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Thread: Gisela Open Registration

  1. #21
    Name of army: The Elementalists

    Heros:

    Genesis: A 6' 0" Necromancer with enhanced spells (except Death), with his poison attack being 25% stronger (can be fired at any range), and as for his "Reanimate Dead" ability, he can raise 2X the amount of skeletons that a normal Necromancer can. Skeleton attributes that he raises are 2% higher as well.

    Hero Skills:

    Cast Poison Smog --- An upgraded version of "Cast Poison" that has an area of effect (splash damage) affecting multiple units.


    Summon Iuggnol --- Can only be cast once per battle (regardless of how many posts there are) which spawns a monstrously large animal (30 feet tall) covered in thick armor, that can stomp on enemy targets. Slow as a snail though.

    Iuggnol's Concept Art (Borrowed from a website):



    ....

    Elemental King: Has the ability to change into any element he wants at any given time (as much as he wants) with 10% extra to all attributes, and dealing 10% more damage per spell cast.

    Hero Skills:

    Raise Elemental: Raises a fallen elemental from death back to life once per every 3 posts and raises all of its attributes by 5%.

    ....

    Elemental Queen: Has the ability to spawn elementalings ... baby elementals spawned at random (2 elementals per post) that are very weak, but a nuisance to deal with. Baby elementals are very easy to kill, and attack with only their fists and spells that are close range only (very weak spells). The Queen is of neutral element.

    Hero Skills:

    Cast Agniur --- Can only be cast once per every 5 posts, and can only start casting this spell on post 3 (huge cool down at start of battle). HUGE area of effect (splash damage) that effects many enemy units and does damage dependent on where the targets are from the spell. Ground Zero --- Massive Damage ; 10 feet away --- Moderate Damage ; 15 feet --- Takes Little Damage ; 16-20 takes Miniscule Damage ; 21+ does no damage.

    Cast Niur --- Casts a ball of pure energy at enemy targets (can be cast at any range) dealing decent damage.

    Give Birth --- Gives birth to two random baby elementals (description above).

    .......

    {All Elementals are 9 feet high with the exception of the King and Queen listed above. The King is 15 feet high, the Queen is 20 feet high.}


    Fire Elemental --- 1000 units:

    Concept Art:




    Cast Fireball --- Casts a small fireball that's for close range, can catch things on fire and spread if not controlled. Fire elementals can cast this spell on other Fire Elementals (but NOT themselves) to heal hp. Has a 2% probability of burning an enemy target.

    Cast Great Fireball --- Casts a medium fireball that is for close to medium ranges. It is a more powerful version of Fireball, one being larger and having a chance at splash damage, but also has a very small chance of splitting into 3 smaller fireballs. Has a 3% probability of burning an enemy target.

    Cast Chaos Fireball --- Casts a mammoth fireball that is for long range only. Has a large blast radius, but can not split into smaller fireballs. Things can catch on fire very easily with this type of fireball. Has a 4% probability of burning an enemy target.


    Ice Elemental --- 1000 units:

    Concept art (borrowed from a website):



    Cast Winter Fury --- Can only be cast when ALL Ice Elementals are alive, and only once per every 3 posts. Calls forth a giant winter storm over the enemy army, slowing their advancement considerably as well as greatly hindering heavy/heavily armored units. Does no damage.

    Cast Ice Ball --- The equivalent of Fire Ball, except in the form of Ice. Has a 2% probability of freezing an enemy target for one whole post, not allowing it to do anything. Ice elementals can cast this spell on other Ice Elementals (but NOT themselves) to heal hp.

    Cast Chaos Ice Ball --- Equivalent of Chaos Fire Ball, except in the form of Ice. 4% probability of freezing a target (or targets).


    Earth Elemental --- 1000 units:

    Concept Art ( Borrowed from a website):




    Cast Rock --- The equivalent of Ice Ball, except in the form of granite. Has a 2% probability of stunning an enemy target for one whole post, making the target have a 3% chance of missing an attack they would normally hit. Earth elementals can cast this spell on other Earth Elementals (but NOT themselves) to heal hp.

    Cast Great Rock --- The equivalent of Great Ice Ball, except in the form of granite. Has a 3% probability of stunning an enemy target for one whole post, making the target have a 4% chance of missing an attack they would normally hit.

    Cast Chaos Rock --- The equivalent of Chaos Ice Ball, except in the form of granite. Has a 4% probability of stunning an enemy target for one whole post, making the target have a 5% chance of missing an attack they would normally hit.


    Wind Elemental --- 1000 units:

    Concept Art (Borrowed from a website):




    Cast Wind Wounder --- 5 Blades are cast and launched into the air like boomerangs (short - medium range). Has the capability of causing internal bleeding on a target (1% chance), otherwise does very small damage, however can be cast in quick succession.

    Conjure Bird of Prey --- The wind elemental turns into a bird, if it chooses to, and goes Kamikaze style into an enemy unit doing decent to moderate damage (depending how close they are to the Elemental). This spell does NOT effect allies.

    Auto - Cast Bird of Prey --- Happens automatically when a Wind Elemental is slain, but it does severely less damage vs turning into a Bird of Prey itself. This spell does NOT effect allies.

    Dark Elemental --- 1000 units:

    Concept Art (Borrowed from a website):



    Cast Doom --- Can only be cast once per battle (regardless of how many posts are made) and on only one unit in the enemies' arsenal (except heroes). Once cast on the target of choice, it will die no matter what it does to try to avoid it in 4 posts. There IS no escape from Death.

