@Roseletta Been said before. I'm still very unsure and it generally feels more like a formality what to call it. However, I'll make the two points again: - According to the wiki, Erza's magic is called Re-Equip: the Knight. Which only covers her armor. Her blades are apparently part of 'sword magic'. - Second, Erza's focus is more in bringing forth those blades and wield them. While certainly an aspect, I plan on having Alexander more like summon the blades and shoot them off. If you've ever seen Fate/Zero, I'm referring to Gilgamesh's power (though toned down for now, obviously).
@Lmpkio If I didn't already have Penny as my God of Creation Healer/Support I would totally bring back Alice for this.
The OP hasn't been updated as of yet, so I regret to inform you that all S Class spots have been filled.
As for the actual sheet, the only thing I have to ask is if there are any drawbacks to Matt using his Wrath of the Lizardking? It seems like quite a boon, so what does he sacrifice in order to reach that state? Other than that I can't see any other problems; though I would wait for Rune or Vongola to give their final say on that.
@FourzeMIRACULOUS. SIMPLY THE BEST. UP TO THE TEST WHEN THINGS GO WROOOOOONG
Ahem. The character looks good to me so far. I have no complaints. Please await the other GM's opinion first before moving your character though.
I had some free time this evening, so I started working on this magic I want my next character to use. I was going to write a Golem character, but we're getting an influx of those so I'm re-designing the character to be a Harpy.
Their magic is quite involved. I haven't finished it yet, but it's entirely RNG based. I have my online dice thingy ready here. I'm not intending to screenshot my results because it's tedious, so please take my word that I will use it properly.
I haven't written up the Minor Arcana because I'm really tired, but the Major are there.
Primary Magic
Le Tarot de Maléfices
Description
The Tarot of Evil Acts; a caster magic variation of Card Magic with heavy emphasis on luck and fortune rather than magical skill. The Evil Tarot is a deck of ethereal cards, each holding their own unique power. There are two types of cards; the Major Arcana and the Minor Arcana. The Magic works by combining the power of these two types of cards in what is known as a Tarot Spread (Essentially a very intricate Magic Circle). The Major Arcana consists of twenty two cards, each with their own unique effect. The Minor Arcana only consists of four cards, which shape how the effects of the Major Arcana are put into play. This grants the user the ability to conjure up all kinds of fantastic combinations of spells and magic types.
On the surface, the Evil Tarot seems like a very versatile magic. Though there is a catch. Unlike regular Card Magic, the wielder is incapable of summoning whatever card they desire. Instead, any card summoned to the spread is left to chance. Additionally, because the spells are random there is very little room to become more than proficient with any given type of magic.
The wielder of this Magic is also able to summon Magical Cards that are sharp as knives, manipulating them as a means of physical combat. These cards can retain the magical properties of the Major Arcana given the situation.
Spell List
Tempered Fate: Passive. All Card Spells retain the Major Arcana Properties of the last Tarot Spread cast. Depending on the combination, spells may cost more magic power to conjure.
Wild Cards: Throws out razor sharp Magical Cards. Can summon multiple at once. Cards travel very fast for the first few seconds, but the further they fly the lower their velocity becomes.
Return: When Wild Cards reach the distance where they lose velocity, they can be summoned back to the caster. This time they start at full speed while at maximum range and then slow down when near the caster.
Mystic Edge: Uses several magical cards to slash the target like a blade. This simple spell can accompany punches and kicks. Multiple blades can be used at once.
Echoed Fortune: After every attack with Mystic Edge, a trail of razor sharp cards is left in it's wake. The caster can activate these cards to fan out a short distance in a stabbing motion before dispersing. Echoed Fortune is a very natural compliment to Mystic Edge when forced into a more melee oriented battle.
Tarot Spread - Trois: Creates a Three Way Tarot Spread that randomly summons two Major Arcana and one Minor Arcana. The combinations of cards result in a spell. This Tarot Spread takes the least amount of time to cast.
Tarot Spread - Quatre: Creates a Four Way Tarot Spread that randomly summons three Major Arcana and one Minor Arcana. The combinations of cards result in a more potent spell. This Tarot Spread costs more power to create and is slightly slower than the Trois Spread. Tarot Spread - Cinq: Creates a Five Way Tarot Spread that randomly summons three Major Arcana and two Minor Arcana. The combinations of cards results in a stronger than average spell. Requires a larger amount of Magic Power and is the slowest to cast.
