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Post by admin on Feb 9, 2012 3:14:20 GMT -5
PINK ARCARCKIAN POWER DESCRIPTION
FIRST YEAR (fledgling): 80% tiring, 90 to 100% effort; Pink Arcarckian can start healing training, and can do some healing like minor cuts or wounds or something. Plus, it takes a lot of effort and tire easily from healing in this year of process and training.
SECOND YEAR (mercenary): 60% tiring, 70 to 90% effort; Pink Arcarckian can finish their first year of training as a healer which mean they can heal cuts and wounds of minor condition much easier and without too much effort compared to the first year. In this year they can begin another year of training to heal minor wounds on others and heal bigger wounds of sort. It is still a very drain-able thing to do, but it's less in second then for a first year.
THIRD YEAR (expert): 40% tiring, 40 to 70 % effort; Pink Arcarckian Can finish their second year of training and is able to heal self better, but does not excel yet in healing others, which requires more training. In this year it's able to heal more heavier or deeper wounds on self and can grow and become better in healing others as well. It requires less to heal then the previous years.
FOURTH YEAR (master): 10 to 20% tiring, 10/15 to 40% effort ; Pink Arcarckian can now easily heal heavier wounds and has a better chance to save someone from death, but will be asking for more effort to be put in if it's so serious.
GRADUATE/ADULT: would basically be experience and powerful, 5 to 10% tiring, 5 to 10/15% ( minor to heavier ) and 5 to 30% for deathly healing.
Pink Arcarckian CANNOT bring back the dead, even the adult Arcarckian.
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Post by admin on Feb 9, 2012 7:34:36 GMT -5
YELLOW ARCARCKIAN POWER DESCRIPTION The Yellow Arcarckian, is also known as the Seer Arcarckian. There are four types of power: Prophet, Telepath, Physic and Telekinetic. When you fill up the Arcarckian’s Sorting questions, Please put more detail so it'll be easier for us to decide which kind of yellow power you belong. (If you decide to be a Yellow Arcarckian).FIRST YEAR (Fledgling) You still can’t control your power well. One simple use of your magical ability, it will definitely drain your energy.Prophet: You will find it hard to read a person's past or future and you will sometimes have random prophet reading.Telepath: You still can’t read a person's mind properly. You will usually find yourself filled with other people's thoughts and etc without wanting to do so.Contego: A physic can create a safety barrier that may be used either as offense or defense. For now you can only make a simple barrier and it will not be able to last long.Telekinetic: For a telekinetic, you still can't control your power especially when you are overcome with emotions. You will randomly make something fly, mostly something around you.SECOND YEAR (Mercenary) You can now control your power but you still struggle with it, and you'll be able to do simple magic depending on the seer power you have. However, one simple magic can still drain a lot of your energy.Prophet: You can now see other people's past and future but only for a mere second, though it will not be the specific memory you wanted to know.Telepath: You can block people's thoughts from your mind as long as you are emotionally balance. It’s still hard for you to read other people thoughts.Contego: You can now create larger barriers, though you can only maintain it for a few minutes depending on how physically fit you are at the time before it turns back to a smaller barrier.Telekinetic: You still make things move randomly without meaning it, but you can now control small things like knife, a piece of paper and the like when you are emotionally stable.THIRD YEAR (expert) You can control your seer powers better than before. You don’t get easily tired when you perform simple magic. However, your energy drains when you perform more complicated magic.Prophet: You can now see a person's past and future for a few minutes, but you still can’t control which memory you wanted it to be. If it’s a memory near the present time, you will not get tired easily. However, if it was longer from the current time than it would definitely drain your energy.Telepath: It’s easy for you to block other people thoughts, but it still takes time for you to read whatever it is they're thinking. The farther the person is, the faster your energy drains.Contego: It will be easier for you to maintain a large barrier. It would drain your energy faster, the longer you keep the barrier intact. Small barriers will not take much of your energy.Telekinetic: You can control your seer powers as long as you are emotionally balanced. Moving small things around would not take too much energy for you, moving larger things will still be hard and tiring for you.FOURTH YEAR (Master) You can now very well control your seer powers and perform magic without much of effort. However, there are still certain seer magic that can drain your energy eventually.Prophet: You can see other people past and future longer than before. You can now control which specific memory