    Cast Slow --- Has a 5% chance of slowing enemies down at a random interval from 20% slower to 60% slower (in 2% intervals). Does no damage. Close range only, yet can be cast in quick succession.

    Cast Curse --- Has a 50% chance of making an enemy miss an attack they would normally hit on their next post. Can only be cast once per Dark Elemental {1000 uses, assuming all of them are alive}. Can only be cast once per every 5 posts as well. This spell is also close range only, yet can be cast in moderate succession.


    Holy Elemental --- 1000 units:

    Concept Art (Borrowed from a website):




    Cast Glimpse of Light --- The equivalent of Ice Ball, except in the form of pure energy. Has a 1% probability of blinding an enemy target for one whole post. Holy elementals can cast this spell on other Holy Elementals (but NOT themselves) to heal hp.

    Cast Array of Light --- The equivalent of Great Ice Ball, except in the form of pure energy. Has a 1.5% probability of blinding an enemy target for one whole post.

    Auto Cast Angel --- This occurs automatically when a Holy Elemental is slain, however dramatically reduces the strength of the spell all the way down to a 2% raise to attributes on allies {attack, defense, resistances, armor, and hp}.


    Necromancer {Necromancers are 5' 8"} --- 1500 units:

    Concept Art (Borrowed from a website):



    Cast Death: In order to cast this spell, ALL Necromancers need to be alive. It can only be cast on one enemy unit at a time (except heroes) and can only be cast once per every three posts assuming that all Necromancers are still alive to cast it more than once. They use this spell on post 1.

    Cast Poison: Launches poisonous orbs at enemies gradually sucking away their hp. (Can be fired at any range).

    Reanimate Dead: Can reanimate the dead into skeletons (including enemy corpses). Very weak, but still a plus. when an enemy unit is slain, 1 skeleton is spawned. If ANY friendly unit regardless of strength is slain, only 1 skeleton is spawned. This spell can only be cast once per 5 posts AND Only 1/2 Of The Remaining Necromancers can cast it. (Can be cast at any range).

    Has a bone rod for melee attacks (rarely used, since they primary cast poison).
    Has a knife imbued with poisonous qualities.

    Necromancers are immune to poison.

    Cleric {Clerics are 5' 4"} --- 1500 units:

    Concept Art (Borrowed from a website):




    Cast Heal: Heals one unit of choice by 5%. Can't be cast on other Clerics or Genesis's Summon.

    Cast Mighty Guard: Raises an allies physical and magical resistance by 5%, can't be cast on Genesis's summon.

    Cast Haste: Increases movement speed of an allie by 5%, can't be cast on Genesis's summon.

    Clerics have a mace for close combat, but rarely use them since they primarily focus on healing the army.


    Mimic Elemental --- 1000 units:

    Concept Art (Borrowed from a website):



    Cast Enhanced Duplicate --- This spell can only be cast if all Mimic Elementals are alive, and only once per battle {only able to do so on the 3rd post or later, because it has a HUGE cool down rate and can't be cast right away). See "Cast Duplicate" below and add 20% to all attributes.

    Cast Duplicate --- Assuming 999 Mimics (or less) are left alive, they will choose a unit of their choice to turn into. The attributes of the target they choose will be slightly lowered, but still have an interesting effect on battle. Once they choose to mimic something, they can NOT change it (turn back to original form) until the next battle. They will have all weapons and spells, etc, of the target they mimic.

    Cast Deception --- Mimics have the option NOT to turn into an enemy unit, but instead changing into something in the environment instead (like a tree or something) to try to blend in with the environment. Once done, they CAN change back to a mimic, however turning into something in the field (like the tree example, NOT duplicate) restricts them to melee combat only.

    Mimics' weapons are dependent on what they choose to mimic.
    Last edited by Genesis; 10-21-14 at 07:54 AM.

  2. #22
    Master of Magnetism
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    Level completed: 93%,
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    Erikar's Avatar

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    Erikar Aodhfionn
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    170 lbs., 5'10
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    I have made the necessary edits to my army; Please review it again. Thank you.
    “Call a jack a jack. Call a spade a spade. But always call a whore a lady. Their lives are hard enough, and it never hurts to be polite.”

    “Only priests and fools are fearless and I've never been on the best of terms with God.”
    ― Patrick Rothfuss, The Name of the Wind

  3. #23
    Maul-Slayer
    EXP: 172,649, Level: 18
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    Breaker's Avatar

    Name
    Joshua Breaker Cronen
    Age
    Ageless (looks 28)
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    Demigod (human)
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    Male
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    Light Brown
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    Hazel
    Build
    6 feet / 202 lbs.

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    I'm uncertain if the max participants have been reached so... registered, just in case.

    edit: Guess I'm in then... working on getting my level 14 profile approved and building my army as of now.
    Last edited by Breaker; 07-15-14 at 12:46 PM.
    ... They fell to him as prey to bluefin
    for the Jya's warriors knew not how to swim...
    13-3-2

    I wrote a book! ~ Most Suave Character 2010

  4. #24
    Member
    EXP: 28,434, Level: 7
    Level completed: 18%, EXP required for next level: 6,566
    Level completed: 18%,
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    Cydnar's Avatar

    Name
    Cydnar Yrene
    Age
    960
    Race
    Hummel
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    Male
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    Grey
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    Grey
    Build
    6'2"/159lbs
    Job
    Politician

    Given my productivity of late and increasing workload at the prison, I'm afraid I'm out.

