[quote=@Turboshitter] Wait, actually, one last thing. I haven't heard anything from Suiko since their single solitary post in the interest check, Imma assume they're no longer with us and say their spot is up for grabs. I'll also be sending out messages to [@Ostarion] and [@Eklispe] soon to check up on their progress. [/quote] Hmmm you edited in those mentions so it didn't work but it made it look like it worked, very vexing, but non the less I am here. With gifts none the less. Think these should be vaguely good. Jör might be overloaded with junk, idk. [hider=Jör] [b]Name(s):[/b] [list] [*]Jörmungandr(most commonly used and shortened to Jör, pronounced YOUR-mun-gand) [*][sub][sub][sub]e[/sub][/sub][/sub]Rektile [*]MegaSceptile [*]The Wingless Dragon [*]Lizard Lord [/list] [b]Gender:[/b] [list] [*]Male [/list] [b]Height:[/b] [list] [*]250 cm.[/list] [b]Weight:[/b] [list] [*]150 kg[/list] [b]Race:[/b] [list] [*][color=yellow]Lizardman[/color] [/list] [b]Title:[/b] [list] [*]Lizard God[/list] [b]Job:[/b] [list] [*]Lizard God Level 1 [*](R)Scale Lord Level 10 [*](R)Five Limb Fighter Level 5 [*](R)Shaman Etc. [/list] [b]Residence:[/b] [list] [*]Guild Base[/list] [b]Alignment:[/b] [list] [*]Chaotic Good[/list] [b]Sense of Justice:[/b] [list] [*]200[/list] [b]Racial level:[/b] [list] [*]15[/list] [b]Job level:[/b] [list] [*]10[/list] [b]Stats:[/b] [list] [*]HP: 100 [*]MP: 50 [*]PHY. ATK: 100 [*]PHY. DEF: 50 [*]AGILITY: 100 [*]MAG. ATK: 5 [*]MAG. DEF: 50 [*]RESIST: 100 [*]SPECIAL: 300 [/list] [b]Spells:[/b] [list] [*][b]Message[/b]-Duh [*][b]Return- [/b]Teleports the user to a preset location that can be altered through a small ritual. [*][b]Gasp-[/b] Prevent speaking, and thus the casting of many spells, in a large area around the caster. [*][b]Stupify-[/b] A powerful shaman counterspell, it instantly reduces the targets MAG ATK to 0 for several seconds simply by pointing and using the command word. [*][b]Power Sap-[/b] A toggle ability that causes spells in a large area around the user to cost double the normal amount of mana and increases the user's stats in accordance to the mana spent. [*][b]Balance In Nothing-[/b] A powerful shaman spell that removes all buffs from both the user and the target. [*][b]Perfect Frost Armour-[/b] A spell that invalidates frost damage and applies a heavy move speed and attack speed slow to any attackers or any who is attacked. Triggers off of physical and magical attacks. Only one "perfect armour" spell can be active at a time. [*][b]Flare-[/b] A multipurpose shaman spell, it throws up a ball that gives off a flash of blinding light and also attracts spells like a magnet. Can be manually commanded to give off additional flashes as long as it exists. [*][b]Trial By Combat: [/b]Remove either player's abilities to use magic and skills, reducing the battle to passive skills, armour, and raw stats. [*][b]Battle Blessing:[/b] A buff that empowers a user in battle, increasing all stats significantly. Several Second cast time. [*][b]Rune Of Scales-[/b] A powerful rune caused by casting ritualistic magic over a certain pattern of scales. It has a charge that can be activated to render the user immune to the effects of the next spell. Afterwards it must be recharged through a short ritual. [*][b]Overrank Magic Ark:[/b] An overank spell granted by an item Jör holds, it causes a natural catastrophe. Water pours from the sky like bullets, raining down on any foes in the area with terrifying precision. So much water falls that the area is flooded. Even if the area is in a flatland the water that falls can't leave the radius of the spell creating an isolated ocean. This flooded state will remain for several days before vanishing. [/list] [b]Skills:[/b] [list] [u]Racial Skills[/u] [*][b]Perfect Scales: [/b]A powerful lizard-man skill developed from extreme training. The user's scales become perfect, allowing them to reflect [b]anything[/b] that would affect them. Spells are reflected, physical attacks turn against their owner, and barriers simply explode upon contact with a perfect scale. However this skill's cost increases rapidly the more times it is used, meaning that it should be used only when needed. Passively these scales grant defenses equal to most mid-high tier armor and stacks with it. [*][b]Scale Assault: [/b]A lizard man with this skill can launch his scales at enemies like missiles, in addition perfect scales may be activated even on these detached scales. Any area without scales will temporarily receive extra damage until they grew back, within half a minute or so. [*][b]Heaven Bolt:[/b] An attack that involves jumping into the sky and spinning to gather force and speed. Then the user comes down in an axe kick with devastating force, alternatively the tail can be used to attack as well. [*][b]Don't look into his eyes- [/b]If Jör makes eye contact with someone he can affect them with a crippling fear the will make less resistant enemies cower helplessly. Even high level players are forced to flinch from the sudden wave of killing intent.