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  1. #1
    Junior Trainer DVB's Avatar
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    Fairy Tail: The Second Age

    Hey everyone! I got into Fairy Tail recently and I decided to make an RPG. This one will be a bit different though, and you will see why. WARNING, POSSIBLE MAJOR SPOILERS!

    Fate is a funny thing. It is unpredictable, unreadable and can always change. Just when things look in one manner, they change in the next instant. The choices we make, what we can and cannot do, that determines matters. Such is the case for the potential future of Earth Land and the rest of the world. Two individuals came from different futures, both equally dark and coming to take advantage of time travel. One was Lucy Heartfilia of the Fairy Tail guild. In her future timeline, the plan with the Eclipse Gate succeeded, resulting in 10,000 dragons coming over and wiping out civilization and most of mankind. In order to stop the black and dark world, she goes back in time. However, so did someone else. Rogue Cheney. After losing a beloved comrade, the shadows of his powers consumed him, making cynical and ruthless. In his timeline, Lucy sealed the Gate and it ended up with Acnologia ruling the world. Rogue ended up creating Dragon Manipulation Magic and planned to unleash the 10,000 dragons under his control to become the king of dragon and humanity.

    Thanks to Fairy Tail and others, the attack was stopped and the dragons sent back.

    A new future was ahead.

    But a threat still loomed under the guise of a third unforeseen time traveler.

    Coming from land in the Far East, they went back in time not with the Eclipse Gate and twelve Zodiac Keys. Instead they relied on a large ancient relic; a large circular stone on the ground with carvings of 12 animals along with oriental runes. Beyond that, it contains four pillars. Little is known, but it has been connected to the counterpart of the twelve Zodiac Keys, the twelve Shengxiao Talismans.

    Using them, the user traveled back in time to activate a conflict long forgotten by humanity and feared by dragonkind.

    The return of god-like beings and demon-like beings.

    Before Dragon Slayers, the Dragon Civil War or Zeref, a war was waged between Demons and beings known as the Kami, later referred to as Gods. These spirits were the strongest among the world, even more than the dragons. They existed long of the Earth and were the among the closest to the One Magic. Like dragons, they were connected to the elements, but on a more personal and powerful level.

    It was believed that they represented the good and evil potential of magic, as in the direct descendants of the One Magic. It was natural they ended up clashing against one another.

    They were at a stalemate until humanity was mixed in.

    The kami attempted to give their power to the humans. Those that suceeded ended up becoming kami themselves However, for the darker folk, the sheer power overwhelmed them and they ended up 'devouring' the kami instead. They then used their newly aquired powers to create God Slayer Magic. Demons learned from this and attempted to take the human bodies for themselves. Some worked to become new demons, but others faced the darkness and defeated it, cleansing the powerful new magic to become the first to wield Demon Slayer Magic.

    The Demon Slayers and God Slayers fought alongside their benefactors. The Dragons saw their chance. Using their power along with a few Demon and God Slayers, they sealed the kami and the demons away.

    With that, dragons inherited the world, but there was strife when Zeref appeared and the Dragon Civil War occurred. In present time, God Slayers exist, descendants of the original. Because of the blood oath their ancestors took, a few inherited their powers. The same could not be said for Demon Slayers, but their magic remained hidden but still learnable.

    Thanks to this stranger, the conflict returned once more and the world became ravaged. However, there was always hope. Many guilds aligned and used their might alongside with dragons and even Zeref to stop the other dragons, the kami and the demons in a war lasting 10 years. The world and humanity was saved, but many lost their lives. Civilization was in ruins.

    The world needed to begin anew.

    That was 150 years ago.

    Now, new kingdoms and such sprung up. It was like the old days with Lacrima and guilds and such, but with more and different possibilities. Our story takes place in the Kingdom of Albero, formally where Fiore used to be.

    Here, guilds go about their day. However, strangers have popping all over town and it feels like there is something in the air… You are a Mage of one of the Guilds. You and your friends will go on missions, discover conspiracies and overall have fun and live life in the new world you live in.

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    Some bombshells, huh? Well, get ready to sign up and have some fun! Now for the rules.

    1- There are only a limited number of guilds, because they are relatively new here. There will probably be a total of seven Guilds here, one of which is Fairy Tail. Another is one from the far-off eastern lands and leaves the other 5 for you guys. These are Legal Guilds though. That means Independent and Dark Guilds have their own count.

    2- You can be a descendant of some of the Fairy Tail folk and imply some shipping, but you need to talk to me beforehand so there are no mix-ups or flame wars.

    3- There will be a limit on Lost Magic users, but there will be the opportunity for at least a few Dragon Slayers, God Slayers, Demon Slayers and others.

    4- Have fun and I will add more rules if needed.

    Now for the exposition:

    Earth Land is still called the same, but Fiore is now known as Albero. The area resembles more or less what used to, albeit with a more technological aspect to it as well as different architectures from neighboring countries.