Stacked Deck: If the caster brings together a combination that is unfavorable at that current moment, they can use Stacked Deck to remember the spell while refunding half the magic power used to create the spread. The caster can only remember five spells at one given time; trying to remember more than that will cause the first spells to be forgotten.
Cut Deck: If the caster comes across a rather useful combination, then they can choose to create a copy of the spell. Doing so takes up one Stacked Deck slot as well as halves the damage of both spell casts. Additionally, the magic power cost for the spell remains the same regardless of the decreased power. This is more useful for heavy utility spells that do not rely on damage.
0. La Chance; The FoolRoll: 1
A card depicting a vagabond or beggar. The Fool is associated with the start of a journey through the other twenty-one Major Arcana. The Fool is young and inexperienced, brimming with the potential to become anything he puts his mind to.
The Fool Card is a waste of space. Summoning it to your spread is a detriment, as it has absolutely no effect but still takes up a Major Arcana slot. However, if three Fools are summoned to one spread, then they transform into The World (XXI).
I. Le Savetier; The MagicianRoll: 2
A card depicting a man with an infinity sign above his head. He holds a wand or candle to the sky while points to the earth with his other hand. The Magician is a card representing manipulation and change. It is a symbol of ones own potential to influence the world around them.
One of the Elemental Cards, the Magician is associated with Fire Magic. If the Magician is the first Major Arcana summoned to the spread, then the cost of the Tarot Spread is halved.
II. La Papesse; The High PriestessRoll: 3
A card depicting a woman garbed in blue, indwelling the presence of divine power. She dons a crown upon her head with the crescent moon resting below her feet. This card is a symbol of divine guidance and is associated with faith in higher powers.
The High Priestess is associated with Healing Magic. When the High Priestess is summoned to the spread, it also brings with it the Ace of Cups to fill a Minor Arcana slot. If this slot is already filled, then it cannot replace it.
III. Eve; The EmpressRoll: 4
A card depicting a Queen wearing a crown of stars, a scepter in her hands that carries the world. This card is associated with creativity and nature. The Empress is the mother of all life, lending this card to hold strong maternal power.
One of the Elemental Cards, the Empress is associated with Water Magic. If the Empress and the Emperor are summoned to the same spread, the resulting spell doubles in power.
IV. Adam; The EmperorRoll: 5
A card depicting a King riding his horse into battle, holding a scepter of fire in one hand. This card represents domination and conquest. It is heavily associated with one's own ego.
One of the Elemental Cards, the Emperor is associated with Lightning Magic. If the Emperor and the Empress are summoned to the same spread, the resulting spell doubles in power.
V. L'Archiviste; The HierophantRoll: 6
A card depicting an elderly man holding one hand up towards the sky and one towards the ground. The Hierophant is representative of the bridge between divinity and man. It is highly associated with teaching, wisdom and divine power.
The Hierophant is associated with Enhancement Magic, bringing with it an Ace of Pentacles to fill a vacant Minor Arcana slot. If there are no slots available for it, then it cannot replace it.
VI. L'Artiste; The LoversRoll: 7
A card depicting a man and a woman holding hands underneath a large tree. The card is a symbol of positive relationships and choices. It also represents self sacrifice on the behalf of someone else.
The Lovers is not associated with any Magic, but rather effects the whole spread. When the Lovers is summoned, every other Major Arcana in the spread is able to change to the card either one above them or one below them. For example, if you have The High Priestess (II) then summon The Lovers, then the Priestess is able to turn into either The Magician (I) or The Empress (III). If summoned first to the spread, then the Lovers has no effect.
VII. Le Centurion; The ChariotRoll: 8
A card depicting a Prince riding a carriage being drawn by two lions; a sword in one hand and the reigns in the other. This card is associated with physical strength, particularly strength over others.
The Chariot can take on the Element of any other Elemental Card in the Major Arcana. It also brings with it the Ace of Swords to fill any vacant Minor Arcana slot if there is one.