you wanted to see, only if you are physically healthy. Telepath: Blocking is an easy task for you, and it will not take a lot of your energy to read other people thoughts as so long as the person is near you. Longer range of reading minds can still take time and it will drain your energy.Contego: Small and average barriers will not be a hard for you, you will be able to create it easily. It will take more time to create Larger barriers and to be able to manage it without breaking concentration. It will still drain your power when maintain it for too long.Telekinetic: You can now control your power better than ever, moving small things will be an easy task for you. Moving larger things can still be hard for you especially if the range between the Telekenetic and the specific target is far. ADULT/GRADUATEYou can now control your power and do seer magic without draining your energy easily.. BUT all of that still depends on your physical condition.Prophet: You can see other people past for a longer amount of time and be able to see whatever specific memory you are aiming for. However, the longer the span between the specific memory and our current time.. it would drain your energy faster.Telepath: Blocking and reading minds will now be easier for you. You will be able to reach other people's thoughts from afar so long as you are not sick and you're physical condition is stable.Contego: Making small and average will be very easy for you. You will be able to create large barriers faster than before. Once you do, you will can control it for a longer period of time. However, your energy will only be for that barrier because when it disappears.. you’ll be too weak to make another one since creating large barriers takes a lot of energy.Telekinetic: Moving small and average size things will be very easy for you. You can move large things around as well, but it takes a lot of energy. If you do move large things continually, it will drain your power faster.[/blockquote][/justify]
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Post by admin on Feb 9, 2012 10:04:36 GMT -5
GREEN ARCARCKIAN POWER DESCRIPTION
ELEMENT: FIRE
FIRST YEAR (fledgling): 80% tiring, 90 to 100% effort
• Create small fire from hands, though it will only last for a few seconds. • Manipulate small fire into a weapon, though it will only last for a minute or two. There’s also a big probability that they will end up with burns on their skin.
SECOND YEAR (mercenary): 60% tiring, 70 to 90% effort
• Create small fire from hands, though it will only last for a few minutes. • Manipulate small fire into a weapon or large one time attack weapon, lasting for only a few minutes. • Create small fire with the mind, although it may result to having migraines that will last for an hour.
THIRD YEAR (expert): 40% tiring, 40 to 70 % effort
• Create small fire from hands; will be able to maintain it longer though it may result to burning their skin in the process. • Create fire with the mind, may still result to having migraines that will last for half an hour. • Manipulate moderate fire into a weapon or large one time attack weapon, lasting for only a few minutes. • Can absorb small fire into body
FOURTH YEAR (master): 10 to 20% tiring, 10/15 to 40% effort
• Walk through a small fire • Manipulate moderate fire into a weapon or large one time attack weapon, the longer you try to maintain it, the weaker you get. • Can absorb medium fire into body
GRADUATE/ADULT: would basically be experience and powerful, 5 to 10% tiring, 5 to 10/15% (minor to heavier) and 5 to 30% for deathly usage of power.
• Create large fire weapon • Shape fire into anything apart from a weapon • Can absorb large fire into body, though it might exhaust you to do so.
ELEMENT: Water
FIRST YEAR (fledgling): 80% tiring, 90 to 100% effort
• Control small amount of water using the hands • Manipulate small water weapon, though it will only last for a minute or two.
SECOND YEAR (mercenary): 60% tiring, 70 to 90% effort
• Shape water into anything apart from a weapon, will take great concentration. And would exhaust you after doing it. • Conjure small amounts of water with mind • Create a small water weapon, may result to having a small migraine. • Can absorb small amounts of water into body
THIRD YEAR (expert): 40% tiring, 40 to 70 % effort
• Create moderate water from hands • Create a moderate water weapon or large one time attack weapon, though it will take great concentration. May result to having migraine that will last for an hour.
FOURTH YEAR (master): 10 to 20% tiring, 10/15 to 40% effort
• Can conjure large amounts of water • Can absorb large amounts of water into body • Create a large water weapon or large one time attack weapon, thought it will take great concentration. May result to having a migraine that will last for an hour. • Can breathe under water, lasting only for an hour.
GRADUATE/ADULT: would basically be experience and powerful, 5 to 10% tiring, 5 to 10/15% (minor to heavier ) and 5 to 30% for deathly usage of power.
• Can conjure large amounts of water • Can start to control the temperature in nearby water to boil or freeze it • Can breathe under water, for a few hours.