    To make a Guild, you need some important NPCs like the Guild Master, at least one S-rank mage and so on. Also, the Mage Council returns with 10 mages, so the guild Master can be part of it. You will be able to submit profiles for the Mage Council that could be counted if needed.

    Now, you and your buddies of the guild get your missions and may interact with one another. Arcs will be planned out so that the guilds can have their own adventures but still leave room to intertwine and lead into the secret plot overall.

    I think that is all, but I will add more if needed.

    Now for sign-up stuff!

    Name:
    Gender:
    Age:

    Guild/Associations:
    Magic Type(s): (Describe the new ones and such)
    Spell List:
    Rank:

    Appearance:

    Personality:

    History:

    Characters:
    ------------

    This must be filled for main characters and the NPCs. To make a guild, fill out the bottom:

    Name:
    Date Founded: (The current year is Y150)
    Icon: Describe or draw

    Master:
    S-Class Mages:
    Status:

    Beliefs:
    Brief History:

    Five slots are opened, so first come, first serve with the Legal Guilds!

    Current Guilds:

    Fairy Tail
    Jade Qilin
    Demon Dogs
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    Independent Guilds (Locked)
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    Dark Guilds (Locked)
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    Last edited by DVB; 07-31-2013 at 10:06 PM.

  2. #2
    Junior Trainer DVB's Avatar
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    Now for something interesting… Magics!

    That’s right. I am offering up Magic that I have made and not being currently used for you guys to consider. If you have your own ideas you wanna give away, please try and do so. Lost Magics can only be used by one person at a time and there will be a limit to how many.

    Do so in this format:

    Name:
    Type:
    Users (List as current and or prior):
    Status: (Available/Closed)

    Explanation:

    Spells:

    Strengths/Weaknesses:

    Here’s an example with a Lost Magic I made:

    Spoiler:

    Name: Arc of Tarot
    Type: Caster-Type, Lost Magic
    Users (List as current and or prior): Diego Vendrix I (deceased)- Prior user
    Status: Available

    Explanation: Arc of Tarot revolved around the use of twenty powerful spells based on the Major Arcana. When the wielder first uses it, they are known as the Fool and change as they unlock more spells before achieving the Rank of World. The spells are divided into different branches, either powering ones-self, direct attack or summoning golems or weapons. When a golem is out, they can only be out for certain periods of time before needing to be resummoned. Also, only one golem can be out at a time so they often be switched out. The Spells are unlocked through experiences and developments and are unlocked in order.

    Spells:

    I- Magician: Summons a golem-like mage to perform basic Fire Magic, Earth Magic, Water Magic or Air Magic, depending on the item the golem wields. Learnt upon first using Magic.

    II- Priestess: Summons a golem-like Priestess to perform healing magic on an ally. Learnt upon desiring to heal one’s comrades.

    III- Empress: Summons a golem-like Empress to conjure physical shields or barriers. Learnt upon taking a blow to protect one’s comrades.

    IV- Emperor: Summons a golem-like Emperor that can perform Take-Over Magic (http://fairytail.wikia.com/wiki/Take_Over). This is done by possessing a spell or object and merging with the wizard to perform the attack. Learnt upon taking charge of a situation.

    V- Hierophant: Summons a golem-like Hierophant that can perform Archive Magic (http://fairytail.wikia.com/wiki/Archive). Learnt upon a spiritual revelation.

    VI- Lovers: Summons twin angel-golems with hearts to allies. Allows them to perform Unison Raid (http://fairytail.wikia.com/wiki/Unison_Raid) with little difficult and without contact. Learnt upon first falling in love or an experience involving love.

    VII- Chariot: Summons a heroic warrior Golem that fights through Enhanced Strength and Hand-to-Hand Combat. Can also teach others how to do so. Learnt upon fighting an opponent of stronger physical development and not giving up.

    VIII-Justice: Summons a large lawful gavel which the wizard can wield for attacking head on. Can be used for shockwaves. Learnt upon standing up for justice and making a just decision.

    IX- Hermit: Summons a golem-like Hermit that can perform Wave (http://fairytail.wikia.com/wiki/Wave). Learnt upon spending a week of meditation and solace when needed.

    X- Wheel of Fortune: Allows the wielder to perform Amaterasu (http://fairytail.wikia.com/wiki/Amaterasu ) with random effects. Learnt upon embracing the nature of luck’s role in life.

    XI- Strength: Grants the wizard an increase of muscle, speed, agility and power for a certain period of time. Learnt upon giving strength to others.

    XII- Hanged Man: Allows the wizard to a combination of Chain Magic (http://fairytail.wikia.com/wiki/Chain_Magic) and Organic Link Magic (http://fairytail.wikia.com/wiki/Organic_Link_Magic) by summoning a limited number Lachrimas filled with chains. The moment a Lacrima is destroyed, the person responsible would be flung back with the same amount of damage dealt to the Lacrima by chains. Learnt to resignation of an impossible decision and going with the flow.