  5. #25
    Member
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    Level completed: 34%,
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    Brand's Avatar

    Name
    Brand Phoenixeye
    Age
    58
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    Golem
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    Male
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    Red
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    7' 6"
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    Art Mage/Tailor

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    Army of The Stel'Arcus

    Head Commander-Brand Phoenixeye

    download.jpg

    Herald of Arcus-Void-Shadowy Plate Armor, Dehlar Dual Bladed Pike(http://warframe.wikia.com/wiki/Orthos)

    Strength x4-Void is capable of bringing his spear down with enough force to shatter an -iron- weapon if he's seriously exerting himself

    Speed x3-Void is extraordinarily fast and can run at speeds up to fifty miles per hour in his armor. (See above)

    (I figure the defaults for stats are x1, so, the 3+2=5.

    dark-angel-17698-400x250.jpg

    Herald of Arcus-Corruption-Chain Link Robes-Dehlar Shortswords

    Incorporeal-Dark has no substance, no form, he is but a blot on the soul, shadowy, unknown. Through this, he can render himself invulnerable to melee attacks, but he is twice as vulnerable to fire, or light-based attacks. This may happen once every four posts.

    Dark Bastion-Twice per battle, Corruption can erupt into shadow, healing minor wounds almost instantly, and potentially closing the skin around major wounds, preventing further bleeding, within the full five seconds. 2 times a battle

    Overshadow-Nothing is totally pure, and Corruption takes that to heart. He's capable of taking the light in someone and ripping it out, banishing the light part of a soul to oblivion. This damages the soul moderately. (One target per cast, can only be used twice per post)

    Embodiment of Wrath-Corruption takes on his second most powerful form. This form boosts the power of his Overshadow to new heights. In this state, the attack rips out the light twice as forcefully, and in the process, touches the soul of the victim with insurmountable power, disintegrating the target to a pile of magical ash. 2 uses per battle, not in a row (Lasts 15 seconds)

    Final Destination-For a moment, Shadow casts out even the brightest of lights, releasing his energy in such a powerful burst that it could incapacitate the weaker soldiers for two posts. 1 use per battle. This is limited to a 25 foot range in a circle around him

    acddELjcG.jpg

    Herald of Arcus-War-Dehlar Scythe, Light Plate

    Twitch-Silence moves his tail in a quick motion, grabbing his weapon and striking out at an enemy up to 4 meters away

    Quiet Your Ramblings-War renders the entire world silent for but a moment and interrupts the casting of all spells for one post. This affects his allies as well. Two uses per battle

    Blades Are Enough-War's scythe copies itself three times, and the four blades venture out to strike at enemies with the same strength as a normal warrior, but with the speed of a good runner.

    Ye Olde Troupe of Demons-War summons a group of thirteen demons, six shield casters (Magical barrier, takes around nine troops attacking it at once to break it, with iron weapons), three thunder-summoners (They call down chain lightning, which arcs from foe to foe as long as it has metal to hit, dealing light damage) three fire-bringers, (They fling lava. It hits things, they get fire, one target, dissipates upon death, around 1 lava bolt every three seconds ) and one beast-mind (Think scaly rhino, with flaming horns and feet. Sadly, It doesn't breathe fire) Two uses, but must be at least three posts apart. (I counted these 13 into the troop counts)

    Breath-When the light is extinguished, the shadows banished, all that will be left is complete and utter silence. – War unites with his other heralds in an attack of massive strength. With their united power, they can release such power in one concentrated burst, enough to devastate even the strongest of heroes. 1 Use per battle, renders all three heroes useless for three posts. This attack is capable of downing 1 hero for 1-3 posts (As dictated by the recipient)






    Troops

    The Stel'Fara-2000-Robes, Magic, Steel Daggers

    Sever Link-The Stel'Fara cuts into the link between the soul and the body, causing a sharp pain in the chest, and moderate damage

    Darkbolt-Fireball, in darkness! Causes moderate rot on the skin it touches, along with mild burns.

    Fire Nova-The Stel' Fara releases a wave of bound fire, and blinds their enemy temporarily.
    ----

    1024x717_8894_Dark_Mage_2d_fantasy_fire_darkness_mage_dark_elves_picture_image_digital_art.jpg

    The Stel'Simagu-3000-Leather Armor, Steel Focus Rods/Batons

    Blackness-The Magus weaves a spell to plow through enemies, blinding them, and causing internal damage, in a moderate amount.

    Severed Ties-The Magus fills the target with unbearable pain, incapacitating them for several seconds

    Bloody Murder-The Magus forces the hearts of two enemies to beat in turn with each other, then slow to a stop. These two enemies, then die. The Magus does as well.
    ---

    VernonthePhantomKnight.jpg

    The Stel'Kni-2500-Full Plate Armor, Steel Greatswords

    Absorb Blows-The Knight absorbs the blows to him, and they deal half the damage.

    Strength x3-Knights can hit with the strength of three men, so, think, three swings of a sword in one.
    ---



    Vessel of Stel'Arcus-987-Spidersilk Robes, Wooden Staves

    Cosmic Wave-Twice per battle, the vessels materialize into existence with the power of the cosmos in their grasp. This power can be channeled into a massive wave of power, inflicting medium-high damage on the entire enemy army-Two of these blasts within two hours of each other could kill most troops.

    Link-After the two waves of power are expended, the souls and lives of the Vessels are transferred to their commanders, healing their minor wounds.
    Last edited by Brand; 09-03-14 at 03:26 PM.
    "It’s gravity that’s been getting us down."