[sub][s]Description not stolen from naruto[/s][/sub] [*][b]Permanent Strike-[/b] A wrenching palm strike attack with a semi-unique effect, it causes the struck target to be unable to receive healing for up to an hour. [*][b]Brains [i]are[/i] Brawn:[/b] A powerful shaman skill that sets the target's MAG. ATK equal to their PHY. The user need only make the target look at their muscles while the skill is active. [*][b]Awe-Inspiring Might- [/b]Jör can take such an impressive stance for such an amazing punch, that his opponent becomes rooted to the ground, unable to dodge the blow. Reputed to be strong enough to destroy mountains, it bears a day long cooldown. [*][b]Mirage Assault- [/b]Jör can essentially attack while maintaining the illusion of doing nothing at all. He can stand in-front of an opponent with arms folded, then they can suddenly be reeling from a savage unseen kick to the stomach, all the while it looks as though he hasn't moved. Uses this most often to fool people into thinking he's some kind of mage or has telepathy. [*][b]Strength of The Lizard God-[/b] This skill passively allow the user to mentally dominate any lizard-men as well amplifying all natural traits of a lizardman. This skill can be activated to transform into a being with nearly world-class power. The user can teleport to anything in sight at will and all parameters are tripled. Status effects do not affect him, he has every kind of sight imaginable. Shortly put, he becomes a deity for 10 seconds. After this time wears off he is knocked out and his HPs can't be raised above 1 for 24 hours. Of course he has a hideout several hundred miles underground that he teleports to at the start of the 10th second for just this purpose but still. [*][b]Acutail- [/b]A series of five rapid strikes with his tail that paralyzes the opponent in the legs, arms, and chest, in that order. [*][b]Furious Assault- [/b]A skill that involves attacking with all five limbs at the same time, a distinctive skill of the Five Limb Fighter class [*][b]Power Of A Race- [/b]A skill that can only be learned after a certain level in racial jobs. This skill prevents both the target and the user from using class skills, simply by activating. [u]Passive Skills[/u] [*][b]It'll grow back-[/b] Lizard men naturally have an extraordinary ability to regenerate, allowing them to heal constantly, especially out of combat. Even in combat a missing limb can be grown back in minutes allowing them to thrive in battles of attrition. [*][b]Burr-[/b] Lizard-men naturally take massive amounts of frost damage [*][b]Second Eyelid- [/b]Lizard-men naturally have a high resistance to any sight-impairing effect. [*][b]Toxin Resistance:[/b] [*][b]Slashing Resistance:[/b] [*][b]Water Breathing + Swift Swim:[/b] [*][b]Lizardman Strength:[/b] [*][b]]If It Fits It Hits- [/b]Jör's tail is a powerful weapon in its own right but through intense training he has gained the ability to extend his tail at will to nearly triple its normal length of 200cm, making it a fearsome tool for attack or defense. [*][b]Soul Crushing Blows-[/b] Whenever Jör deals damage to an opponent they loose mana equal to half Jör's physical attack and lose that much in HP as well. [*][b]5 Limb Style-[/b] A key point of this 'class' that increases the user's AGI and PHY. ATK with every attack, the bonus gained is doubled if no limbs are used twice within five hits. [*][b]Second Skin-[/b] Jör can shed his skin to regain 50% of his hp as while as removing any negative effects on him. This will trigger naturally if an attack would otherwise kill him. [*][b]Back To A Wall-[/b] If Jör is below 20% hp he begins fighting with a bestial ferocity, gaining massively increased PHY. ATK and Agility. The bonus increases the further he drops below 20% [*][b]Focus in Body and Spirit-[/b] A shaman skill that allows the holder to add his MAG. DEF and PHY. DEF to make the new total of both. [/list] [b]Equipment:[/b] [list] [*]Scale God's Set- A powerful set of armour that has rather unique requirements. Not only must you be a lizardmen, you can't have any class levels. In exchange each part gives powerful effects and superb stat boosts. Naturally when at least 7 items are worn all effects are massively amplified. [*]Scale God's Headpiece- A tribal bone mask, it allows the user to see an opponents moves slightly before they happen, providing an invaluable assistance in combat. [*]Scale God's Trappings- The chest-piece of the set, it consists of majorly bone with leather trailings and several attached trinkets. It allows the user to gain increased PHY. and MAG. DEF when they receive damage. [*]Scale God's Boots- The combined legs and footwear of the set. It follows the bone theme providing a formidable looking carapace. It allows the user a sort of tremor-sense, detecting any footsteps within a large radius and permitting a small amount