Hello curious ones I'm trying to setup arena bouts that are a bit different in nature. The idea is you make a character and then fight other characters using this character. I know most people love to use their already previously made character and to those I'll direct you to [url=https://www.roleplayerguild.com/topics/162600-ascension-vs-multiverse-original-characters-only/ooc]my other arena post.[/url] I plan to make this into a tournament eventually. The point is to choose from 7 bloodlines, mix them as you want. Then use your 10 Exp points to make your character to your liking. Once that is done I accept it. Anyone interested? The bloodlines are below and the character sheet. [Center] [img]https://s15.postimg.org/xhvglfgkb/cooltext250821194942712.png[/img] [Center][Img]https://s18.postimg.org/rlteduihl/cooltext250828438054134.png[/img][/center] [i]The blood% determines your affinity to certain abilities based on bloodline also your appearance. Your character will be considered a certain way based on looks rather than blood. However blood typically depicts the characters looks.[/i][/center] [center] [Hider=All bloodlines & their weakness] [b]Blood%[/b] [hider=Tyro] [img] https://s10.postimg.org/xmq7pypo9/Dragon_Callerby_Saydaondeviant_ART.png [/img] Born of the volcano. 100%: Heat Absorption. 80%+: Thermal energy manipulation & Conjuration. 60%+: Fire manipulation. Adrenaline boost. 40%+: Heat detection. Fire breath. Heat resistance. 20%+: Hot blood. ([i]Keeps one warm constantly[/i]) Tyro are known to be the founders of Fotia. The dragon war caused their people to find refuge among active volcanoes. This was to make life easier to avoid dragons. This resulted in them learning to manipulate lava flow to produce their first civilization. They have the most pride among all races. Their belief is that they are the saviors of the Descendants from the Dragons and that their legacy continues. [/hider] [hider=Nayu] [img] https://s9.postimg.org/ww9nzmisv/Dragons_Soulby_Saydaondeviant_ART.png [/img] Born of the shadow. 100%: Shadow conjuration / Shadow stepping/ ([i]Moving from one shadow to another[/i]) 80%+: Invisibility. Shadow manipulation. Sound manipulation. 60%+: Hemotoxic venom fangs. 40%+: Poison resistance. Blood consumption. 20%+: Night vision. Nayu typically reside in the underground cities of Nero of which they have founded. During *the great divide their people were pushed to the underground by poisonous feral dragons. They despise the other races and see them as either food or less efficient peers. Their blood drinking is vile to all other races.[/hider] [hider=Oro] [img] https://s1.postimg.org/tr4ybdocv/Untitled2.jpg [/img] Born of the mountain. 100%: Metal dense hide & claws. Air and earth conjuration. 80%+: Air manipulation. Air detection. 60%+: Earth/Gravel manipulation. Ground detection. 40%+: Rock hard hide, claws & dragon wings. Strength boost. 20%+: Bleed resistance. Thick blood. The Oro were once split into two groups during *the divide. One group lived on the mountains and the other lived below the mountains. After a war for resources was waged between the two for decades they found peace after the *dragon war and lived among each other in Gaia. They believe themselves to be more akin to Dragons and sometimes harbor them in their lands to protect them from Fotian hunters. They too wish for a return to Dragon rule, if they can return to the full blood of a Dragon.[/hider] [hider=Sol] [img] https://s23.postimg.org/n8ukm0nsb/Inferno_Ubannademonby_Harpiyaondeviant_ART.png [/img] Born of the sun. 100%: Light absorption. Concentrated thermal light manipulation. 80%+: Mind reading. Astral projection. Telekinesis. 60%+: Force field. Plant energy absorption. 40%+: Mental communication. Psychic detection. Plant manipulation. 20%+: Bright light resistance. The Sol were formed long ago after the divide. They found lush jungle with hospitable vegetation which they used to survive. Resulting in them being primarily herbivores yet retaining an omnivorous state. The Sol, Vrondi that ascended during the *Dragon war created a kingdom out of natural plantation. They believe themselves to be the number one Race above all others and give a humble approach to their peers inferiority.[/hider] [hider=Lassa][img] https://s18.postimg.org/67vz40f89/Golden_Sun-_Saturosby_XMenou_Xondeviant_ART.png [/img] Born of the sea. 100%: Gravity manipulation. ([i]Lifting ones own weight to walk easier on land[/i]) 80%+: Liquid manipulation. Water conjuration. 60%+: Water manipulation. Water sensing. Electricity absorption. 40%+: Gills. Underwater detection. Water walking. Water healing. 20%+: Resistance to electricity. ([i]50k voltages[/i]) There was a race of amphibious dragon kin named Abyssils who were technologically advanced. They were a species born from the ocean that raided many of the Descendants and were superior to them. They interbred with Descendant slaves and created the Lassa, who were in a internal struggle for many decades. After the Dragon war many pure Abyssils died and the remaining interbred with Descendants. The Lassa believe they are superior in intelligence above all other races and should one day rule over all the lands. Either by peace or with power. [/hider] [hider=Seraphim][img] https://s13.postimg.org/x8dt5g5lz/Angelwith_Masksbyn_Jooondeviant_ART.png [/img] Born of the cosmos. 