    -Shane Koyczan

  6. #26
    Innocence & Instincts
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    black shadow's Avatar

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    Black Shadow
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    Human
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    black
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    I'm backing down. I won't have enough time to actually compete in an event like this, especially with football (American Football) starting up again.
    "The lives of others are more important than my own."
    ~Black Shadow~

    "I live with the choices I have made. And though I may not be proud of what I have done, the consequences are with me every day."
    ~Black Shadow~

    "Your family is still your family, no matter what they do to you. They may make you angry, push you away, or even try to kill you, but in the end, they are still your family."
    ~Black Shadow~

  7. #27
    Member
    EXP: 31,824, Level: 7
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    Level completed: 61%,
    EXP required for next level: 3,176
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    matthewkuch's Avatar

    Name
    Gavner Nahs
    Age
    38 (20 human equivalent)
    Race
    Full blooded vampire
    Gender
    male
    Hair Color
    Red
    Eye Color
    Red
    Build
    6 feet tall, weight unknown
    Job
    Vampire general

    INCOMPLETE; UNDER EDITS!!!


    CLAN ANOTERISH ARMY

    Note: I am changing 1000 troops into 300 level 3's


    ASSAULT UNITS


    ALPHA SQUADRON

    MATTHEW OLIVER KUCHCINSKI (level 3)(#8)
    Squadron Leader
    Race: superhuman
    Appearance: Matthew has short hair on the top, that is buzzed on the sides. His face is ovular, but not extremely large. He is 5'10"
    Equipment:
    Weapons- In the superhuman colony Matthew has experimented for years, mixing his magic with his crazy inventions. He created metallic based cartridges that he can charge with elemental spells to launch powerful lethal projectiles (see below). In order to launch these projectiles he created a device utilized to launch these ballistics. After about four years of prototypes and creating these weapons, Matthew has invented the best of the best for his own personal use. It is the model of a dark silver desert eagle.
    Desert Eagle- Has an extendable barrel and is fed by detachable magazines. Is NOT semi-automatic (as Lye requested) as Matthew must cock back the top before he fires each round. Ejects empty cartridge when cocked back and loads new. Matthew MUST wait 5 seconds between firing .50 cal shells, or firing pin will not reset.
    Rounds- Matthew currently has three hundred (300) fully charged (see below) .50 cal cartridges, and seventy five (75) fully charged .44 magnum shells. One hundred (100) .50 cal shells are ice charged (see abilities), one hundred (100) .50 cal shells are fire charged (see abilities), and one hundred (100) .50 cal shells are lightening charged (see abilities). He has twenty five (25) of each elementally charged .44 mag shell (75 total).
    Detatchable Magazines- Each .50 cal magazine can hold 7 rounds, and each .44 magnum magazine can hold 8 rounds. Matthew currently has three (3) .50 cal magazines, and three (3) .44 magnum magazines.
    Others- Custom Black Vest; Matthew realized that if he went to war he would need some means of storage so he created a custom vest with slots and compartments specially designed to hold charged shells. His vest can hold up to 100 rounds. Tactical Belt- Matthew created a belt that has slots to hold shells as well. His belt can hold up to 75 shells magazines. Tactical Backpack- Matthew carries a backpack to hold the rest of his shells, and medical supplies. He holds his ammo in space conserving containment units and stuffs cloth in between them to minimize rattling.

    ABILITIES
    Mage gunner:
    Matthew has god-given magical ability. In the colony he has experimented with crazy inventions. He has found a way to compress his energy into a cartridge which is extremely small in comparison to the bursting energy within. When all the energy is fit into the capsule, it has an explosive charge. These cartridges can be stored for future use, or used to launch a powerful ice projectile.
    Ice charging/firing-
    Matthew can channel energy from nearby sources of water or vapor in the air. Using this energy from nearby sources of water (or converting said amount of water into pure energy) he can charge .44 mag shells in 20 minutes (400ml), and .50 cal shells in 1 hour (1Liter). When drawing from water vapor in the air he can charge .44 mag shells in 40 minutes, and .50 cal shells in 3 hours.
    When firing a .44 magnum round, the chamber focuses the energy into a bolt of ice approximately 0.44” in diameter and 2.5” long. The icicle is as strong as iron and the velocity of the spell is 1,700 f/s.
    When firing a .50 cal shell, the high capacity round compresses and releases a hypervelocity icicle which breaks the sound barrier upon exiting the barrel. This sound is audible from 1,000 ft away with slight delay after impact. The bolt of ice is about .5” in diameter and 4” long. The strength of which is equivalent to steel. The velocity of this spell is 2,700 f/s

    Lightening charging/firing-
    Energy is all around in the world, created by many things. Just as life creates endothermic energy, human activity and nature creates pure energy released in the form of static electricity. Harnessing this electricity, Matthew compresses it into pre-charged .50 cal ice shells to release this energy in addition to the ice projectile that is released. The ice projectile travels its normal speed, but the energy bolt travels a nanosecond behind the ice. Just as the ice is about to hit its target, the electricity behind it creates a negative charge and pulls the ice to a halt, making the contact of the ice feel like a tap. The electricity however, makes contact with the person. The electricity needs a "leader" to guide the bolt through the atmosphere to a target, or else the charge would just be released into the air. The ice projectile acts as the "leader" in this case.