of control over the earth. [*]Scale God's Shoulders- Bone shoulders and arm coverings. They enhance a Lizardmen's natural poison resistance to 100% and can be used to emit a powerful burst of poison that hits everything in a massive radius. The poison slows and constantly deals damage until cured. It initially deals a puny amount of damage but it doubles with every tick. [*]Scale God's Tailpiece- A leathery wrapping for Jör's tail it has a fearsome spike on the end and can extend with his tail. This item nearly gives the tail sentience, allowing it to automatically respond to attacks or seize upon opportunities that even the user is unaware of. [*]Scale God's Ornaments- A series of trinkets that occupy the majority of other slots. Notably, two of the earring can each absorb spells lower then rank 7 and reuse them. Feathers that adore the chest-piece allow him to fly at a quarter of his speed. A bone necklace can be activated to increase his defenses by 50% [*]Scale God's Gauntlets- Bone gloves that encompass the wearer's hands. They multiply the user's strength and grant additional attack speed and damage with every attack. [*]Scale God's Staff- A totmetic staff made of some strange clear material similar to glass. It gives the user access to most rank 6th and below spells in addition to the overrank spell Ark. [/list] [b]Bio:[/b] [list] [*]Jör was yet another kid working his way out of highschool and feeling overwhelmed, under-prepared, and in short not good enough. Of course that was nothing new, after all he'd had to deal with that all the way up to highschool as well. Not the greatest student, not the greatest athlete. Not even that funny, but Jör was good at video games. Ha not, he was abysmal. Others would play through puzzle games and understand it with east, naturally understand how fighting games work, create strategies easily for games like Age of Empires. Not Jör, he could only make it through with guides and walkthroughs. But hey, everyone else did it too right? Even for that, Jör sucked at multiplayer games more than he did at anything else. Never the less he was determinded to make a new start here. After looking meticously through guide after guide, eating breathing and sleeping the wiki pages, he finally made a character. This character had a purpose, to be better than anyone. Not at everything of course, that was impossible, his goal was simply to be able to beat anyone. What he couldn't do through natural understanding he would do through thousands of theory crafted characters. His character was set up to take other characters out of their comfort zones, whether it be might or magic. To be able to take insane boss monsters by himself, to be able to beat anything. Sure they mocked him when he was level 60 with no class levels yet. They just didn't understand. He wasn't playing for early game. He was playing for late. Finally Jör hit max level and gained the ghost class, Lizard God. His equipment and classes complete, he was ready for the world. But the world wasn't ready for him. He tore apart the PvP part of the game with ease, the highest level characters fell before him like wheat to the scythe, except for females who he didn't fight. Jör of course did the same to the PvE part as well, rumored to have even taken down a raid boss single handedly. He requested to join ToastyEnji’s guild to make a point. He didn't join a top PvP or PvE guild. Jör joined a banking guild, why? To prove he could do whatever he wanted more or less. [/list] [b]Other:[/b] [list] [*]Girls make him awkward.[/list] [/hider] [hider=Iladar] [b]Name(s):[/b] [list] [*]Iladar[/list] [b]Gender:[/b] [list] [*]Female[/list] [b]Height:[/b] [list] [*]175 cm[/list] [b]Weight:[/b] [list] [*]60 kgs[/list] [b]Race:[/b] [list] [*][color=deepskyblue]Human[/color][/list] [b]Title:[/b] [list] [*]General Of The Endless Army[/list] [b]Job:[/b] [list] [*]Commander (5) [*]Summoner (15) [*]Planar Caller (15) [*]Elemental Master (10) [*]Enchantress (10) Etc. [/list] [b]Residence:[/b] [list] [*]Entrance[/list] [b]Alignment:[/b] [list] [*]Chaotic Neutural[/list] [b]Sense of Justice:[/b] [list] [*]-100, whatever benefits me, but if I can cause some chaos why not?[/list] [b]Racial level:[/b] [list] [*]0[/list] [b]Job level:[/b] [list] [*]80[/list] [b]Stats:[/b] [list] [*]HP: 50 [*]MP: [u]EXCEEDS LIMIT[/u] [*]PHY. ATK: 0 [*]PHY. DEF: 5 [*]AGILITY: 10 [*]MAG. ATK: 50 [*]MAG. DEF: 10 [*]RESIST: 100 [*]SPECIAL: 0 [/list] [b]Spells:[/b] [list] [*][b]Hell Itself:[/b] Open several massive gates to the demon realm nearby that constantly spew forth demon battalions. Each battalion has a is a group of 5 tank demons, 5 physical attackers, and 5 magical attackers. The gates close at the user's command or after 1000 demons have spawned [*][b]Nature Itself:[/b] Call upon the land for aid. Wild beasts and plants will spawn all around the target area and obey the user's command. In addition Primal Elementals of various types will