Primary Magic: Paradise Control
Secondary Magic: N/A
Caster or Holder: Caster
Description: “Paradise,” as a tribe in Joya came to call it, was perceived as a realm where mortals could gain immortality and achieve a near status of godhood. They could tie their bodies and souls to the place and travel between the planes of existence all the while incapable of truly dying regardless of what harm may befall them. What the tribe failed to find out until too late was that those who traveled to this “Paradise” formed a contract with it indeed do become immortal, but in turn surrendered their will and often times their form to it. They would live anew in this place as little more than a servant who likely lost all recollection of its former life. It’s unknown what caused this realm to desire a form to call its own, but it bonded itself to a girl cast into it – sharing its power and the desires of the people with a single entity.
The bonds Shade shares to Paradise allow the woman to come and go as she pleases for the most part, often taking a couple decades to rest there when she tires of the mortal realm. Within the realm itself she holds complete dominion, able to recraft its denizens to her liking as many times as she pleases. Those who wander in might even be able to make a contract for power albeit at the cost of their eventual freedom, likely becoming little more than a pawn. Whenever she dies Shade merely returns to her realm, form requiring time to reform at most. In the plane of mortals her power is limited, requiring time and some effort unfortunately to regain some of her prominence after resting. While controlling her denizens within the plane of Paradise is a simplistic matter she can only control so many in the mortal plane, the bulk of her magic focused towards bringing along various – and often favorited – minions to do her bidding. Not one to let them have all the fun or do all the work Shade can often siphon power from them to arm herself as well, capable of fighting alongside her playtime friends. Bonded to the realm itself however, and thus a representation of it in a humanoid form she is the realm and not some deity of it as some people might believe.
While she draws the summons – or denizens as she refers to them – from the realm itself the magic is considered a caster as items aren’t required, they all share a common even if strange trait: all her summons sport a “stuffed animal” form she can call to her for free. In this way she could be sitting in a pile of denizens and one might not realize it until it’s too late (even if she cannot activate them all at once).
Strengths:
Weaknesses:
Lineage:
Unique Abilities:
Fashionable Sovereign: When calling forth one of her denizens, Shade’s clothes will alter to match the creature. While wearing the clothes she can copy their passive ability, though this can only be done with one denizen at a time. Upon reaching B-rank and above she gains the ability to at least swap every other post between outfits and passives, but may only use one at a time.
Forever Tea Time!: Being rather obscure beings and crafted from a mix of organic and inorganic substances, Shade can provide a small 2% heal to active summons while they’re present by absorbing materials into them. Once every 4 posts, as long as it isn’t a PvP duel, she can heal one summons for 10% health by combining an organic being into them.
Tea Time Partner: A creator of summons (denizens as she calls them), Shade can temporarily lend them out. The MP cost becomes shared, but their link to the world rests on another and they must stick within a mile range of that person or they’re sent back to Paradise. Orders from the temporary contractor must be obeyed, and they cannot access any abilities and vice versa from Shade. Should the temporary contractor attempt to force the summons to attack Shade, it will result in it turning on the person, devouring life force even as it attempts to absorb the body (story stuff, not PVP).
Guest Arrival!: Used to knowing of everything that goes on in Paradise, Shade’s senses convert somewhat in the mortal plane. She can sense organic and spell movement within 15 meters and prevents enemy/ies’ spells from manifesting within 10 meters of her, though she cannot cancel the spell. A hostess should always know when party guests arrive after all.
Spells:
Secondary Magic: N/A
Caster or Holder: Caster
Description: “Paradise,” as a tribe in Joya came to call it, was perceived as a realm where mortals could gain immortality and achieve a near status of godhood. They could tie their bodies and souls to the place and travel between the planes of existence all the while incapable of truly dying regardless of what harm may befall them. What the tribe failed to find out until too late was that those who traveled to this “Paradise” formed a contract with it indeed do become immortal, but in turn surrendered their will and often times their form to it. They would live anew in this place as little more than a servant who likely lost all recollection of its former life. It’s unknown what caused this realm to desire a form to call its own, but it bonded itself to a girl cast into it – sharing its power and the desires of the people with a single entity.