VIII. Le Laboureur; StrengthRoll: 9
A card depicting a Princess with a lion by her side. She is gentle, yet still in control of the beast. This card represents the strength of one's resolve and the resilience to overcome the impossible.
Strength is associated with Barrier Magic, bringing with it the Ace of Swords to fill a vacant Minor Arcana slot if there is one.
IX. Le Moine; The HermitRoll: 10
A card depicting an old man alone in a wasteland. He holds a staff in one hand and a lantern in the other. This card is associated with self discovery, particularly through isolation.
The Hermit is associated with any form of Magical Awareness. Clairvoyance, Telepathy and Sensory Enhancement. It brings with it the Ace of Cups to fill a vacant Minor Arcana slot if there is one.
X. La Roue de Fortune; The Wheel of FortuneRoll: 11
A card depicting a large wheel controlled by a Goddess of Fate. The card represents inevitability. It can also be a symbol of wealth; material or otherwise.
One of the Elemental Cards, the Wheel of Fortune is associated with Wind Magic. When it is summoned, all other cards on the spread currently are re-rolled. This can only occur once per spread.
XI. Le Juge; JusticeRoll: 12
A card depicting a King holding a sword in one hand and scales in the other. This card represents righteousness and balance. It is also indicative of Law or devotion systems placed in society.
Justice is not associated with any form of Magic. Instead, when summoned to the spread, it grants a unique property to the spell that causes it to bypass all magical defenses.
XII. Le Sorcier; The Hanged ManRoll: 13
A card depicting a traitor being hung upside down from a wooden beam. It can also be an image of the Norse God Odin, who hung upside down from a tree to obtain knowledge. The Card is associated with martyrdom and breaking bad habits.
The Hanged Man is associated with Cleansing Magic; able to purify Dark Magic or Curses. Additionally, the Hanged Man is also able to destroy itself when an unfavorable card is drawn into the spread. Doing so re-rolls The Hanged Man into something else. This can only happen once per spread.
XIII. La Mort; DeathRoll: 14
A card representing a skeleton riding a horse through fields of dying people. The Death Card does not necessarily represent a physical death, but rather the end of of an era. It is representative of self-fulfillment and rest, presumably at the end of a long and arduous task.
Death, one of the Elemental Cards, is associated with Shadow Magic. Additionally, if the Death Card is the last Major Arcana summoned to the spread then the spells power triples.
XIV. L'Hippocrate; TemperanceRoll: 15
A card depicting an angel standing with one foot on land and one in water, pouring water into a chalice filled with wine. Temperance represents self restraint and resisting temptation. It is indicative of those who are able to acknowledge their sinful thoughts yet still remain on the right path.
Temperance, one of the Elemental Cards, is associated with Earth Magic. Additionally, if Temperance is summoned before another Major Arcana then the caster is able to see in advance what card will be summoned next and choose whether or not to keep it or re-roll. This can only occur once per spread.
XV. Le Diable; The DevilRoll: 16
A card depicting a red satyr sitting on a stool with two demons beside him. This card represents attachments to material possessions. It is synonymous with lust, especially lust for power. It is an omen of how these superficial desires shackle us.
The Devil is associated with Debilitation Magic, bringing with it the Ace of Pentacles to fill a vacant Minor Arcana slot if there is one.
XVI. Le Vicaire; The TowerRoll: 17
A card depicting people fleeing from a tower struck by lightning. It is reminiscent of the Tower of Babel. The card represents abrupt change and destruction. It is an omen of chaos.
When summoned to the spread, The Tower vastly increases the destructive power of any spell regardless of what it is. It brings with it the Ace of Wands to fill a vacant Minor Arcana slot if there is one. If nothing but the Tower is summoned to a spread, then it takes the form of powerful Explosive Magic.
XVII. La Cabaliste; The StarRoll: 18
A card depicting a man, standing beneath the night sky in awe. A large eight pointed star shines brightly. This card represents open mindedness, especially to the world around you. When summoned, every card in the spread, including The Star, is changed to the next Tarot Card in the Arcana.
XVIII. La Lune Noire; The MoonRoll: 19
A card depicting two wolves howling at the moon. The Moon represents imagination and dreams. It is also a symbol for mysteries and deception. It can also be indicative of separating ones own mind from their body.