    XIII- Death: Allows the wizard to perform Poison Magic (http://fairytail.wikia.com/wiki/Pois...n_Slayer_Magic) kinda like this, but a weaker level. Learnt upon the wielder going through a near-death experience.

    XIV- Temperance: Allows the wielder to create a shockwave of Dispel Magic (http://fairytail.wikia.com/wiki/Dispelling_Magic) regardless of friend or foe. Learnt upon recovering from the near-death experience and coming to terms with it.

    XV- The Devil: The wizard summons a massive demon to fight his foes. Learnt upon succumbing to darkness and then breaking through it.

    XVI- The Tower: The wizardsummons an enormous and ornate tower. As long as the user holds their hands in a position, the tower remains stable. They can then cause pieces of the tower to launch themselves into exploding projectiles or just detonate the entire thing. (Inspired by this: http://fairytail.wikia.com/wiki/Tower_of_Dingir). Learnt upon the user going through a traumatic experience of loss.

    XVII- The Star: The wizard gains the temporary ability to perform certain Heavenly Body Magic spells. (http://fairytail.wikia.com/wiki/Heavenly_Body_Magic). Learnt upon recovering from the trauma of the Tower and regaining hope.

    XVIII- The Moon: The wizard gains the temporary ability to perform certain Darkness Magic spells. (http://fairytail.wikia.com/wiki/Darkness_Magic) Learnt upon embracing the nature of one’s animal side and understanding their basic desires and instincts.

    XIX- The Sun: The wizard gains the temporary ability to perform certain Light Magic spells. (http://fairytail.wikia.com/wiki/Light_Magic). Learnt upon the renewal of innocence and the positive aspects of one’s self.

    XX- Judgment: The wizard summons a large and ornate sword with JUDGMENT in it. They can wield it to slice through, block and redirect almost any magic attack, based on the inner power of the wizard. Learnt upon the user recalling all of their lessons during times of enormous crisis and can only be summoned as a last resort.

    Strengths/Weaknesses: Spells are unlocked throughout the lifetime of the wizard and most never reach the last levels. Very versatile and powerful, but requires someone of great moral fiber, strength and soul to be able to wield it to the fullest extent. This one will have to personally be judged by me to decide if yes or no.



    This is a Lost Magic and a powerful one so know your limits and ask me or the others for advice and help. Here are the other magics that I present to you. These are important to the story line and such.

    Spoiler:

    Name: Demon Slayer Magic
    Type: Caster-Type, Lost Magic
    Users (List as current and or prior): N/A
    Status: (Available/Closed): Available (one per element)

    Explanation: Demon Slayer Magic is similar to Dragon Slayer Magic and God Slayer Magic. God Slayer Magic was created by attaining the abilities of a “God”/Kami, however, they were corrupted by the power and when used to kill Gods, the magic became dark. Demon Slayer Magic when demons attempted to take over human. Those who got lost, became the new hosts of the demons. When those resisted, they claimed the Demon’s magic as their own. This was done by facing their darkness and purging themselves, essentially redemption. Much like there is Flame God Slayer Magic, there is Flame Demon Slayer Magic. Much how God Slayer Magic has a black tint, Demon Slayer Magic has a white tint. Both can eat their elements, but only of a lower level. However, Demon Slayer Magic is more defensive and can eat the element of God Slayer Magic, but must purify it. In addition, Demon Slayer Magic all have at least one healing spell.

    Spells: Varies

    Strengths/Weaknesses: Varies

    NOTE: For Dragon Slayer, God Slayer, and Demon Slayer, the following elements are accepted- Fire, Water/Ice, Nature, Iron, Earth, Sky, Shadow, Light, Poison, Lightning


    Spoiler:

    Name: Temporal Spirit Magic
    Type: Ancient Spell; Holder-Type
    Users (List as current and or prior): Mysterious time traveler (prior)
    Status: Available

    Explanation: Much like there are the 12 Zodiac keys that Celestial Spirit mages use, there are the 12 Shengxiao Talismans. They resemble the Ema from Shinto religion and are won as necklaces with the tablet there. They contain the orient script and the icon of the animal. They follow rules similar to that of the Celestial Spirits. However, they are able to remain in that world longer than Celestial Spirits can and can be summoned any time. They can remain on the human world for up to 24 hours at a time per week. This is cumulative, so its 24 hours total, not per animal. However, it is per user. For those with more than one however, they must be summoned in a certain order, with Rat always first and Pig always last. This also becomes taxing on the magic energy of the summoner

    The Twelve Animals have elements aligned to them and present their owners with special talents. Among those being properties of said animal, being able to speak to other animals of such and other unknown abilities. They are also wise in their own ways and have much to teach to their summoners. However, many have their good and bad so be careful with dealing with them. They live in a large zen rock garden somewhere in the Celestial Spirit World, but it is a private place and interference can only be with the King.