    Matthew can absorb energy from nearby sources or phenomenons that create static electricity. When he is under a thunderstorm he can charge one precharged ice shell in 20 minutes. When he is near a thunderstorm he can charge an ice shell in 35 minutes. If there is no thunderstorm, but Matthew is under cumulus or stratus clouds he can charge an ice shell in 55 minutes. When he is near a source of water he can take the positive and negative charge from the water molecules and charge one shell in 1 hour. When there are no clouds, he can collect static electricity from the moving army he is near and charge an ice shell in 1 hour and 30 minutes.

    When a lightening charged ice shell is fired, it delivers an energy bolt of 1 terawatt to a single target (essentially a bolt of lightening). The lightening bolt creates a large white flash along with thunder. All of the energy is transfered into the target. Death or paralysis is inevitable. Because of the extreme charge sent into the gun, these shells can only be fired once every 20 minutes.

    Fire charging/firing-
    Matthew is able to control his magical ability and can harness the power of burning fires, or the sun and use it to charge shells. The time needed to charge a shell near a burning fire is twenty (20) minutes for a .44 mag shell or 1 hour for a .50 cal shell. When drawing from the sun's energy, charging time is fourty (40) minutes for a .44 mag shell or 2 hours for a .50 cal shell. Clouds naturally block out the sun, so they cannot draw energy from the sun on a cloudy day. It is possible to draw energy directly from a torch in the same timeframe needed near a burning fire (see above).
    When firing a .44 magnum shell, the chamber condenses the energy into a fireball about the size of a baseball. The fireball has a 5 inch tail and has the impact strength of iron and the velocity of the spell is 1,700 f/s.
    When firing a .50 cal shell, the high capacity round compresses and releases a hypervelocity fireball which breaks the sound barrier upon exiting the barrel and explodes on impact. This sound is audible from 1,000 ft away with slight delay after impact. The fireball is about the size of a peach pit and has no visible tail. The strength of the fireball is equivalent to steel. The velocity of this spell is 2,700 f/s. The explosion is strong enough to put a hole in a stone wall with a 2 foot radius, contact with human flesh would be devastating, survival from such impact would be slim. Shells are ejected at extremely high temperature of which would give second degree burns to human flesh. After firing this round, the gun must have a five (5) minute cooldown before firing another round.


    SQUADRON EQUIPMENT STANDARD ISSUE
    Equipment: Weapons- Matthew has created 199 revolvers for his squadron of extraordinary humans. These revolvers are only capable of firing magically charged projectiles (see below). Each revolver has a 6 round cylinder, each of which accepts one (1) .357 mag cartridge. Upon firing, the cartridges release charged energy in the shell, ONLY the shells meeting the criteria listed below. No person can use these weapons, other than the ones with the ability to fire them. They cannot use any weapon that shoots a more powerful caliber than the one their abilities specify (they cannot use Matthew's Desert Eagle). Shells- Each unit is equipped with twelve (12) .357 rechargable cartridges to load into their revolver. They each have one spare 6 cylinder speed round clip. Armor- Each soldier has leather armor that protects from blunt blows, and light steel chainmail to protect from piercing blows.

    SQUADRON ABILITIES
    Vigilance: Matthew's squadron is skilled at spotting incoming ballistics and in turn they can avoid such things at 2x the rate of a normal human.

    Magical Conduit:

    The men and women under Matthew's control in his squadron are superhuman. They have harnessed their magical ability and specialized it in controlling the energy in the natural world. This allows them to “pull” energy from their surroundings and “store” them into cartridges specially designed by Matthew to which can be “fired” from uniquely invented prototype weapons. The process of charging one of these specialized cartridges is dependent upon desired effect, strength and element:

    Water/Ice (Charging):

    Matthew's squadron can channel energy from nearby sources of water or vapor in the air. The time needed to charge one of their revolver shells is two (2) seconds per shell while drawing from a nearby body of water or five (5) seconds per shell if drawing from humid air, or clouds above. It is possible for her to directly convert five milliliters (5ml) of water into pure energy in the same timeframe needed near a lake (see above).

    Water/Ice (Firing Effect):

    .357-M (Revolver):
    When fired, the chamber focuses the energy into a bolt of ice approximately 0.357” in diameter and 5” long. The icicle is as strong as traditional ice and the velocity of the spell is equivalent to that of a short bow (280 f/s). The maximum effective range is approximately 60 yards.

    Fire (charging):

    Matthew has taught his men how to harness the energy of fire, and energy of the sun and use it to charge shells. The time needed to charge a revolver shell is two (2) seconds per shell while drawing from a nearby burning fire or five (5) seconds per shell if drawing from the sun's energy. Clouds naturally block out the sun, so they cannot draw energy from the sun on a cloudy day. It is possible to draw energy directly from a torch in the same timeframe needed near a burning fire (see above).

    Fire (firing effect):

    .357 (revolver):
    When fired, the chamber focuses the energy into a fireball approximately the size of a golf ball. The fireball has a 4 inch tail and leaves black marks in iron. The fireball has the impact strength of iron and the velocity of the spell is equivalent to that of a short bow (280f/s). The maximum effective range is approximately 60 yards.