The bonds Shade shares to Paradise allow the woman to come and go as she pleases for the most part, often taking a couple decades to rest there when she tires of the mortal realm. Within the realm itself she holds complete dominion, able to recraft its denizens to her liking as many times as she pleases. Those who wander in might even be able to make a contract for power albeit at the cost of their eventual freedom, likely becoming little more than a pawn. Whenever she dies Shade merely returns to her realm, form requiring time to reform at most. In the plane of mortals her power is limited, requiring time and some effort unfortunately to regain some of her prominence after resting. While controlling her denizens within the plane of Paradise is a simplistic matter she can only control so many in the mortal plane, the bulk of her magic focused towards bringing along various – and often favorited – minions to do her bidding. Not one to let them have all the fun or do all the work Shade can often siphon power from them to arm herself as well, capable of fighting alongside her playtime friends. Bonded to the realm itself however, and thus a representation of it in a humanoid form she is the realm and not some deity of it as some people might believe.
While she draws the summons – or denizens as she refers to them – from the realm itself the magic is considered a caster as items aren’t required, they all share a common even if strange trait: all her summons sport a “stuffed animal” form she can call to her for free. In this way she could be sitting in a pile of denizens and one might not realize it until it’s too late (even if she cannot activate them all at once).
Strengths:
- Always a Source: Given the nature of her magic, Shade’s source for creating more denizens or replacing them is never far from hand. While it doesn’t completely satisfy her need for company it helps.
- Awareness: Controlling of an entire realm, her senses have become naturally heightened compared to some in a spatial sense, though it’ll always remain more supreme in Paradise than any other plane of existence.
- Cute/Creepy Factor: Given the dual nature of their forms the denizens are capable of speech and movement in either one. While surprise attacks can happen in stuffed animal forms, they’re just as capable of adorable dances. Not everyone might agree they’re “just as adorable in their true state” however.
Weaknesses:
- Numbers: Due to the nature of the magic there is a lack of “spammable” quality to it as any summoner can only handle a number of minions at a time. To swap one out is to send the previous on cool down.
- Distance: Unfortunately the denizens can’t exist in the world easily without a contractor nearby to help ground them. As such they cannot wander beyond a mile away from one without disintegrating back to Paradise.
- Size Matters: A lot of Shade’s summons seem to veer towards the larger spectrum, making them easier targets. In her mind it just means there’s more to hug and cuddle, but for enemies something to hit because they’re meanie butts.
- [i]Bias and Power:[i] While she can summon their stuffed forms for free given their less-than-dangerous nature in them, if they do happen to go on the offensive then MP is deducted and timers go into effect. People may be snubbed if they call them “ugly” or “hideous” in either form.
Lineage:
- Spoiler:
- Aspect of Neptune
Description: The aspect of Neptune, one of the most powerful gods of the sea from whence it he came but now just a drop of what he once was. Neptune was considered a candidate for king and was second only to Jupiter. Neptune's dominion over the sea makes it's mark on it's host.
Ability: The Aspect of Neptune grants its host favor with the seas. Their can only be eaten by god slayers. Water magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy of a water spell to nullify it(max S-rank).
Gains a user-ranked Water-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
Unique Abilities:
Fashionable Sovereign: When calling forth one of her denizens, Shade’s clothes will alter to match the creature. While wearing the clothes she can copy their passive ability, though this can only be done with one denizen at a time. Upon reaching B-rank and above she gains the ability to at least swap every other post between outfits and passives, but may only use one at a time.
Forever Tea Time!: Being rather obscure beings and crafted from a mix of organic and inorganic substances, Shade can provide a small 2% heal to active summons while they’re present by absorbing materials into them. Once every 4 posts, as long as it isn’t a PvP duel, she can heal one summons for 10% health by combining an organic being into them.
Tea Time Partner: A creator of summons (denizens as she calls them), Shade can temporarily lend them out. The MP cost becomes shared, but their link to the world rests on another and they must stick within a mile range of that person or they’re sent back to Paradise. Orders from the temporary contractor must be obeyed, and they cannot access any abilities and vice versa from Shade. Should the temporary contractor attempt to force the summons to attack Shade, it will result in it turning on the person, devouring life force even as it attempts to absorb the body (story stuff, not PVP).