The Moon is associated with Illusion Magic. The Moon will bring with it the Ace of Wands to fill a vacant Minor Arcana slot if there is one.
XIX. L'Alchimiste; The SunRoll: 20
A card depicting a young child riding a white horse under the sun. The card represents innocence, joy and optimism. The Sun is also a symbol of life and purity; particularly focusing on the innocence of children.
The Sun is an Elemental Card associated with Light Magic. If there are any fools on the spread or summoned to the spread while the Sun is activated, they can be re-rolled once into something else.
XX. L'Archange; JudgementRoll: 21
A card depicting an angel playing the trumpet while people rise from their graves in adoration. Judgement is representative of the end of the world as foretold in the Book of Revelations.
When Judgement is summoned, it does not join the Tarot Spread. Instead it transforms into another Magic Circle, layered behind the first. Another Card can then be rolled in it's place, since it does not take a Major Arcana slot. Judgement allows the spell created by the spread to be cast twice for no additional cost. Two Judgements can be drawn in one spread, resulting in a triple cast of the spell. However any more that are drawn are turned into Fools.
XXI. Le Grand Livre; The WorldRoll: 22
The Card depicts a man standing above the world, surrounded by a green wreath and many creatures. They hold a staff in each hand. The World represents completion; the end of the Fool's journey through the Major Arcana.
When The World is summoned, it destroys the Tarot Spread and empowers the caster with the ability to cast any spell they desire; provided it is within the limits of the other cards. The spell is much more powerful than any other than a Tarot Spread could conjure, but is also just as taxing on their magic. If three Fools are summoned, they transform into The World.
@Leslie Hall Shoot ok... I guess a very high A-rank then, or boarderline S-rank.
And I still remember Alice lol you should add her as a second character with different magic or something idk your choice.
Also weakness wise, it does eat up an intense amount of magic when he's in Wrath form. I should put that it usually can last for between 5 - 10 minutes at a time depending on how much magic he consumes.
"This is going to end rather poorly for me, isn't it? Alright then, let's get on with it."
Basic Info
Name:: Jansen David Reynolds Nickname/Alias:: Jan Gender:: Male Age/Date of Birth:: 17; February 14th Guild:: Harpy's Wing with his Guild Mark being on Left Shoulder Rank:: C
Personal Information
Personality:: Jansen is a bright and gregarious young man with a calm, almost passive sort of demeanor to him. While capable of being swayed by his own emotions, particularly when it comes to matters of family and loss, in general Jansen tends to be a rational actor, letting his head reign in his heart before it gets him into trouble. Jansen is rather well-educated and possesses an uncommon sense of good manners and politeness, which sometimes makes him seem overly prim and proper, which isn't really his intent. Jansen tends to have a rather self-deprecating sense of humor, somewhat reflective of legitimate self-esteem issues awkwardly being paired with a strong sense of diligence and resolve.
Rather humorously, given the geography of his new home village, Jansen is mildly aqua phobic and cannot swim very well at all, despite being otherwise quite athletic. This is partially because of his mild aqua phobia and also partially because swimming just isn't that common an activity in Ember Vale.
History:: Jansen David Reynolds was born the only son and eldest child of Tavian and Ezabeth Reynold, a happily married pair of house servants working on the Harklorne Estate in Ember Vale, for the aristocratic family of the same name. Despite not being a member of the wealthy elite himself, Jansen's childhood was nonetheless relatively sheltered and comfortable, as many members of his extended family were likewise servants in the household and thus the estate felt as more like home than one might otherwise think.
Growing up, Jansen received a fairly good education while being groomed to one day take up the duties of his parents. While it was presumed that Jansen would likely take up his father's position as the main household's butler and valet, Jansen often spent more time assisting his mother and the kitchen staff. Thanks to his mother, Jansen even learned to use a bit of magic, which he had apparently inherited some natural talent for from her as well. It was happy if somewhat simple life. However, all that changed very quickly barely over a year ago.
During the winter before last, Jansen's mother fell ill from an insufferable malady and soon became bedridden with fever. Before long it became obvious that rest alone would not help her, and Jansen's father thus requested help from Torrence Harklorne, the patriarch of the family that own the estate, but he was rebuffed and told that the staff were free to take medical leave if they needed it and that there were able doctors in the nearby town. Tavian's father pleaded with his employer that the situation required more serious attention, but the old man replied it was not his concern. When Jansen's father returned home that night, he was clearly upset and after continued prodding from his son, admitted the truth to him.