    82nd AIRBORNE
    count: 200
    race: 200 angels
    squadron leader: DRAKE

    DRAKE (level three)(#14)
    chosen by: Matthew Kuchcinski
    race: (half)angel
    appearance: Drake Has the appearance of a 19 year old. He is not buff but he isnt a toothpick either. He has short dirty blonde hair, and a medium length face with a angular cut jaw. His irises are glowing blue with a dot of glowing orange in the center of his pupil, the color of an ember. His medium sized arms lead to small wrists and long slender fingers. His skin appears as a Caucasian's does, and he usually wears a white T-shirt with a black overcoat. He wears a leather padded vest underneath his shirt, and a padded leather girdle underneath his pants. He has two golden wings with blue feather tips that he can reveal at will, or fold behind and against his back so they are not damaged.
    Equipment: Weapons- Like his father, Drake wields a 7 foot katana whose blade emanates a beautiful, soft golden light when unsheathed, and made of a special metal known to angels (strength properties of Damascus) and is imbued with an enchantment that never allows the blade to dull. This blade is wickedly sharp and can easily slice through flesh. The katana has a 4 foot sheath that is enchanted to fit the katana in completely. Armor- Drake is equipped with steel shoulderplates, chainmail, and chainmail stockings. All of which has a lightweight enchantment enhancing it, and he wears cloth padding underneath to protect from ballistic (piercing) and weapon (slashing) blows. Others- Drake wears combat boots that are reinforced with straps that keep them on even in flight and landing. The boots are enchanted to spread the stress of landing all throughout his body rather than just his knees, so it is not as stressful on them. Others- Cross necklace of the hierarchy: This necklace was given to Drake upon his acceptance to the Ninefold Celestial Hierarchy and it holds many unique properties. He wears it on his neck at all times and it cannot come off unless he takes it off.

    ABILITIES
    Intermediate Flight: Drake is blessed with two beautiful golden wings with blue on the tips of his feathers. He is able to fly at speeds up to 35 mph, and can fly and land at will.
    Intermediate Dodging: Drake has trained his eye and mind to spot and sense oncoming ballistics such as arrows, crossbow bolts, and even artilary fire. He can dodge these with 5x the presision of a normal human.
    Angelic Speed: Drake's angelic heritage gives him 4x the speed of a normal human.
    Call of the Angels: Upon his acceptance into the Ninefold Celestial Hierarchy, Drake was given a special cross necklace that has many special properties. This necklace is of the Ninefold Celestial Hierarchy, and is used to communicate with allies, and those of it. By concentrating, Drake can summon Angels of the Ninefold Celestial Hierarchy, and allies of it (see characters below).
    Angelic Regeneration: Drake's body will gradually heal it's minor wounds and bruises over time (2-3 minutes depending on how minor the wound). The bleeding of gashes will be staunched after about 30 seconds, and healed after 7 minutes when left alone with no medical treatment. Bleeding of major wounds will be slowed down after 3 minutes and staunched after 9 with no medical treatment. Drake's body cannot fully heal major wounds without medical treatment. Drake's body is very mortal, and CAN bleed out in battle if too many wounds are received
    Angel of the Hierarchy: As an Angel of the Ninefold Celestial Hierarchy, Drake has mastered astral projection. Astral projection is when Drake retreats to a secluded area and exits his body with his consciousnesses. He probes the physical world on the Astral Plane with his astral body. While doing this, he cannot actually physically harm anybody's body, but he can attack their astral body in turn draining energy from them. In extreme cases, he can cut somebody's astral cord. This separates their consciousness from their body for several minutes at least, and they must rejoin with their body before they can control it once more. This in turn makes their physical body fall to the ground with a blank look, staring off into space. This makes them very vulnerable at this point, and survival is slim. Cutting somebody's astral cord takes an immense amount of energy from Drake, so he rarely does this. If Drake's physical body is killed while he is astral projecting, his astral cord is severed (as everybody's is when they die) and he can no longer attack people from the astral plane, he simply spectates the battle.
    Telepathy: Drake can telepathically communicate with any ally he wishes. His power is strong enough to the point where he can allow others who don't have telepathic abilities to communicate with him off of his telepathy, and he can even create a mental "chat room" of up to 10 allies. He can speak to enemies, but stronger willed foes can block him out.

    SUMMONS
    NOTE: These characters count as CHARACTERS who are PART OF THE ARMY. They are NOT familiars.

    MATTEHW THE ARCHANGEL (level 3) (#15)
    (drake's father)
    chosen by: Drake
    race: archangel
    appearance: Matthew is tall and handsome with brown hair that was about the length of Drake's, and glowing blue eyes. His face is medium length with a smaller nose and he wears a soft expression. His cheekbones protruded slightly but not too much. He is garbed in angelic armor, and on his belt a normal length katana sheath is fastened. From his back, two beautiful feathery wings glowing with powerful golden light extend. Each was about nine feet long and were about three feet wide. Matthew looks like he could be twenty one years old, and the muscles in his arms are very easily seen. He wears brown sandals, and all of his skin seems to be radiating the beautiful golden light that Drake could stare at for days. The moment one lays eyes upon Matthew, he knows that Matthew is a warrior. He has been to battle many times, yet he bares no scars and his face or expression is not toughened from it.
    equipment: Weapon- Matthew wields a 12 foot long katana that radiates with golden light. The katana is made of a strange material only known to angels, and has the strength properties of titanium. The sword is imbued with a lightweight enchantment, and even further enhanced so that it will never dull. The sword is among the sharpest in the land and can easily slice through whatever weaker element is placed before it. Armor- Matthew is clad in armor of the angels. He had the opportunity to be clad in the armor of the Ninefold Celestial Hierarchy, but he chose to go to battle with the armor style of a normal angelic soldier. His two shoulderplates support a large breastplate that comes down just above his belly button which has the natural muscle lines etched into it. On the outside of his arms are several plates protecting his outer arm at the base of his shoulder. On the outside of his forearms he has metal guards protecting him from extreme blows of weapons and ballistics. On his hips, reaching his knees are 4 plates linked together, protecting his major arteries and legs from piercing blows. He has shin guards similar to his forearm plates, and he has several plates on his boots protecting his feet. Underneath his plate armor, he wears chainmail to protect any other exposed areas, all of which are the strength of steel and have lightweight enchantments.