    Animals and the elements:

    Rat, Ox, Pig- Water
    Tiger, Rabbit, Dragon- Wood
    Snake, Horse, Sheep- Fire
    Monkey, Rooster, Dog- Metal

    Spells: Elemental Magic- The Twelve animals show proficiency in the element they wield. They are divided into Water Magic, Wood-Make, Fire Magic and Iron-Make. While their spells are not that powerful by themselves, when those of the same are closer, they can make stronger spells.

    Signature Magic- Beyond elemental magic, each animal grants their summoner a temporary type of magic associated with that animal. Some are offense, others are passive and so on. The user may have one ability activated at a time and must summon a different animal to use.


    Rat- Grants the user the ability to make a golem out of nearby materials and grant life to them.
    Ox- Grants the user super strength
    Tiger- Grants the user the ability to split things in two, in a matter resembling Disassembly Magic
    Rabbit- Grants the user super-speed
    Dragon- Grants the user the ability to shoot a blast of Wave from their mouths. The attack resembles a Dragon Roar and is the most costly of the moves provided.
    Snake- Grants the user the ability to make themselves and others invisible
    Horse- Grants the user the ability to perform healing magic
    Sheep- Grants the user the ability of Thought Projection
    Monkey- Grants the user the ability of Transformation Magic
    Rooster- Grants the user the ability of Flight
    Dog- Grants the user invulnerability
    Pig- Grants the user the ability of shooting narrow bursts of Light Magic from the eyes.

    Take-Over: The final spell, the user can merge with the animal spirit. Functioning similar to Animal Soul, the user has the characteristics of the animal along with the basis of their elemental magic and their ability.

    Strengths/Weaknesses: The Elemental magic is beginner when used alone, the same with the Take-Over. The magic is heavily draining and users can easily drain themselves if they are careful with handling the spells right. Also, the animals may not obey their summoners, especially if they must fight against one another for certain reasons.
    Last edited by DVB; 07-26-2013 at 10:52 PM.

  3. #3
    Junior Trainer DVB's Avatar
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    Time for the information on Fairy Tail! Gonna submit the guild info and the guild master


    Name: Fairy Tail
    Date Founded: Y100
    Icon:
    Spoiler:


    Master: Arhat Boghda
    S-Class Mages: (to be added)
    Status: Legal Guild
    Location:southern part of Holly Town (formerly Magnolia Town; over the ruins of the original Fairy Tail headquarters).
    Building Design: The building resembles a smaller and modern version of Angkor Wat. It has three floors containing bedrooms, bathrooms, kitchnettes, meditation rooms and so on. The floors are divided into public, mages and the S-Rank, but it is home to everyone here. Beyond that, there is an outdoor café for people to relax, a nearby zen garden (a gift from Jade Qilin) and a souvenir shop. In the basement, there is a room to relax. However, under that is a reinforced museum dedicated to the heroes of Fairy Tail. It depicts portraits, writings and statues of those such as Natsu, Lucy, Gray, Ezra, Juvia and so many others. Here is the stair case leading to the location of Lumen Histoire.


    Beliefs: "A sense of adventure for one to be able to discover more about mysteries and fate. Live out your life with all your might, you must never consider your own life to be something insignificant, and you must never forget about your friends for as long as you live.

    Brief History: Before the 2nd Demon-Kami War, Fairy Tail was a well-known guild. Having been found by Mavis Vermillion, the guild was home to many powerful, but kind-hearted wizards. Beyond their headquarters, they also had ownership over Tenrou Island, a sacred ground for them. The War ended the Guild as many of the most powerful mages were killed in defending the innocent. The few survivors stayed to protect the headquarters along with their descendants. As time went on, it like the other guilds, fell into obscruity.

    That all changed around Y75. According to the story, the ten-year-old Arhat Boghda was seperated from his caravan at sea and ended up at Tenrou Island. He was able to see the spirit of Mavis. By talking to her and the last members of Fairy Tail, he learned of the guild and was awe-inspired. Having gone on his quest to seek for meaning, he had found it. He took the mark of Fairy Tail and worked to find allies, all while training and Mavis following on him. In Y100, the original site of Fairy Tail had been found and rebuilt, much to the joy of Mavis. Everything was in tact, including Fairy Tail's light, Lumen Histoire. Remembering the lessons he learned and the virtues of his predessors, he swore to live up to the legacy as the 7th Guild Master of Fairy Tail. Since then, more and more mages have joined Fairy Tail, which resembles a happy and close-knit family like it was 150 years ago.