Jansen's mother, Ezabeth, had actually born a Harklorne, the youngest daughter of the family patriarch. However, when Ezabeth met and fell in love with Jansen's father, a servant whose family had worked for the household for many years, her father forbade the relationship. Then, when Ezabeth continued the relationship anyway, resulting her becoming pregnant with Jansen, her father made her choose between Tavian and his entire family being fired and driven from the estate or both her and her child being disowned and disinherited, never so much as spoken of or acknowledged his family again, as punishment for the embarrassment she had caused him. Ezabeth, of course, chose the later and married Tavian. The rest was so much history. Yet even almost a full two decades later, the old man's shame and anger was strong enough that he would not lift a finger to help his own dying daughter. And die she did, flanked by her weeping husband and children.
After his mother's and the somber funeral that followed, Jansen steadily grew ever more angry about what he had learned from his father. He blamed his newly discovered family and especially his heartless grandfather not only for refusing to help save his mother's life, but also for having made her toil as their servant his entire life, which in his mind must have played some part in chain of fate that lead to her getting sick in the first place. Spending weeks simmer over this, Jansen eventually decided to confront his grandfather and set things right. He didn't intend on really hurting the old monster, but he had magic, so at least he could shake the bastard up a little. Or so he thought.
Having never been given the time of day by his grandfather and having heard absolutely nothing about either the man or his mother's former life, Jansen was sadly unaware that the little bit of magic she had managed to teach him, was only a fraction of what she really knew and more importantly only a fraction of a fraction of the magic her own teacher, a former S-Class mage who had retired to the life of a wealth, was capable of wielding. It was all over so very fast. After releasing a single, rather puny magical blast in the old man's general direction, all Jansen could recall from happened next was a sudden harsh look crossing his grandfather's face, an absolutely blinding flash of light, and what felt like an ocean of soul twisting pain following it... and then darkness.
When Jansen eventually awoke, he found himself again staring are his grandfather's same harsh expression. Jansen was then given a choice by the old man similar to that his mother had been given. If Jansen would agree to disavow his relations to his father and sister, leave the Harklorne Estate quietly and without further incident, and swear never to return; his grandfather promised not to fire his father and the rest of his paternal family members from the staff and thus turn them all out onto the streets. For the briefest of moments, Jansen considered having another go at the wrinkled old monster, but he knew better and did what he thought was best for his loved ones.
Jansen wasn't even allowed to see or say goodbye to his father or sister. Upon accepting the old man's terms, he was swiftly ushered off the estate grounds. There he found a single piece of travel luggage stuffed with his meager worldly possessions already awaiting him just beyond the back gates. Having made trips into town on many occasions, Jansen was well aware of the local marker and travel post, and after walking the mile to reach it, he spent what had to be a solid hour staring at the wall indicating the directions of various towns, villages, and cities. Jansen honestly wasn't sure where he should go when he heard some newly arrived travelers debating some sort of competition with wizards they had witnessed and which guild they thought was better.
Jansen had never really given the guilds much thought before, but besides some training in being a glorified janitor, the little bit of magical skill his mother had imparted to him was all he really had going for him. The way people talked made it seem like wizards could become very powerful and make a good amount of money too, maybe enough for him to come back and put the old man in his place even. The board in front of him seemed to indicate a place called Luna Crescente that was quite as far off as some of the other options apparently had two different guilds operating in it. Surely he could get into one of them, he thought.
Three weeks, five days, thirteen hours, and give or take about fifteen minutes; by Jansen's reckoning, that is how long it took him to travel by foot from Ember Vale to Luna Crescente. By the time he arrived he had already heard stories about the goings on in the village and tales about the Harpies and the Golems. For most of his trip toward the village, based on what he'd heard, Jansen was sure he wanted to try and join up with Golem's Hand. He had received some decent training in boxing and defensive martial arts as part of his education and fancied himself a bit of a scrapper, and the stuff about individual strength seemed like exactly the kind of thing he'd need to face his grandfather again. However, soon after arriving in the village Jansen encountered and quickly befriended a handful of members of Harpy's Wing. Finding the dynamic of the guild reminded of life with his family and how he always enjoyed working with the rest of the staff back home, Jansen had a change of both mind and heart and ended up joining Harpy's Wing.