Guest Arrival!: Used to knowing of everything that goes on in Paradise, Shade’s senses convert somewhat in the mortal plane. She can sense organic and spell movement within 15 meters and prevents enemy/ies’ spells from manifesting within 10 meters of her, though she cannot cancel the spell. A hostess should always know when party guests arrive after all.
Spells:
- Signature Spells:
- Gaspard:
Rank: D
Type: Offensive/Signature
Duration: 1
Cooldown: N/A
Description:- Spoiler:
- True Form:
- Stuffed Animal Form:
- Bears the same blue/yellow coloring of his true form, but also sports a little plush, matching horn.
Passive ~ Diamond Haze: Able to control his body composition, Gaspard can break into a hundred shards of diamond and can attack in this form. However he can only maintain this form for a little bit at a time in a post.
Strengths:- Capable of attacking in his diamond form.
Weaknesses:- Cannot maintain his shard form for long bouts of time.
- Cannot be present alongside other summons, as many of Shade's other ones intimidate him.
- Leviathan Spit:
Rank: C
Type: Offensive/Signature
Duration: Instant
Cooldown: N/A
Description: Firing a blast of energy from her hand, when it strikes a source of water it'll cause the water to explode outward from the point of contact. The blast can reach up to 18 meters and travels at 14 m/s. The blast itself is only the size of a baseball.
Strengths:- Attacks sources of water, causing them to harm a nearby foe.
- May create a diversion or block vision.
Weaknesses:- Single target attack.
- May be dodged or miss its mark.
- May be blocked as it cannot pass through barriers thicker than an inch or magic barriers to affect sources of water.
- Attacks sources of water, causing them to harm a nearby foe.
- Bonds of Paradise:
Rank: C
Type: Offensive/Signature
Duration: 1
Cooldown: N/A
Description: A simplistic enough spell, the trick lies in the variety of directions it may attack from. Summoning a pair of chains, they quickly lash out from their portals, moving 15 m/s and reaching up to 25ft in length. She's able to manifest them within 10 feet of herself or a summon's radius.
Strengths:- Wide range of attack directions
Weaknesses:- Might become predictable after a while
- May be repelled or blocked
- Wide range of attack directions
- D-rank:
- Zero:
Rank: D
Type: Offensive/Utility
Duration: 3
Cooldown: 4
Description:- Spoiler:
- True Form:
- Stuffed Animal Form:
- He is black with lavender symbols/highlighting
Passive ~ Tricky Slopes: An inky, oily substance can secrete from Zero, able to cover a room within a matter of seconds. More important however is Zero's ability to alternate between it being a sticky substance or a slippery one.
Active ~ Living Lantern: Once per summoning Zero can set the substance and body on fire, an otherworldly frostfire burning within him. The fire, while damaging, can also stun weak enemies/enemies of equal rank for a post. Will activate just before defeat if he hasn't used it before.
Strengths:- Frostfire cannot be devoured by slayers without some damage being taken due to the fire/ice combination.
- Can affect the terrain.
Weaknesses:- When defeated/sent back all the oily substance goes back with him, leaving no lasting effects.
- Can't dictate who the substance affects.
- Aside for oil trails/splashing, Zero is primarily a melee fighter.
- Desa:
Rank: D
Type: Time/Utility
Duration: 3
Cooldown: 4
Description:- Spoiler:
- True Form:
- Stuffed Animal Form:
Passive ~ Omega 13: An ability Desa can use once per post, it allows him to go back "13 seconds" to correct a mistake. While this tends to create a momentary anomaly in two white rabbits, what one perceives as the original will shortly bite the dust. However it cannot fix the mistake of being late for a very important date.
Active~ Past, Present, Future: Once every other post Desa can create alternate versions of himself for a bit of backup. Able to only take a single hit before disintegrating, the clones can deal a combined D-ranks worth of damage.
Strengths:- Able to create backup dancers.
- Can avoid some attacks/awkward situations.
Weaknesses:- Some things may simply be unavoidable, or avoided for a worse outcome.
- The clones are rather weak.
- Weak against long range opponents due to being a close range type.
- Kumei:
Rank: D
Type: AoE/Status Effect
Duration: 4
Cooldown: 5
Description:- Spoiler:
- True Form:
- Stuffed Animal Form:
Passive ~ Ghastly Chill: The very air around him seems to glow with a slight blue tint. Those who fighting within 10 meters of him start losing their health at a rate of .5 D-rank damage per post. People tend to feel a chilling, prickling sensation while in the cloud, but not much else.
