine up this evening.

Just got to think about what on earth I'm gonna do :D

Oh, is using something like the Natsu/Gajeel dragon slayer type magic acceptable?

Apologies, I lied, I let time get away from me, and will wait to post a bio until I know about ^
 
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Hm... I guess it's acceptable... Though presently, we do not really know the explanations behind the Dragon Slayer's powers, since the manga hasn't come to that yet... So, I wouldn't really recommend that, unless you can come up with a fan-fictional explanation to those powers. It's all about how you explain it.

So yeah, fine with me. Just explain it well enough for me to accept it.
 
Name: Gabrielle Heartfilia

Age: 19

Gender: Female

Appearance: Gabrielle is a generally good looking woman of approximately 5'4" in height. She has a fairly slim build, as her magic requires her to take little to no part in the battle itself, and so the only physical strength she has comes from her own regime of a daily run, and any time she spends walking or travelling to complete missions.

She has long, blond hair and eyebrows of a slightly darker colour. Her eyes are blue-grey, and hide her true personality behind what appears to be a steely exterior.

Clothing: Normally she will wear a plain white t-shirt with a long black coat which she wears open, so that it flows out behind him in even the slightest gust of wind. On her lower half she wears a short black skirt, held up by a belt, to which a large bunch of keys are attached. She also wears a pair of flat, black cloth shoes, as the lack of weight on her feet allows her to dodge any stray attacks during a fight.

Personality: A kind and normally gentle woman, she cares deeply for her friends, and worries about those who have gone off on misisons and been gone for longer than would normally be expected. She is quite popular in the guild and makes friends easily, even with people from outside the guild.

However in battle, she becomes an almost entirely different person, particularly when enemies are causing harm to her friends, as this tends to direct her attention away from the battle, or anger her, making her lose concentration and make mistakes.

Magic: Gabrielle is a Celestial Spirit Mage who holds a great number of keys, handed down to her by family members, who originally obtained them from an ancient ancestor, who was also a member of Fairy Tail.
Her keys are as follows:

Golden Zodiac Keys: (These will mostly look the same as they do in the manga/anime for those who have read/watched them)

Aquarius, The Water Bearer.
One of the strongest spirits that she is capable of "summoning", Aquarius can only be summoned if there is a source of water around for the key to be placed in, in order for the "summoning" to take place, and for Aquarius to control, in order to attack. Her attacks almost entirely rely upon manipulating water water to wash enemies away, or even even use the pressure of the water itself to cause damage.

As she is quite strong, if Aquarius is used for much over 5 minutes, the drain on Gabrielle's magic power begins to become apparent, magic her physically weak and after a couple of minutes over this limit, even unable to stand, however this time limit is highly unlikely to be reached due to Aquarius' normally unhelpful or arrogant nature.

Taurus, The Bull.

Taurus can be summoned anywhere, at any time, with no real requirements of location. He takes the form of a minotaur with black and white skin that stands on two legs, and carries a massive battleaxe. He fights almost entirely using this axe, and without it is significantly weaker. He is also extremely perverted, and almost any woman's presence can put him off fighting, even in the middle of a heated battle or at a crucial moment.

Taurus can be summoned for anywhere up to 10 minutes without having a negative effect on Gabrielle, however after this she starts to feel the same as metioned above, basically is if her energy were being drained, due to her lack of remaining magical power.

Cancer, The Crab.

Cancer appears in the form of a man, with six crab's legs extending from his back. He uses two pairs of scissors not only to fight, but also for more practical uses. He is not that strong and as such can be kept in a battle situation for up to 15 minutes.

Virgo, The Maiden.

Virgo appears in the form of a woman wearing a maid's uniform. She has the ability to dig holes in the ground, which is useful for not only sneaking into bulidings undetected but she is able to hie underground and wait for enemies to pass before "jumping" up from beneath them to break through the earth and send them flying.

Virgo is fairly strong, and so can only be used in battle situations for up to 7 minutes. She is able to use her ability to hide and reappear multiple times in quick succession, and this will put more of a drain on her master's magical power, and so would reduce the time for which she can be used to fight with.

Leo, The Lion.

The strongest spirit that Gabrielle can call to fight alongside her. Leo appears in the form of a man with light hair that looks similar to the mane of a lion. Also known as "Loke" he wears a suit, a pair of dark sunglasses and a quartz ring on his right hand. He himself has a fair amount of magical power, and uses several light based spells to fight with. He is able to project beams of light from his hands, which cause medium damage to targets and would use around 10% of his own magical power each use.

He can also cause an enormous explsion of light to erupt from within him, blinding those who are looking at him, or not expecting the attack. This move is much more powerful, and it effectively disables enemies for a few short moments in which Gabrielle could escape or use her own fairly weak attacks. This move would use at least 50% of Leo's magical power, and would prevent him from doing anythign else for at least a couple of minutes afterwards whilst he recovered from the effort of using so much of his own power in one go.