Since joining the guild, Jansen has tried his able best to focus on magical fundamentals as a way of sort of playing catch-up with most of the other mages in town, many of whom have had far more practical training in magic from a much younger age than he ever did. If the last year or so has taught him anything, its that his little fantasy of returning home, putting his grandfather in his place and being some kind of a big damn hero for his father and little sister is just that, a total fantasy. Now that he actually knows what S-Class mages are like, what they can potentially do, and how utterly hopeless and pathetic he currently is by comparison... he's gradually learned to measure his expectations and dreams accordingly. Besides, he's actually come to like both his guild and the lake-bound city. It has sort of become home. Though he does still wonder how things are for his father and sister.
With this Alteration spell Jansen can effectively negate an incoming spell or attack by defensively waving his arm(s) and converting the spell or attack into some less threatening form (i.e. altering a gout of fire into a flurry of butterflies, altering a hurled spear into a spray of water). It is a good defensive spell, but if Jansen is unable to react to an attack (due to him being unaware of it or the attack being too fast) or if the incoming spell or attack is simply well beyond him in terms of mass/size or raw magical power, then this spell will not help him at all.
With this Alteration spell Jansen can fire a basic blast of magical energy from his extended palm(s) by simply altering his own magical power to form a raw discharge of energy.
With this Alteration spell Jansen can clean a target or target area to an immaculately clean condition, removing every stain, smudge, and speck of dust blemishing it, even polishing it to a brilliant shine. While not intended as a combat spell, making a surface too clean and polished can also render them very slippery and difficult to move across. Additionally, this spell is surprisingly an excellent counter for certain Letter Magic spells and similar effects, literally washing such magic away.
With this Alteration spell Jansen can alter the flavor of a target, increasing or decreasing its sweetness, savoriness, bitterness, spiciness, etc. as much or as little as he wishes and he can even give a target the specific flavor of something else. While not intended as a combat spell, it can be used as a distraction attack by making a target's own saliva taste of something nauseatingly gross, totally five-alarm spicy hot, or something else similarly extreme.
With this Alteration spell Jansen can restore a broken and/or destroyed target or target area into its original whole condition, repairing even extensive damage. While not intended as a combat spell, it can be used as an imprisoning effect by trapping a target positioned around the rubble or remains of a broken structure within the structure itself as it is made whole (i.e. a wall that is reassembled may brick someone standing in its area within it while it is reassembling).
With this Alteration spell Jansen can alter his or another's clothing and attire in any number of ways, from refitting an existing jacket to fit more perfectly to entirely converting a hefty parka into a stylish formal wear suit. While not intended as a combat spell, it can be used creatively in such situations. Normal clothing might be altered into straitjackets to bind targets, a person's outfit can be made several sizes too small causing them pain and trouble breathing or much too large causing them to trip over themselves while moving about, a person's clothing might be made embarrassingly revealing to cause distraction, etc.
@Fourze OOO Another person with Take Over magic. :D
Though I have a quick question for @Leslie Hall, in his sheet his guild is Golem's Hand. Did you look over that or is there a difference between his takeover Magic and mine?
Also, will be posting here in a bit. Working up an IC post now.
@Lmpkio Oh oops, well hello. I tend to scroll though fairly quickly sometimes so I miss things. Sorry love. Welcome (back?) to the club of takeover users. :P Also, you should finish the history because he could very well be a very good friend of my character's father. :D
@Roseletta Been said before. I'm still very unsure and it generally feels more like a formality what to call it. However, I'll make the two points again: - According to the wiki, Erza's magic is called Re-Equip: the Knight. Which only covers her armor. Her blades are apparently part of 'sword magic'. - Second, Erza's focus is more in bringing forth those blades and wield them. While certainly an aspect, I plan on having Alexander more like summon the blades and shoot them off. If you've ever seen Fate/Zero, I'm referring to Gilgamesh's power (though toned down for now, obviously).
