Summoning Quirks {Apprentice & Journeyman}

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Kotoru
Posts: 140
Joined: Thu Aug 08, 2019 2:09 pm
Location: Currently - Atinaw
Character Sheet: https://ranserarp.com/viewtopic.php?f=43&t=94
Plot Notes: https://ransera.com/viewtopic.php?f=78&t=351
Character Secrets: https://ransera.com/viewtopic.php?f=20&t=220

Thu Jan 23, 2020 9:45 pm

MOTIF: Herald of the Abyss

Introduction


The Rune of Summoning etched into Kotoru's flesh is unique as it molded by the denizens of the abyss. Fascinated by such unfathomable mysteries and the creatures that dwell within, the rune, coinciding with Veravend's will is determined to transform its host into her Herald.

蛇 Abyssal Predator - Apprentice
  • In this case, however, Kotoru's Summoning Rune is akin to that of the Vesj'vakar. It begins to twist the mind and body of its host and in this first awakening, it becomes evident both mentally and physically.

    蛇 Mental: Kotoru now exhibits instincts innate to a predatory creature such as deep-sea predators {Sharks, Killer Whales, Ect}. His thinking patterns and tactics will now mimic that of these different predators, with the malicious nature of the very vesj'vakar he summons.

    蛇 Physical: Kotoru's eyes now glow a chilling amber in nature. His skin also has spots along his chest, forearms, lower back, and thighs with iridescent sapphire scales and webbed hands & feet.


蛇 Kraken Unleashed - Journeyman
  • Furthering his proficiency in Summoning a new quirk takes hold of Kotoru. By altering his internal body in strange and weird ways akin to the Vesj'vakar, Kotoru has gained the ability to grow four tentacles from the muscles beneath his shoulder blades. Each of these tentacles is around ten feet in length and two feet in diameter. He can move these tentacles as if they were a natural part of his own body, and are about as strong, fast and precise as his regular arms.

    These new appendages can now assist him in functioning as weapons or as a defense. However, each of these is still vulnerable to dismemberment and the process to retract them is painful, leaving a searing ache on his back where they protrude from for two and a half hours. This quirk can last nearly 12 hours in a single-use. Losing these tentacles in any way will hurt as any other injury would.

    Drawback: The downside to this quirk is the fact that both of his arms become useless for the next day after using these tentacles. By this, it means that once he uses the tentacles, the following day his arms turn a purple asphyxiated color as if all the circulation has been cut off in them. He is unable to hold objects or conduct any function that requires his arms for 24 hours


Last edited by Kotoru on Sun Jan 26, 2020 1:44 am, edited 3 times in total. word count: 460
☵ Sometimes it's not the people that change, its just their mask that falls off ☵
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Tyranny
Posts: 442
Joined: Mon Jun 17, 2019 6:36 pm
Location: Regional Moderator of Mornoth

Sat Jan 25, 2020 10:17 am

Hey Kotoru,

Not bad ideas; these fit with the Vesj'vakar. I would like to see a weakness in either the Apprentice or Journeyman Quirks to make up for the tentacles, though. Please make it proportionate to the advantages of the extra limbs; thank you!

Once you do that, lemme know, and I'll re-review.
word count: 56
User avatar
Kotoru
Posts: 140
Joined: Thu Aug 08, 2019 2:09 pm
Location: Currently - Atinaw
Character Sheet: https://ranserarp.com/viewtopic.php?f=43&t=94
Plot Notes: https://ransera.com/viewtopic.php?f=78&t=351
Character Secrets: https://ransera.com/viewtopic.php?f=20&t=220

Sun Jan 26, 2020 12:08 am

edited let me know what you think.
word count: 7
☵ Sometimes it's not the people that change, its just their mask that falls off ☵
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Tyranny
Posts: 442
Joined: Mon Jun 17, 2019 6:36 pm
Location: Regional Moderator of Mornoth

Wed Jan 29, 2020 8:49 pm

Approved!
word count: 1
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