100%: Intangible form & form manipulation. ([i]Fire, Sand, Smoke, etc.[/i]) 80%+: Soul manipulation & absorption. Soul armor & weapon conjuring. 60%+: Portal jumping. Portal sensing. Portal conjuring. Ghost vision. 40%+: Angelic wings. Air walking. Halo light. 20%+: Soul detection. ([i]Can sense souls/ spirits[/i]) When Descendants with Seraphim blood combine their children may be born angelic looking. A concentration of angelic born people breeding creates small lineages of Descendants with these traits. Despite the concentration attempts no Descendant even with full blood is perfect until ascended. [/hider] [hider=Dragon] [img] https://s14.postimg.org/yuox71fdd/The_Dragonby_GENZOMANondeviant_ART.png [/img] Born of the Ancient. 100%: Shapeshifting. Heat & cold manipulation & conjuration. 80%+: Fire & frost manipulation. Metal dense claws. Regeneration. 60%+: Stone hard scales. Fire & frost breath. Metal dense teeth. 40%+: Metal dense horns. Heat & Cold resistant scales. Binocular vision. Smell detection. 20%+: Dragon wings & tail. Those born with Dragon blood appear more Dragon than most and a concentration of breeding between those having Dragon blood can make Dragon descendants. A combination of Seraphim and Dragon may create beings undefined known as Hybrids. The dragons ruled over the world, both sea, land, and air. They dominated *Descendants and used them as food and slaves. The most powerful of Dragons ruled over the lesser and feral. These rulers interbred with Descendants and made more powerful forms of their kind. The civilizations Descendants were once ruled by were destroyed by the *Dragon war. Leaving most Dragons displaced and living among Descendants. Many of them still await the day Dragons will rule again and even pray to the ancient Dragon God King for a rebirth.[/hider] [Img]https://s15.postimg.org/eu36qpwq3/cooltext250821273662210.png[/img] Tyro - 40% and up. They are cold blooded and require warmth. Extreme cold is their bane, damaging their stamina and locking their muscles. Eventually if under long exposure they're forced asleep. 60% Their bodies turn hot and overheat quickly. Far too much activity can over heat their insides causing them to go into a paralyses from exertion. Nayu - 40% Their hearing is more susceptible to being damaged by loud noises. 60%+ Bright lights damage eyes and must feed on blood every 2 days. 80%+ Blind unless able to pass the trial of the King in game. Oro - 40% hard scales are heavier slowing them down including wings and hard to file claws, cannot fly unless a trial is passed in game. 60% Thicker skin and flesh making surgical procedures and healing harder and takes longer. Sol - 40%+ Needs to nourish their cells underneath sunlight for a hour a day to be at neutral energy and loses energy the longer left out of sunlight. 60%+ Needs to charge under light for two hours a day for neutral energy and are physically weaker than most other types. Lassa - 40%+ very easily dried if not wet and the longer left without water can easily be dehydrated and scales will grow weak and flake. 60%+ Can either breath air or water, cannot breath both unless you pass a trial in game. Susceptible to heat when dry. 80% +Webbed feet and hands make movement on land difficult. Seraphim - 40% wings are large and hard to move around with, those with halos make hiding in dark impossible as it is a ring of intangible light. 60% Physically weaker and emits a smell and aura that is noticeable to all descendants, and is considered attractive. 100% Can only become intangible in the form of a certain element (flames,ice,air,sand etc) and shares that elements weakness at all times.[color=red] If one is able to catch them off guard they can be hurt. If anyone combines their attacks with some of their soul they can plant a draining but connecting hit on the intangible seraphim.[/color] Dragon - 40% Slowed by claws, wings and horns and tail. Susceptible to mental manipulation. 60% Even heavier and slow, the middle of the chest is weaker and the heart resides underneath it. 100% They are only have to shape shift into a form of a creature they have seen before. However it will not be perfect and dragon traits will be visible. This can be done once every few weeks. [/hider] Through out the universe those who are able to tap into a higher level of being open the doors to limitless probabilities. The realms of time and space within higher and lower dimensions can be tapped into by those who reside in this world. The only cap to the size and power of manipulating probability to your will is ones soul. Beyond practice. One can only cast spells of high caliber with an expansive soul. [/center] [hider=Character creation] [b]Quote:[/b] [b]Name:[/b] [color=red][b]Blood%:[/b][/color] What % of blood from each race or species does your character have? Must be in multiples of 20 and equal to 100. Keep in mind the weaknesses as well. [b]Age:[/b] Young Descendant: 10 - 50 Mature Descendant: 50 - 100 Elder Descendant: 100 - 200 Dragons age from Wyrmling: 5 Young: 5 - 800 Adult: 801-2000 years Ancient 2000+ years [b]Gender:[/b] Male Female Both or Neither [b]Height:[/b] 6'5 is normal height for Descendants. Dragons