Again, in my last response to you I pointed out that Sword Magic allows the same fashion of attack you're employing. I'm not pointing it out as a flaw but just that I don't see a significant difference that warrants it being it's own magic. Other than that your char is pretty much accepted.
@Fourze As @Roseletta pointed out Takeover is a magic that betrays Golem's Hand's philosophy, as the magic is giving the wizard strengths he does not already have rather than being an extension or conduit for their natural abilities. So he wouldn't be permitted to join Golem's Hand.
@Lmpkio Like @Leslie Hall mentioned about Wrath of the Lizardking, you're gonna need to add more than "it's not impossible to beat him" to balance that. You don't have to have some crippling weakness but you gotta mitigate the fact that it sounds OP without further fleshing out the ability.
@Cardamonelaw Everything looks good to me. Welcome to the RP~
@Vongola_Hasayo Like I said, Wrath eats up a ton of magic power. He can only retain that form between 5 - 10 mins at a time, depending on how much adrenaline and power he gains. Plus someone stronger than him can beat him anyways so. I hope that clears things up.
Doing lots of GMing today...phew...anyway I added in some history to Anwen, Harpy's guild master for any of you who want to know as much as you can about the people leading their chars.
Finished with my profile! Damn you know if I put him into Golem, I had a brilliant idea in making a literal Harpy character for "Harpy's Wing"... who I remember making during one of my first days on the site for another FT RP lol
(W/O Spines)
"A Beast awakens from within me."
Matisuki Kiryuin
Personal Information
Name: Matisuki Kiryuin
Nickname/Alias: "The Lizard King", "Matt"
Gender: Male
Age/DOB: 40; April 16th
Guild: Harpy's Wing
Rank: High A-Rank (Borderline S)
Personal Information
Personality: Matisuki is a rough n' tough warrior, an old dog bound to his traditional sense of honor. He's a serious and no-nonsense person, often having a rather serious look on his face at all times. He doesn't speak much and is a very "get-to-the-point" kind of person. He'll say what he wants or asks a very particular question and expects it to be answered. At first glance, Matisuki does indeed look incredibly imitating.
However, despite his usual outlook, Matt's actually a rather cool and collected person. To his friends and fellow guild mates he knows on a more personal level, he can actually be a real softy. For starters, he often drinks green tea when talking with friends. He is also a very good listener, often giving out advice to those who need it. In some ways, he can be considered a mentor of sorts and is rather protective for his guild mates.
In combat, he always fights with honor and commitment. He basically fights by the rules most of the time. However, in a tight pinch or in a desperate battle, Matt can transform into his Lizardking Form, going into a primal rage of fury and destruction. He's like Red Hulk, not a dumb brute, having a sense of logical standing, but certainly one that isn't to be trifled with. And he will not stop until his opponent is in shambles.
History: Born in a little village near the boarder of Fiore and Bosco, on the side of the former, Matt initially lived a rather quiet life with his family. They weren't rich by any standards, but they still lived a rather humble life. His father, Goromaki was a mage for a local independent guild which provided the daily income for his family to survive. His mother, Sayatachi was the village nurse, using all sorts of remedies and medicines to cure the ill. And lastly, Matisuki lived with his older brother, Katsuyoshi, who was several years older than him. Both had been descended from a father mage, one who had the special power of a form of Take-Over magic. He could transform into a giant lizard creature... giving him the nickname "The LizardKing".
Goromaki claims to have gotten this magic power by defeating a similar monster on a mission to defend a neighboring village. He was initially a samurai-like mage, using his intense acrobatics and some unknown sword magic to take down the beast. When it died, its soul was than passed onto him, earning him the power of the beast. He could summon his limbs as well as even transforming into him. Goromaki then passed his magic onto the brothers after they were given birth and taught them how to control their magic. By the age of 15, Matisuki was able to efficiently use his magic in an impressive manner. His brother, even more so.
While Goromaki's beast form was green skinned, both Matt and Kat's forms were actually different. The former's skin is a deep charcoal-black, having a rather squared saurian head, and armored plates running down his belly. The latter's skin was more grey and was slightly taller than Matt's form, with a more rounded head. Regardless of their looks, their father had no special preferences for any one of them. He loved and trained them equally.