ELEMENT: Earth
FIRST YEAR (fledgling): 80% tiring, 90 to 100% effort
• Can control small amounts of earth using the hands • Create a small earth weapon or large one time attack weapon, though it will only last for a few seconds.
SECOND YEAR (mercenary): 60% tiring, 70 to 90% effort
• Can control small amounts of earth using the mind, will take great amount of concentration. May result to having a migraine that will last for an hour. • Create a small earth weapon or large one time attack weapon, though it will only last for a minute or two.
THIRD YEAR (expert): 40% tiring, 40 to 70 % effort
• Can control moderate amounts of earth, may result to having a migraine that will last for an hour. • Create a small quake or disturbance, will only last for a few seconds.
FOURTH YEAR (master): 10 to 20% tiring, 10/15 to 40% effort
• Shape earth into anything apart from a weapon, will take great concentration. May result to having a migraine that will last for an hour. • Create a moderate earth weapon or large one time attack weapon, will take great concentration. • Create a moderate quake or disturbance, the longer the caster tries to maintain it, the weaker they get.
GRADUATE/ADULT: would basically be experience and powerful, 5 to 10% tiring, 5 to 10/15% (minor to heavier ) and 5 to 30% for deathly usage of power.
• Create a large quake and/or disturbance, the longer the caster tries to maintain it, the weaker they get. • Create a large earth weapon • Can lift oneself from the ground using earth • Can control large amounts of earth
ELEMENT: Air
FIRST YEAR (fledgling): 80% tiring, 90 to 100% effort
• Can control small amounts of wind using the hands • Create a small air weapon or large on time attack weapon, though it will only last for a few seconds.
SECOND YEAR (mercenary): 60% tiring, 70 to 90% effort
• Can conjure small amounts of wind with mind, may result to having a migraine that will last for an hour. • Create a small air weapon or large on time attack weapon, though it will only last for a few minutes.
THIRD YEAR (expert): 40% tiring, 40 to 70 % effort
• Create moderate wind with mind, may result to having a migraine that will last for an hour. • Create a moderate air weapon or large on time attack weapon, may result to having a migraine that will last for an hour. • May lift themselves from the ground for only a couple of few good feet, will only last for a few minutes and may result to having a migraine that will last for an hour.
FOURTH YEAR (master): 10 to 20% tiring, 10/15 to 40% effort
• Create large air weapon • Can conjure large amounts of wind, will take great concentration. • Create large wind with mind, may result to having a migraine that will last for an hour. • Can fly for a short period
GRADUATE/ADULT: would basically be experience and powerful, 5 to 10% tiring, 5 to 10/15% (minor to heavier ) and 5 to 30% for deathly usage of power.
• Can fly long distances and stay afloat for long periods of time • Can control the composition of the air around one self
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Post by admin on Feb 23, 2012 2:38:06 GMT -5
WHITE ARCARCKIAN DESCRIPTION
White Arcarckians has the power of purity. They can cast a purity spell against dark magic.They are as powerful as the Black Arcarckian (Overseer), though there are only two who can actually do that, The Priest and The Priestess. Both of which were the descendants of the Ancient Priest and Priestess, which makes them more powerful than the normal White Arcarckian.
For a FIRST YEAR (fledgling) White Arcarckian: they can only manage to purify a simple dark spell though the chances are still rare and it would drain a lot of their power.
For a SECOND YEAR (mercenary) White Arcarckian: they can purify simple dark spells without putting too much hard work. Though it will take a lot of energy when they try to purify an advanced level dark spell or magic.
For a THIRD YEAR (expert) White Arcarckian: They can purify simple and middle level dark spells and magic, but still got tired and probably passed out after they purified a high level of dark spells and magic.
For a FOURTH YEAR (master) White Arcarckian: They can purify simple to high dark magic, though it will cause fatigue after purifying the high level dark spells.
GRADUATE/ADULT White Arcarckian: can now purify simple to high level dark spells without putting much effort. Although it might result to having a migraine after using their powers for a long period of time as well as using it on high level magic. If the Graduate/Adult White Arcarckian becomes A Priest or A Priestess (due how powerful they are, there would be only 2 White Arcarckian, One is the Priestess, Carissa Norkevitz, and one other the Priest, Magnus Norkevitz.); they will have the ability to purify the Evil Overseer's dark magic, such as turning the Red Arcarckian back to their good old selves.