    ABILITIES
    Intermediate Flight: Matthew is blessed with two beautiful golden feathery wings that glow with power and authority. He is able to fly at speeds up to 35 mph, and can fly and land at will.
    Intermediate Dodging: Matthew has trained his eye and mind to spot and sense oncoming ballistics such as arrows, crossbow bolts, and even artilary fire. He can dodge these with 5x the presision of a normal human.
    Angelic Speed: Matthew's angelic heritage gives him 4x the speed of a normal human.
    Angelic Regeneration: Matthew's body will gradually heal it's minor wounds and bruises over time (2-3 minutes depending on how minor the wound). The bleeding of gashes will be staunched after about 30 seconds, and healed after 7 minutes when left alone with no medical treatment. Bleeding of major wounds will be slowed down after 3 minutes and staunched after 9 with no medical treatment. Matthew's body cannot fully heal major wounds without medical treatment. Matthew's body is very mortal, and CAN bleed out in battle if too many wounds are received
    Telepathy: Matthew can telepathically communicate with any ally he wishes. His power is strong enough to the point where he can allow others who don't have telepathic abilities to communicate with him off of his telepathy, and he can even create a mental "chat room" of up to 10 allies. He can speak to enemies, but stronger willed foes can block him out.
    Angel of the High Order: As an Angel of the high order, Matthew has harnessed the ability to pass between dimensions. In his physical body, he can pass from the physical plane to the astral plane. He can also pass to the nobilis plane, and the humilis plane. While in the astral plane Matthew cannot hurt anybody's physical body, nor can he be hurt BY anybody's physical body. When in the nobilis plane he can receive energy and aid from angels, and while in the humilis plane he can lure demons into the physical plane.
    Call to Arms: As commander of The Boss's Army of Angels, Matthew can summon ten angels to fight alongside him for ten minutes. 5 are mages, and 5 are warriors.

    SERAPHINA; ANGEL OF HEALING (level 3) (#16)
    chosen by: Drake
    race: angel
    appearance: Seraphina is an angel of healing. She has curly blonde hair and is insanely gorgeous. Her thin face is more on the longer side and is narrower than Drake's, with soft glowing skin and extremely feminine features. She has rose pink eyes that cast a substantial glow that was not obnoxious, but stronger than Gabriel's or Matthew's. Her beautiful white wings do not glow golden, but emanate a soothing white light that washes a sense of peace over those who look upon them (even enemies). She has a gorgeous appearance that looked similar to the age of Gabriel and Drake, and a slim figure that is garbed in the standard angelic armor.
    equipment: Weapons- Seraphina has a beautiful bow wrought of an unknown wood, teeming with extreme power and divinity. Slung across her back is a quiver of 20 Akashima redwood arrows with several angelic tips of angelic metal. 10 of the arrows are tipped with jarmsol (an angelic metal with the properties of Delyn). The very tip of the metal has a tiny bit of mythril, so when the arrow makes contact with something hard, the mythril breaks the jarmsol and it releases its energy explosively. When lodged into something softer, it is enchanted to catch any burnable material on fire and spread quickly. 10 of the arrow tips are Damascus, and are imbued with several types of magic. 2 are imbued with the power of fire, burning the victim for every second the arrow is lodged into flesh. When the arrow enters, small prongs eject from the tip lodging into surrounding flesh. In 2 seconds, the arrow gives the victim 2nd degree burns, in 5 seconds the arrow gives the victim 3rd degree burns, and in 10 seconds the arrow gives 3rd degree burns to 1/2 an inch of the flesh surrounding the wound. For every 5 seconds after that, the burn grows by 1/2 an inch. 2 of her arrows are imbued with the power of ice. The arrow ejects prongs similar to the fire arrow, and freezes flesh. In 2 seconds, the arrow gives the victim frostnip to all areas touched. In 5 seconds, the arrow gives worse frostnip to the effected area. In 10 seconds, the effected area is frostbitten. If the arrow is left in for 15 seconds, the area will be severely frostbitten. 6 of her arrows are imbued with the power of lightening. This arrow has prongs similar to the arrows mentioned above. When the arrow enters, it shocks the victim in affected body part (pain level slight annoyance). After 5 seconds, the pain and irritation grows to the point where it is moderate pain to move the effected area, and the shock is evident. After 10 seconds, they become sluggish when moving the effected body part, and their entire body is under moderate pain. after 15 seconds they are stunned. Ground targets convulse, air targets cease flying and fall to the ground. The arrow shaft and fletchings are enchanted to never burn or blow apart, making them retrievable. Seraphina has many spare arrow tips to replace when needed.Armor- Seraphina is clad in the standard angelic armor, except hers (like Matthew's) is silver colored with gold trim. On the outside of her arms are several plates protecting her outer arm at the base of her shoulder. On the outside of her forearms she has metal guards protecting her from extreme blows of weapons and ballistics. Thick shoulderplates support a breastplate that has been crafted to support her curves, ending just above her visible belly button. Two plates curve into her thighs and each hip has four plates that lead down to her knees, protecting her major arteries and muscles. Shin guards similar to matthew's protect the lower parts of her legs, and a very unique footwear protects her feet. Seraphina wears combat boots with pink socks, and plate armor on the outside of her boots to protect her feet. However, her socks, boots, and plate armor have a transparency enchantment cast upon them so they appear invisible. Serpahina appears to be wearing no footwear, and walking around in bare feet. When she walks on the ground she appears to be walking several inches off the ground in her bare feet, because her boots are not visible. She paints her toe nails pink and her feet are visible from her ankles to her toes.