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    ------------------------------------------------------------------------------------------
    Name: Arhat Boghda
    Gender: Male
    Age: 85

    Guild/Associations: Fairy Tail, Ten Wizard Saints
    Magic Type(s): Darkness Magic, Fairy Karma, Fairy Law, Light Magic, Mantra, Take-Over: Bodhisattva Soul

    Rank:Fairy Tail Guild Master, 4th strongest Wizard Saint
    Guild Mark Location Across the chest

    Appearance: Has white hair instead of black and stands at 7 feet tall.
    Spoiler:


    Personality: Despite his intimidating look, he is a person who is able to love and believe in people, which is why Mavis chose him to recreate Fairy Tail. She has also compared him to be like Makarov. He has a slight dislike of the Magic Council. This stems from the rules they try to impose on guilds, believing that the skills and Magic of his guild members will not be able to grow if he makes them conform to the rules of the Council. Despite this, he balances the complaints from the council and the eccentricity of his guild. However, he will sue his natural intimidating look to keep order if it was needed. He also cares deeply for all members of the Guild and views himself as a parent figure, disciplining the members when need be, being proud for all the good they do and shows his wrath when he finds three of his "children" have been hurt. He holds little qualms over the age, strength or history of a prospective person joining. This stems from his philosophy of embracing everyone on the road to enlightenment. He also has a slight trickster side. This is usually shown when he needs to teach his members a lesson or get the serious member to loosen up and relax themselves, which works very well. He spends some time meditating and will offer tea and sweet dumplings as a method to comfort people.

    History:Arhat was born as one of many children in a monastery out far east. However, he was the only one out of his generation born with the Bodhisattva Soul, a form of Take-Over magic involving the mystical bodhisattvas. Having been born a prodigy, he had mastered the basics. However, because of the war, the monastery felt the need to see the world and spread its teachings to give hope to people. Arhat went with a group of monks and accompanied nomads across the land until he ended up in Earth Land, while traveling through the sea, a mysterious and massive storm end up washing him off the boat. He was 10.

    He awoke on a mysterious island, where an elderly man nursed back to health. Arhat wandered the island until seeing a girl crying. He went to see, to discover she was the spirit of the first Fairy Tail guild master, Mavis Vermillion. He tried to comfort her and understand her sadness. He learned of the guild and the much happy times. She then became surprised at him being able to see him. When he displayed his magic, Mavis took her opportunity and she showed him the memories of the Fairy Tail of before. Moved to tears by the joy and ideals, he adopted them as his own and swore to bring back Fairy Tail. He traveled across Earth Land as it was rebuilt. Gathering powerful allies and learning more, he learned Light and Dark magic while practicing his Mantra and Bodhisattva Soul magic. 25 years later, he returned a powerful man and was taught Fairy Law by Mavis, which he later based his own technique, Fairy Karma. Eventually finding the ruins of the old headquarters, he saw the Lumen Histoire. Here, he was entitled the 7th Guild Master of Fairy Tail and work was done to remake the building and honor the fallen heroes.

    He had since then join the Wizard Saints, the Magic Council and the Kingdom recognizing his power while looking after his guild. He eventually married and bore a son, who eventually ended up as an S-ranked wizard. Now having been 75 years, he prepares to celebrate with all the newcomers and such, though he remains weary of the troubling atmosphere. He also seems to have been investigating the cause of the 2nd Kami-Demon War.
    Last edited by DVB; 07-26-2013 at 03:50 AM.

  4. #4
    This looks really neat! I have some questions. I have an idea of a guild, but it might not exactly stay legal as the story goes on because of plot reasons. Should I wait for the Independent Guild slots to open up, or should their status change during the RP? Also, is the Guild Master allowed to know a Lost Magic since they're an NPC? I don't have plans to make my main character know any but the Master knowing it can tie to his story.
    Last edited by Descartes; 07-27-2013 at 03:37 AM.
    "A state is better governed which has few laws, and those laws strictly observed."
    "The greatest minds are capable of the greatest vices as well as of the greatest virtues."
    "Ladies, I put the STD in stud; but most of the time, I just put the D in U."
    "It is not enough to have a good mind; the main thing is to use it well."
    "I think; therefore I am."

  5. #5
    Junior Trainer DVB's Avatar
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    Talk it over wiith me in VM or something and I will answer you. And yes, Guild Masters can learn a Lost Magic, I am just tyring to keep a limit on them.

    Meanwhile, here's the magic of Arhat.


    Name: Bodhisattva Soul
    Type: Caster-Type, Take-Over, Ancient Spell
    Users: Arhat Boghda (Current)
    Status:: Closed

    Explanation: The Bodhisattva Soul is an interesting form of Take-Over Soul. Instead of transforming, the user meditates and creates a spiritual body taking the form of what bodhisattva he is channeling. The user meditates inside the body (much how a Susanoo user is at the heart of the translucent being). The bodhisattva has enhanced strength and endurance. However, his true power lies in the individual powers each one has. When combined with his Darkness and or Light Magic, he is quite powerful and also with Mantra.

    Spells:

    • Bodhisattva Soul: Akasagarbha- Taking the power of Akasagarbha, the bodhisattva of ‘infinite’ happiness, the signature magic of this bodhisattva is being able to fill the allies with positive emotions and restoring hope.