Two years later, Matt's village was attacked by a powerful unknown dark guild coming from Boso. It was bloodthirsty for conquest, and their base was just one of the first line of defense into getting in. As the village evacuated, the Kiryuin trio stepped into the ring of battle and combated the incoming force. Their guild members were indeed strong, some wielding intensive fire magic, some poison, and some having gun magic, but it mattered not as the trio broke through their defenses bit by bit.
Yet this would not last. When the dark guild's elite was called into battle, the trio was being pushed back by the incredibly strong forces. Eventually one of the members killed Goromaki and fatally injured Katsuyoshi with burn marks covering almost his entire body. This made Matisuki furious and activated his Take-Over, rampaging through the entire guild when burning rage and vengeance, killing 2 and severely injuring 1 the elites. Their forces were forced to retreat back into Boso, scrapping the idea of conquering Fiore altogether.
Meanwhile, Matt tried to revive both his father and brother, but alas it came to no avail. The two were dead no doubt. Trying to hold back the tears, Matt swore to avenge their deaths and continue to live their legacy. He picks up his father's katana, as if it was passed on to him, and sets off to find himself a new life.
He later finds out that his mother passed away 3 days later, suffering extensive poisoning from the dark guild raid, and not having the right materials with her... some even speculated that she sensed that her husband and older son had died and 'lost the will to live', though it has not been confirmed.
Matt goes deeper into the country of Fiore, traveling from settlement to settlement, until eventually finding himself a new home within a small community outside of Magnolia. He then discovered the Harpy Wing guild and happened to join them for money and a chance to honor his family's legacy, especially his father's. He finally found himself a true new home and he will protect it with his life.
Magic:
Magic Name: Lizardking Magic
Description: Lizardking magic is a special form of magic in the sub-category of Take-Over and Beast Soul, only that it's a more concentrated form of a certain creature. In this form, through a rush of adrenaline and/or overload of magic power, does the user transform into a hulking mass of charcoal-black muscle. Depending on his adrenaline levels, he can grow up to 5 meters in his prime, slightly taller even than Elfman's Beast Soul form although he usually is seen within 10 - 12 feet in height, which slightly larger than Elfman's Lizardman form. Alternatively, he can also use this magic to form his base-creature's limbs, such as his arms, legs, and even chest.
This magic must be taught by a previous user of the magic, born from a user with this magic, the magic passed down by the original creature's deceased soul to the user, or infused with an artifical lacrima. In Matt's case, the first a second forms were used in unison.
Blade Of Honor: Matt also carries a special katana that was passed down from his father as a melee option in his disposal. He often uses it in the beginning of fights, but would then switch to his melee strategy later on in the fight.
Lizard Punch: Matt transforms either one or both of his arms into a charcoal-black reptilian one. He has enough power to send people flying into the air and pick up objects weighing as much as two tons. His arms are also thick enough to block lower-tier magic powers as well.
Ground-Shatter: Matt transforms one of his legs to issue a powerful stomp, initiating a miniature that can stun an opponent. A crack also forms towards their opponent, along with an incoming shockwave that can also send people flying.
Chest Guard: Matt transforms his entire chest into a row of thick triangular plates, thick enough to block more severe magic blows. It can also be applied to his back.
Intense Beam: Matt can fire a beam of highly concentrated orange plasma from his mouth, which he can put pressure that determines how thick and intense the beam can be. He can make it wider for a more maximum effect, but sacrificing movement, or have a laser-thin like beam, which deals more damage and allows him for better mobility, but requires intense concentration to hit something.
Cracking Whip: Matt can swing his tail towards his enemies and take down multiple opponents. It can also be cracked like a whip, stunning and catching opponents off guard.
Charge: Using all the speed he can muster, he can make an insanely quick rush towards his opponent, easily knocking them off balance when hitting them at full speed.
Wrath Of The Lizardking: Like Beast Soul Take Over, Matt can transform into a mighty lizard kaiju, between 5 - 10 meters depending on the amount of adrenaline and/or magic power he consumes. His entire body transforms into a massive charcoal-black saurian-looking kaiju beast, increasing his overall power, rage, durability, and stamina. However, this also eats up a massive amount of mana, which has him only being in that stage for a maximum of 5 - 7 minutes, which again depends on how much power he absorbs.