spawn periodically. Spawning stops at the user's command or after 1000 creatures have spawned. [*][b]Heaven Itself:[/b] Divine portals open above the user, allowing angels to come down from above. They form the same group as the demons, but come with 5 healers instead of magical attackers. The portals close after 1000 angels have spawned. [*][b]Command Tent:[/b] An ability that raises the caster up on an earth pillar, allowing them to survey an area. Any ally that views that tent gains extra stats. The caster can not take or deal damage while on the command tent. Can only remain standing when allies outnumber enemies. [*][b]Commander's Cry:[/b] A powerful verbal spell that rallies all who hear it, granting a massive stat boosts and giving them the undying effect temporarily, allowing them to fight after their HPs reach 0. [*][b]Shower of Life[/b]: A spell that grants healing over a massive area, both in a spurt of healing energy as well as over time, the longer the caster channels this spell the greater the healing becomes. [*][b]Army of Doubles:[/b] An illusion spell that creates a duplicate of whatever unit the caster summons. [*][b]Creation Itself: [/b]Summon hundreds of creatures of random types and levels between 1-80. A total of 5,000 levels of monsters can be created with this spell. [*][b]Corpse Explosion:[/b] A spell that allows the user's summons to stay on the field once slain and when the spell is activated, they explode for damage equal to 50% of their max hp, diminishing the further away the victims are. [*][b]Their Body, My Shield:[/b] A toggle spell, whenever the user would be hit by an attack or spell, they can instead teleport a summon to them and block the attack or spell with it for a small mana cost. [*][b]Emergency Trick:[/b] Whenever the caster would take lethal damage this spell activates, blinding all nearby enemies, teleporting the caster up to half a mile away, and summoning a clone of the caster in front of the source of damage. [*][b]Force of Will:[/b] A commander spell that causes all summons in an area to fly towards the target dealing damage proportional to their HPs. [*][b]Battlefield:[/b] A powerful commander spell that creates a 'battlefield' that no enemies or allies can leave until an hour has passed, the user cancels it, or combat ceases. [*][b]Befounding Magic: [/b]An enchantress spell that puts all nearby enemies into a trance, preventing them from moving for several minutes. [*][b]Overpower: [/b]A powerful key enchantress spell that dominates the target's mind allowing the caster to control them. [*][b]Mistress's Wrath:[/b] An enchantress spell that causes any summoned or dominated targets to gain massively increased offense stats for a short period of time. [*][b]Overrank Magic, The Creator Himself:[/b] An over rank spell sometimes referred to as the gift that just keeps giving. After half a hour of preparation a powerful level 101 being is summoned. Not only is it capable of fighting most parties to a standstill by itself, it also is a powerful summoner. It can summon creatures of level 100 and lower at will, generating an endless army if it chooses to. This monster will stay out for up to an hour at most before vanishing. The cooldown on this spell is one week. [*][b]Overrank Magic, The Infinite Gate: [/b]An over rank spell that is infamous for being used to take any enemy down. As the name implies it opens a gate that summons an infinite amount of random creatures. All creatures are a minimum of level 100 and there is both a max and minimum limit of 100 creatures being out. The gate can be open for up to a day and is on cooldown for a week after the gate closes. [/list] [b]Skills:[/b] [list] [*]N/A[/list] [b]Equipment:[/b] [list] [*]Alexander's helmet: A legendary Roman helmet. It grants the wearer's summons increased Mana and grants the ability to telepathically communicate, allowing battle plans to be formed with summoned creatures rather then senseless charging. [*]Army boots: Powerful legendary class boots. They increase the wielder's HP and defense stats for each nearby ally. [*]Tactician's Spyglass: A relic item. It allows the user to view an enemy's current stats, buffs and debuffs, equipment, resistances and weaknesses. [*]Leader's Lifegaurd: A fancy looking bejeweled chestplate rather typical of female gear that links the user's life force with nearby willing allies. Any damage taken by the user is instead taken by linked allies. [*]Guardian Gloves: Leather gloves that can be launched forward at an opponent and attempt to restrain them. [/list] [b]Bio:[/b] [list] [*]An NPC created by Jör to be a foil and to help him become less awkward with girls. She's rather overbearing and her skill-set is also rather opposite, yet similar to his. Technically she can do absolutely nothing on her own, yet with her armies she can defeat things that even Jör would find difficult to defeat. [/list] [b]Other:[/b] [list] [*]???[/list] [/hider]