    • Bodhisattva Soul: Avalokitesvara- Taking in the power of Avalokitesvara, the bodhisattva of compassion, the signature magic of this bodhisattva has being able to share his magic with others as well being able to heal others.

    • Bodhisattva Soul: Maitreya- Taking the power of Maitreya, the bodhisattva who is said to appear in the world, achieve complete enlightenment and teach the pure dharma. This is the strongest form of Bodhisattva Soul. The user doesn’t gained a physical aura, but instead glows golden. The user’s physical powers increase and is able to launch a shockwave to dispel magic.

    • Bodhisattva Soul: Niō- Taking in the power of Niō, the bodhisattva guards of Buddha, the signature magic of this bodhisattva involves gaining great physical strength, matching Titan magic users.

    Strengths/Weaknesses: It is a powerful magic that should not be wielded lightly. Furthermore, it follows the rule of Take-Over Magic. It requires powerful concentration and focus.


    Name: Mantra
    Type: Caster-Type, Ancient Spell
    Users: Arhat Boghda (Current)
    Status:: Open

    Explanation: Mantra is the oral counterpart to Amaterasu. As the user begins speaking these mantras, symbols appear from their breath and surround the user as a magic seal is formed. The seals have different shapes , sizes and colors based on the mantra. However, they seem mainly to revolve around binding or defensive purposes.

    Spells:

    • Oṃ maṇi padme hūṃ- One of the most basic mantras, the user chants the phrase a certain number of times and forms powerful chains to bind the opponents, the chains growing longer depending on how many times the mantra is repeated, the most being 108.

    • oṃ amaraṇi jīvantaye svāhā - Another basic mantra, it serves as a healing spell, healing more the more times the mantra is repeated. The symbols circle over the person as they are being healed.

    • Om tare tuttare ture svaha- An offensive mantra, the user chants it and forms a ring of symbols around the foe. The foe is then exposed to a powerful magic purging them of darkness. The more the mantra is chanted, the more rings appear, purging the foe of their darkness while causing them damage.

    • The Heart Sutra- The user chants the Heart Sutra and forms several magic seals, the overall formation vaguely resembling a heart. Upon the ending the chant, the user releases a flash of light to the foe and they begin losing their senses, falling into a deep, relaxing and dreamless sleep. From the outside, the foe is trapped in a black smooth translucent heart-shaped bubble with the sutra written on it in gold.

    • The Great Compassion Mantra (Nīlakaṇṭha Dhāranī)- The user chants the Nīlakaṇṭha Dhāranī. As it goes on, the symbols circle around the whom the user desires, forming either a large magic circle, dome or even sphere. Upon completion, a power shield is formed to protect the user and whomever they wish.

    • Shurangama Mantra – The most power chant is the longest. The user chants the Shurangama Mantra. As they speak, the several symbols surround whatever they please. Upon completion, a massive barrier of light is formed from the symbols. The longest and most powerful chant, the barrier created by this is said to be bested only by that of Fairy Sphere.

    Strengths/Weaknesses: The users can cause the magic circles to explode if there are more than a few errors in the circle. Practice is heavily needed. Experts can repeat them faster or even prepare them beforehand them by diving into pieces and having them written on scrolls.


    Name: Fairy Karma
    Type: Unknown (Same as Fairy Law)
    Users: Arhat Boghda (Current)
    Status:: Closed

    Explanation: Fairy Karma is a unique spell created by Arhat and is considered the 4th Legendary Fairy Spell. The spell was created by studying Fairy Law. Much like Fairy Law, it inflicts heavy damage on whoever the Caster perceives from their heart as an enemy, leaving friends and bystanders completely unharmed. The choice between friend or foe is decided by the user's heart, and they cannot lie to this Magic, like Fairy Law.

    However, instead of a powerful radiating blast, it is instead focused into a narrow and almighty beam. The user gathers light into their hands before clapping them. He then forms the uttarabodhi mudra position and from the opening, he concentrates the light before shouting the name and firing a powerful and narrow blast that destroys all foes.

  6. #6
    The magics are WIP


    Current year: Y150
    Saladin born: Y111
    Saladin's Current age: 39
    Saladin forms Demon Dogs: Y140
    Saladin's age when Demon Dogs is formed: 29
    Tony joins Demon Dogs: Y147


    Name: Demon Dogs
    Date Founded: Y140, recognized as a mage guild in Y147
    Icon: A growling dog head with horns, and a tail that comes out of the neck and encircles the head. The horns and tail are black, while the central head is yellow.