Active ~ "Mine Now": Armed with a very strange "tongue," Kumei has tendency to latch the claws of it into foes. Every other post he can poison up to two weak or one normal enemy to fight alongside him.
Strengths:- Takes control of normal or weak foes.
- Deals damage to multiple foes.
Weaknesses:- Doesn't affect Strong+ monsters or RPCs.
- Deals weak damage to foes.
- AoE can affect allies that aren't Shade or other Paradise Denizens.
- Celty:
Rank: D
Type: Support/Healing
Duration: 3
Cooldown: 4
Description:- Spoiler:
- True Form:
- Stuffed Animal Form:
- A similar light pink to the normal form, the underbelly being white instead of tan
Passive ~ Magic Converter: Celty, loving magic and magical energies that she does, is capable of finding sources in the world around her. Consuming it, she's able to share with up to two targets and provide 5% MP regeneration to those two.
Active ~ Cuddly Healing: Named more for the appearance of the denizen rather than how it heals, the first time witnessing it can be alarming as it seems like the denizen is firing some light-based blast at people (and always seems to do so with a roar of anger). Twice per summoning Celty can fire the beam at someone and heal them for 10% of their total HP while also clearing away their most recent status effect. As its purely a blast of healing power its not actually of the light element, but a white colored beam because of Shade's favorite color.
Strengths:- Able to support up to two targets
- Heals HP and provides minor MP regen
Weaknesses:- Purely a support type in abilities
- Only close-range fighter with claws and teeth
- Better to keep her out of the fighting however
- C-rank:
- Haigha:
Rank: C
Type: Utility/Support
Duration: 4
Cooldown: 5
Description:- Spoiler:
- True Form:
- Stuffed Animal Form:
Passive ~ March Madness: The bandages adorning her body can be freely manipulated up to 15 meters around her, though portions that are cut off tend to disintegrate when not related to her active.
Active ~ Healing Bound: Once per summoning at the sacrifice of attacking for the round, some of the bandages will latch onto two targets and detach from Haigha. Laced with magical energy, they will proceed to heal the targets for 5% health for three posts and stops bleeding.
Strengths:- Provides a heal
- Wide range of attack
Weaknesses:- Bandages are weak to blades
- Cannot attack the turn her active is used
- Susceptible to AoEs
- Macha:
Rank: C
Type: Offensive/Utility
Duration: 4
Cooldown: 5
Description:- Spoiler:
- True Form:
- Stuffed Animal Form:
Passive ~ Sickly Sweet: Armed with a potent, rosy scent, as opponents are forced to take in the scent the more their senses tend to sway and cause double images and an echo effect to their hearing.
Active ~ Thorny Disposition: Waving her hands as if conducting, commanding, or maybe even dismissing her foe(s), Macha will summon a group of thorns to erupt beneath the enemy/enemies. The thorns stand between 1-3 feet tall, the tallest being those in the middle of the bushel. Can target up to two enemies every other post.
Strengths:- Causes sensory disruptions in those equal or lower ranked.
- Capable of ranged attacks.
Weaknesses:- Is a large and noticeable target.
- Primary attack can only target ground opponents.
- The rose projectiles can be avoided.
- CM:
Rank: C
Type: Offensive
Duration: 4
Cooldown: 5
Description:- Spoiler:
- True Form:
- Stuffed Animal Form:
- Shares a similar charcoal/orange-red coloring, but has white horns and a white spot around his right eye. The bell is a simple golden bell.
Passive ~ Warped Strength: Built to fight and destroy in his true form, due to his sheer armaments in his true form down to his spiky mane, CM can deal an additional half rank of damage.
Active ~ Chaotic Expulsion: Whether the culmination of his nervous energy or just a blast of chaotic energy that can't be categorized to an element, once every two posts CM can bellow out a beam that reaches up to 20 meters, is 1 1/2 feet wide, traveling at 10m/s.
Strengths:- Built for damage, yet still good at tea parties.
- Has minor distance capability.
Weaknesses:- Very visual with his orange-red highlighting.
- Rather sizeable target.
- Allies can get caught up in his rampages and his ranged attack.