Example: if the Red Arcarckian used to have a powerful physical ability before he/she became evil, when the Priest or Priestess changes him/her back to good than he would be a Blue Arcarckian. However, The Priest and The Priestess cannot perform this purity spell unless it was FULL MOON [/color], which is when their magic is at its highest.[/size][/justify] [/blockquote][/center]
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Post by admin on Feb 23, 2012 3:07:00 GMT -5
BLUE ARCARCKIAN DESCRIPTION
Blue Arcarckian has an extremely powerful physical ability. They may either have strong muscles or may perform an explicitly fine job in martial arts and using any weapon. They don’t have any magical power whatsoever, though their physical power can actually be considered as one. Which is why these kind of arcarckian are very useful as a powerful knight and warrior.
Fledgling Blue Arcarckian: 80% tiring, 90 to 100% effort --may use basic weapons such as small swords or a dagger. Their lack of control is the main reason why they’re using small weapons, for the fear of hurting themselves when given a bigger weapon.
Mercenary Blue Arcarckian: 60% tiring, 70 to 90% effort --may use any small weapon, bow and arrow, for they can finally control their power better than before. The bow and arrow are given, to help them concentrate and try to restrain the outburst of their powerful physical ability.
Expert Blue Arcarckian: 40% tiring, 40 to 70 % effort --they are given a light long sword which is perfect for them to help control and restrain their powerful physical ability.
Master Blue Arcarckian: 10 to 20% tiring, 10/15 to 40% effort --may not completely be in control of their physical power, though they may use any weapon of their choice just like An Adult/Graduate Blue Arcarckian. The only difference is that they are only allowed to use it in class or if they where to join the army, whenever there’s a war. Which only means that a Master Blue Arcarckian are not allowed to carry the big weapon whenever they please, for the fear of losing control and would use it to accidentally hurt someone or themselves.
GRADUATE/ADULT Blue Arcarkian: would basically be experience and powerful, 5 to 10% tiring, 5 to 10/15% (minor to heavier ) and 5 to 30% for deathly usage of power. --are allowed to use any weapon of their choice. They can now control their power if not perfectly than well enough. They are an expert in hand to hand combat as well as martial arts and weaponry.
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Post by admin on Feb 23, 2012 3:43:44 GMT -5
BLACK ARCARCKIAN DESCRIPTION
The Black Arcarckian (Overseer) has the ability to perform dark magic. They are as powerful as The Priest and The Priestess. This particular Black Arcarckian was the descendant of the Ancient Overseer, which makes him more powerful than the average Red Arcarckian. The Evil Overseer has the ability to turn Good Arcarckians into Red Arcarckians, though he may only perform this spell during the FULL MOON, which is when his magic is at its highest. Black Arcarckians were known necromancers. It is a form of magic involving communication with the deceased – either by summoning their spirit as an apparition or raising them bodily – for the purpose of divination, imparting the means to foretell future events or discover hidden knowledge. The term may sometimes be used in a more general sense to refer to black magic or witchcraft. They were likely related to shamanism, which calls upon spirits such as the ghosts of ancestors. They address the dead in "a mixture of high-pitch squeaking and low droning", comparable to the trance-state mutterings of shamans.
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Post by admin on Feb 23, 2012 3:51:51 GMT -5
RED ARCARCKIAN DESCRIPTION
Red Arcarckians were cursed by the Evil Overseer. They can still keep their magical ability before they were turned, though their powers now have an evil nature within them. Red Arcarckians usually works as an assassin; it is what their blood calls for. The Priest or The Priestess may be able to turn them back in their good form during a full moon if they please.
FIRST YEAR (fledgling) Red Arcarckian: 80% tiring, 90 to 100% effort
SECOND YEAR (mercenary) Red Arcarckian: 60% tiring, 70 to 90% effort
THIRD YEAR (expert) Red Arcarckian: 40% tiring, 40 to 70 % effort
FOURTH YEAR (master) Red Arcarckian: 10 to 20% tiring, 10/15 to 40% effort
GRADUATE/ADULT Red Arcarckian: would basically be experience and powerful, 5 to 10% tiring, 5 to 10/15% (minor to heavier ) and 5 to 30% for deathly usage of power.
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