    Master: John Saladin
    S-Class Mage(s): Red Devilfish (Tony Redgrave)
    Status: Legal, under heavy suspicion

    Beliefs: We will forsake our cities, we will leave our homes behind us and become one with this world. We have no nation, no philosophy, no ideology, we go where we're needed, fighting not for country, not for Council, but for ourselves. We need no reason to fight, we fight because we are needed. We are soldiers without borders, our purpose defined by the age we live in; we will sometimes have to sell ourselves and services. If the time demand it, we'll be revolutionaries, criminals, terrorists. And yes, we may all be headed straight to Hell, but what better place for us than this?
    Brief History: The Demon Dogs were created by John Saladin after he left the Southern Wolves with a group of disillusioned warriors. During it's first seven years it was considered a legal mercenary guild as the only magic members of the guild used were magic items, as it's only caster was the Guild Master himself. This changed in Y147 when Tony Redgrave joined and shook things up with his skill in caster magic. Since then Tony's been titled the Demon Dog's first S-Class mage, and brought the Demon Dogs to be classified as a mage guild. Now drawing in true mages into their fold, higher scrutiny has been placed upon the guild by the Magic Council due to mage guilds being more strictly monitored and the continuing guild culture of free warriors.

    =

    Name: Gears
    Type: Holder
    Users: John Saladin, authorized members of Demon Dogs
    Status: Available (to members of Demon Dogs during drastic situations)

    Explanation: The Gears are large magic constructs meant to perform several offensive magic functions. Not all Gears hold all the gear spells, but none have only one. Created by John to allow his old guard to have a fair chance against mages, the gears are war machines of magical nature. As powerful as they are, the gears are few in number and difficult to make and repair. For that reason they are tightly controlled by John who would only break out more than one for the most desperate of situations. All gears are styled as large siege weapons, with their appearance differing depending on their usage. While only a single person can operate a gear, it takes a small crew to move it.

    Spells: These are only potential spells a gear might hold. No gear holds all, but none have only one.

    1 Gear Arsenal- The gear holds a stash of magic weapons that can be called by all those the wielder approves of in a four meter radius. The stash, while sizable, is still limited.

    2 Gear Medical- Those approved by the wielder in a two meter radius heal at an increased rate. The gear in question can only boost the healing rate of five people at a time, with the user of the Gear choosing who gets healed in a case of overflow.

    3 Gear Rail- Powerful piercing magic, but slow to shoot and each shot puts heavy wear and tear on the hard to repair gear.

    4 Gear machine- Magic gun that fires rapidly, but each individual shot is very weak, If fired for too long it'll overheat.

    5 Gear Blast- A magic bomb is launched from the gear

    Strengths/Weaknesses: While devastatingly in open war, they aren't very effective in the rebirthed age of mage guilds. The are large and often cumbersome, and tightly controlled by John who only authorizes their use in dire situations. That said, there is nothing more devastating than a gear used properly for the situation is was made for.

    =

    Name: Iron Demon Slayer
    Type: Caster
    Users: John Saladin
    Status: Taken by John Saladin

    Explanation: Demon slayer magic of the Iron aspect. Like all Demon Slayer magic it comes from the purified methods of demons' magic, but also like all slayer magic it makes the user more like the thing they can slay in appearances.

    Spells:

    1 Iron Demon's Patchwork- Healing spell, the target of the spell's wounds get patched by a metal gauze patches.

    2 Iron Demon's Battle Dress- Metal sheets layer over the user like combat armor

    3 Iron Demon's Bender- The user can bend, twist, and mold mundane metals like firm clay.

    4 Iron Demon's Howl- In a cone in front of the screaming Iron Demon Slayer magic items and spells in action begin to go haywire and occasionally stop all together.

    Strengths/Weaknesses: Very few of the spells are offensive with the magic being heavily focused on defense.

    =

    Name: John Saladin (Codenamed Snakehound)
    Gender: Male
    Age: 39

    Guild/Associations: Demon Dogs
    Magic Type(s): Iron Demon Slayer, Requip, Dispel, Gears
    Spell List: The Gunner, All (currently written) Iron Demon Slayer spells.
    Rank: Guild Master

    Appearance: At six foot three and built from practical muscle John is an opposing figure. He's grown a short beard which he neglects combing so now it's a matted mess, but it's no where as bad as his brown mullet. He wears an eyepatch over his right eye, which was damaged during a mission long ago. Right above that on his forehead the shard of a Lacrima sticks out, giving him a slightly demonic apperence.

    John wears olive drab combat fatigues, along with a dark gray bandana that belonged to his mentor. On his feet he wears black boots.

    Personality: Warrior blood flows through John, it's what consumes his life. Long as he given up the idea that soldiers should serve masters, his position as Guild Master is only to assure that an environment where the soldier is his own decision maker thrives. True to his beliefs to a fault, he will not fight for any cause or job that leaves a bad taste in his mouth, and never forces any of his soldiers to go on missions. It's up to the teams to decide if they want to accept a mission, and if no team wants to then he denies the job. Having led a hard life, John has little humor in his heart. That all died when he killed Joy.