As far as his use in battle is concerned, he could be use for up to 5 minutes, assuming he doesn't drain his own power too quickly, outside of a battle situation he can use his own power to remain in the human world without draining the power of his master for up to a couple of days, but after that he himself begins to become weak, or he has to drain the power of his master, and that causes her to become weaker, and unable to fight effectively.

Gemini, The Twins.

This key "summons" Gemini, who appear in the form of two small fairy-like creatures who float above the ground. Gemi and Mini have the ability to turn themselves into an exact copy of any person the ytouch for up to five minutes, and during this time they know everything that the person they have become knows, which can give their master an advantage in combat situations.

The pair of them use only a small amount of magic power to summon and so could be kept around for up to 15 minutes or so even in battle situations, as they do very little to drain the power of their master, as they do not "fight" as such.

Silver Keys.

These keys summon much less powerful summons, almost none of which are of use in battle, however they can be useful whilst travelling or attempting to acquire information.

Crux, The Southern Cross.

This celestial spirit knows everything there is to know about the spirit world, including relationships between spirits and their masters, and despite the rules of contracts, has been known to share this information, even if only through hints, with his previous masters.

Horologium, The Clock.

Taking the form of an old grandfather clock he has only one practical use, other than telling the time. He can be used to siit or stand inside in hostile weather or when his master becomes tired of walking. He requires very little magic power, and so can be used to hide inside for up to an hour, allowing for his master to take a decent break from walking whilst travelling.


Abilities: She has fairly decent people skills, as metioned above she finds it easy to make friends. She is not a very good cook, and often relies on others who are travelling with her to provide food and if she knows she will be travelling by herself often packs more than normal, in order to avoid having to cook for herself.

Equipments: She carries an extending whip called Fleuve d'étoiles. This whip was given to one of her ancestors as a gift from a celestial spirit and ever since has been handed down to the most recent member of the family to travel around and use their magic to earn themselves a living. As a whip it can cause harm to enemies even if the user has very little strength, and as it extends in can hit enemies a fair distance away. In battle this whip can be used to entangle enemies or simply to cause cuts or other superficial, yet irritating injuries, as occassionally, especially in more difficult fights, Gabrielle will find herself fighting alongside her spirits.

Keys: She carries a bunch of keys around with her at all times as these are rquired to call her spirits into the real world. without them she is unable to call upon her summons whenever she wants, and only the most powerful of them can force themselves out of the spiritual world to fight alongside her if they sense that she is in great danger.

Guild: Fairy Tail.

History: Born in the town of Magnolia, Gabrielle has been brought up around wizards and mages all of her life. Her parents were members of Fairy Tail, as were her grandparents, and her great grandparents before those. She is the first person in her family for hundreds of years to decide to use Celestial Spirit magic, as fighting alongside spirits appealed to her much more than the fire or ice magic of her parents.

When she chose Celestial magic, her parents knew that the items handed down to them were meant to be given to her, and so she acquired several of the keys required to summon spirits, as well as a magical whip, which she taught herself to use, in case her spirits were ever unable to help her out in a fight.

At the age of 16 she joined the guild, Fairy Tail, and began to make friends there almost immdiately. She enjoyed travelling out into the world to complete jobs, as it allowed her to visit new places and meet new people, as well as get used to using her magic and form strong bonds with most, if not all, of the spirits that she could summon.

Since then she has become a strong member of the guild, regularly taking hard jobs along with teams of other mages. She does this not only to improve her relationships with other guild members and her spirits, but to attempt to prove to the guild master that she should be allowed to take on the even harder S class jobs, despite her fairly young age compared to other S-class wizards.



I decided against trying to think up a Dragon slayer explanation, so i went with this instead. hopefully you'll find it acceptable. :D
 
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Haven't joined an URP in a while... So I'm thinking of joining this one. However, I just need to ask one question. Reading the plot description of the anime, I noticed that a lot of the characters only use one type of magic. Some use fire, others use ice, etc.

When making a character, am I limited to using only one element, or can my character use all of them?

Also, while I'm at it, what about races? It is Human only, or can I roll an Elf? :hmmm:
 
Would be a shame to see this die D;

Any sign of Anathema or anyone else still even taking interest in this?
 
Apologies! I got really lazy to post and didn't bother to check back here. If I haven't mentioned it already, then here -- all your characters are accepted. This would refer to Tipsy, SilverShadow, Strigon, if you actually forgotten you were in.

@ Byakuya

I'm really sorry, but I should have went with my initial way of writing the instructions. I meant to say that the story was set several millennial after the canon storyline, so that there would really be no trace of the original canon characters.

I'm fine with your character in general, but I hope you could change the history part a bit... Maybe Lucy would be a great-great-great-great-great...-great grandmother sort. ^^

@ The rest

That, and I suppose I'll get to work on my character soon and start the first post.

... And just a check too, who's still in? Tipsy, I'm thinking, might still be away, so maybe not as active, but the rest? Byakuya, I take as 'yes' considering that latest post.... So yeah, the rest?
 
im still in. still trying to sort crap out and settle, but im still around. I think Gamingway is waiting for you in In This Life tho.
 
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