can range from 9 feet to 97 feet. Depending on age. [b]Weight:[/b] Basic Descendants usually weigh around 100 - 230 ibs. Dragons 500 - 100k ibs. [b]Physical appearance:[/b] Your Picture &/or Description. Your appearance should match your Blood%. Meaning a 100% Dragon should not appear human unless shape shifting. Please add any details such as a tail, where your hard scales are located, wings and horns locations etc. [b]Apparel:[/b] Basic clothing is free. Armor costs 2 experience as it adds extra protection. Attire with woven spells cost 3 exp. Spell engraved armor sets cost 4. Any spell can be used but only one spell can be cast by the apparel. The spell you have on your apparel does not have to match your bloodline. [color=green][b]Pet:[/b] [/color][hider=Pet][color=gray][url=http://3.bp.blogspot.com/-9PWdeOEkfUs/VAEp5zCT2DI/AAAAAAAABwo/Ky8dyl3ZTQ8/s1600/Dragon%2BTamer.jpg]Pets[/url] are dragons of any kind that have been tamed. The amount of experience points placed on the pet will determine how much power it can have. Please include your pets. Name: Appearance: Spells: 1 Spell per 2 exp. Example - 10 Exp = 5 spells Powers/Abilities: Same for spells every 2 exp equates 1 power or ability. Size: Dog sized 1 exp. Horse sized 2 exp. Elephant sized 3 exp. Etc. Intelligence: Simple minded beasts are free. A childlike mind will cost 2. Normal intelligence is 4. etc. [/color][/hider] [color=green][b]Adv. App.:[/b][/color] [hider=Adv. App][color=gray][url=http://2.bp.blogspot.com/-z6jGkV6ndB4/UpZ2uoMlh8I/AAAAAAAALgY/U9OQebLW6tI/s1920/mech-dragon-girl-pixiv-fantasia-wallpaper-hd-1600x900.jpg]The Advanced Apparatus.[/url] These are reanimated vessels. Made of flesh and metal. They come around 30 feet in height and 20,000 pounds of weight. The user of these drains their soul to make use of it. The damage it takes the user suffers as well, albeit a bit less. Those who use an adv app. cannot have pets and have one spell. If your adv. app is destroyed it is not necessarily game over. An Adv App costs 6 exp. Appearance: Weapons: Only 2 weapons. Only one projectile weapon from the two.[/color] [/hider] [color=steelblue] [b]Spells:[/b][/color] 2 Exp per spell. The spells must match within your bloodlines affinity. If your bloodline % does not reach a high enough percentage within a bloodline it may not allow you to cast certain spells. For example: 80% Lassa allows water conjuration. This will allow spells that summon water. Without it you will not be able to summon water of any kind. Enhancing ones spell even further costs another 2 Exp. Examples of this are spells that have more than one effect. [color=orange][b]Abilities/Powers:[/b][/color] All your abilities and powers gifted by your bloodline is free. It will cost 2 exp to enhance an ability given to you by your bloodline. For example a Nayu's blood consumption can be enhanced to be blood healing. The majority of free powers are not very powerful and cannot be used to a massive scale. However with high % of any bloodline the powers and abilities are far more devastating and versatile. [color=gray] [b]Weapons:[/b][/color] Only 2 free basic weapons such as a sword, shield or bow and arrow. Highest level of technology for free are muskets. Spell gifted weapons cost 2 exp each. These spells can vary much like the apparel and does not have to match ones bloodline%. [color=yellow][b]Exp:[/b] 10[/color][/hider] [center][h1]Bloodline Affinities and Experience points[/h1][/center] [color=red]Experience points:[/color] You will have 10 experience points to spend on character creation. This is to limit and not limit the powers and creative liberties people will take when forging a character to win in battle. Accept the limits and create a finite character. Or go crazy as best you can with crazy spells. Review the [url=https://s10.postimg.org/mdslves49/26850017_1535821946499473_81920823394251209_o.jpg]Bloodline trait tree[/url] to grasp a better understanding of what your character can do with what bloodline. For a explanation see below. [color=darkorchid]Conjuration[/color]: Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands. A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the spell’s range, but it does not have to remain within the range. [u]Matching Bloodlines:[/u]Nayu, Sol, Oro, Lassa, Tyro, Seraph [color=cyan]Enchantment[/color]: Enchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature. [u]Matching Bloodlines:[/u] Seraphim, Tyro, Lassa, Oro, Nayu [color=orange]Abjuration[/color]: Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence. [u]Matching Bloodlines:[/u] Sol, Seraph [color=limegreen]Transmutation[/color]: The transmutation school of magic consisted of spells that changed the physical properties of some creature, thing, or condition. The school was previously known as alteration. [u]Matching Bloodlines:[/u] Nayu, Sol, Oro, Dragon [color=red]Evocation[/color]: Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. [u]Matching Bloodlines:[/u] Lassa, Oro, Tyro, Nayu, Sol, Dragon [color=yellow]Divination[/color]: Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. [u]Matching Bloodlines:[/u]Seraph, Sol, Nayu [color=pink]Illusion[/color]: Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. [u]Matching Bloodlines:[/u] Seraph, Sol, Nayu