    History: Even when he was young, battle burned in John's heart. It was only fate that he joined the mercenary guild Southern Wolves. Unlike the mage guilds Southern Wolves still found work for its mercenaries following the upheaval the Demon-kami war cause, in fact, during the war and for a long time after business was booming in the chaotic political scene. It was here that John entered, a world where the mercenary had no problem finding work.

    While working for the Southern Wolves he found a mentor in a woman named Joy Voyevoda. Joy trained John in both the art of hand to hand combat, and taught him the requip called The Gunner. With her John completed many a mission. They were the two greatest warriors in the Southern Wolves guild.

    But things change. The Mage Council came back into power, and with it the political scene began the straighten out. With a stable rule coming back the overt methods of a mercenary guild became to die out. They began to be regulated to the thug work they were known for before the war. As the guild began to fall into it's old job as thug work many of the members coming from the war and soldier days began to fall out from the Southern Wolves. Some formed a Dark Guild dedicated to causing trouble, which John was charged with destroying.

    When he arrived on their grounds he discovered that Joy was working with them. While he struggled with the idea of putting down his former mentor, in the end it had to be done. Just like all the other leaders of the Dark Guild he fought Joy, who stressed than only one be allowed to leave alive. With the heavy task complete, John returned to the Southern Wolves.

    And found out that Joy was an undercover agent Southern Wolves had installed. They couldn't wait for Joy to destroy them from within, so they sent John to break it up. They couldn't pull Joy out without raising suspicion, so she was put in the line of fire. John knew he couldn't work with a guild that treated his members like throwaway pawns, so he left, taking a group of other disgruntled guild members with him.

    This guild became the Demon Dogs, official but small for the longest time. It remained a small merc guild, not as tightly regulated as the mage guilds. That is, until Tony Redgrave joined and flipped things around. Now a true mage guild John has to deal with tightening suspicion on his home for wayward mercenaries. His choices might lead him to hell, but with the Iron Demon Slayer Lacrima implanted in him, he's already a demon.

    =

    Name: Tony Redgrave (Codename: Red Devilfish)
    Gender: Male
    Age: 24

    Guild/Associations: Demon Dog
    Magic Type(s): Athletics, Bullet Magic, Sword Magic
    Spell List: Dual Shot (Bullet Magic, two hands both acting like pistols), Shotgun blast, (Bullet Magic, slow shots with high spread)
    Rank: S-Rank Mage

    Appearance: Tony is tall with an athletic build. His white hair goes just past his ears, and while he does regularly shave a very faint beard grows on his face. He's rarely found without a cocky smile and knowing stare.

    Tony wears a red duster with a black buttoned shirt underneath. Like a true cowboy he wears leather caps, underneath that a pair of red jeans. To match the chaps he wears cowboy boots and a belt with a large silver buckle

    Personality: Tony's personality is a complete opposite of what to expect from a Demon Dog. He's cocky and fun loving. Very few things phase him, as he takes a game like approach to every challenge that happens his way. Despite his cocky and fun loving attitude he still considers himself a true Demon Dog; while he isn't as world wary as most of Demon Dog's soldiers he still subscribes to the aspect of fighting not for the sack of organizations, but for his own desires to fight.

    History: Tony keeps his history prior to joining Demon Dogs a tightly held secret. When asked about it he throws out hints that are blatant lies just to toy with the asker even more. What is known is that he was the first fresh blood to join Demon Dogs, which prior to that was made up solely the mercenaries John brought with him when he left the dying Southern Wolves mercenary guild. While the mercs were hardened fighters, none of them but John has any sort of magic talent. Then Tony showed up, with a talent with blade magic most of the nonmage mercs were comfortable with, along with a talent for bullet caster magic. Not only that, but his talent for battle proved to match up with Demon Dogs standards. For being so surprisingly deadly, he was given the codename Red Devilfish.

    As the first true caster of Demon Dog and a good fighter at that, Tony became Demon Dog's first S-Class Mage and the one to open the doors toward Demon Dog being seen as a true mages' guild that it's seen as today.
    Last edited by Descartes; 08-03-2013 at 06:18 PM.
    "A state is better governed which has few laws, and those laws strictly observed."
    "The greatest minds are capable of the greatest vices as well as of the greatest virtues."
    "Ladies, I put the STD in stud; but most of the time, I just put the D in U."
    "It is not enough to have a good mind; the main thing is to use it well."
    "I think; therefore I am."

  7. #7
    Junior Trainer DVB's Avatar
    Join Date
    Feb 2013
    Location
    Atlanta, Georgia
    Posts
    33
    Not bad, not bad at all. Though they seem pretyt dark, I doubt they are like Grimoire Heart. They're kinda like Sabertooth. Also, I need to add more information about Demon Slayer Magic.

    Dragon Slayers have their elemental roar, correct? Demon Slayers and God Slayers have their own version

    God Slayer's have their Bellow while Demon Slayers have their Hollar. So one of John's moves should be Iron Demon's Hollar.

    Accepted! I will also get my actual playable character up soon.

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