    ABILITIES
    Intermediate Flight: Seraphina is blessed with two beautiful white feathery wings. She is able to fly at speeds up to 35 mph, and can fly and land at will.
    Intermediate Dodging: Seraphina has trained her eye and mind to spot and sense oncoming ballistics such as arrows, crossbow bolts, and even artilary fire. She can dodge these with 5x the presision of a normal human.
    Angelic Regeneration: Seraphina's body will gradually heal it's minor wounds and bruises over time (1-2 minutes depending on how minor the wound). The bleeding of gashes will be staunched after about 20 seconds, and healed after 4 minutes when left alone with no medical treatment. Bleeding of major wounds will be slowed down after 2 minutes and staunched after 7 with no medical treatment. Seraphina's body cannot fully heal major wounds without medical treatment. Seraphina's body is very mortal, and CAN bleed out in battle if too many wounds are received
    Telepathy: Seraphina can telepathically communicate with any ally she wishes. Her power is strong enough to the point where she can allow others who don't have telepathic abilities to communicate with her off of his telepathy, and she can even create a mental "chat room" of up to 10 allies. She can speak to enemies, but stronger willed foes can block her out.
    Angel of the High Order: As an Angel of the high order, Seraphina has harnessed the ability to pass between dimensions. In her physical body, she can pass from the physical plane to the astral plane. She can also pass to the nobilis plane, and the humilis plane. While in the astral plane Seraphina cannot hurt anybody's physical body, nor can she be hurt BY anybody's physical body. When in the nobilis plane she can receive energy and aid from angels, and while in the humilis plane she can lure demons into the physical plane.
    Angel of Healing: Serpahina's main purpose is healing. The only reason she was created was to be the healer of all angels. Healing is her specialty, and she can heal cuts, bruises, and shallow gashes immediately. She can heal the insides and scab over deep gashes, and bind together large wounds but they will remain open. She can staunch the bleeding of major wounds and severed limbs but it takes time. Any wound she tends to will never become infected, and Seraphina does not limit herself to only healing allies (she will heal enemies as well).
    Angel of Mercy: As an angel of healing, Seraphina has been given a unique ability to look into any person's life who she has physical contact with. She is able to "read their story" and help them come to terms with all hardships and struggles they have encountered. From this action she creates energy through positive emotions such as love, peace, joy, and hope. She is able to harvest this energy and store it in her cross necklace. She can use this energy to restore life unto those who have fallen in battle, and heal their bodies. She uses this mercy technique for friend and foe alike.

    GABRIEL: THE MESSANGER (level 3)(#17)
    chosen by: Drake
    race: angel
    appearance: Gabriel has short brown hair that suits his younger looking face well. He looks like one of the same age as Drake, about nineteen, and has green eyes that glow with passion. He has feathery golden wings that were about five feet long and three feet wide and glow with a softer light than Matthew's. Just as Matthew, he is garbed in a standard angelic armor, but has a leather tube strapped to his belt.
    equipment: Weapon- Gabriel is rarely engaged in battle with weapons, but he carries a simple weapon; a muskateer rapier. Out of all weapons to chose from, Gabriel chose this one because it is a weapon commonly used by mankind for evil more often than not. Because this sword is commonly used for evil he wanted to put it to use towards righteousness. Its simple design is only enhanced with an enchantment which never allows the blade to dull or wear. The blade will never corrode or deteriorate either. Armor- Gabriel has armor identical to Matthew's. Others- On his belt, Gabriel wears a metal tube whose full power is unknown. Gabriel uses it for an ability listed below.

    ABILITIES
    Intermediate Flight: Gabriel is blessed with two beautiful golden feathery wings. He is able to fly at speeds up to 35 mph, and can fly and land at will.
    Intermediate Dodging: Gabriel has trained his eye and mind to spot and sense oncoming ballistics such as arrows, crossbow bolts, and even artilary fire. He can dodge these with 5x the presision of a normal human.
    Angelic Regeneration: Gabriel's body will gradually heal it's minor wounds and bruises over time (2-3 minutes depending on how minor the wound). The bleeding of gashes will be staunched after about 30 seconds, and healed after 7 minutes when left alone with no medical treatment. Bleeding of major wounds will be slowed down after 3 minutes and staunched after 9 with no medical treatment. Gabriel's body cannot fully heal major wounds without medical treatment. Gabriel's body is very mortal, and CAN bleed out in battle if too many wounds are received
    Telepathy: Gabriel can telepathically communicate with any ally he wishes. His power is strong enough to the point where he can allow others who don't have telepathic abilities to communicate with him off of his telepathy, and he can even create a mental "chat room" of up to 10 allies. He can speak to enemies, but stronger willed foes can block him out.
    Angel of the High Order: As an Angel of the high order, Gabriel has harnessed the ability to pass between dimensions. In his physical body, he can pass from the physical plane to the astral plane. He can also pass to the nobilis plane, and the humilis plane. While in the astral plane Gabriel cannot hurt anybody's physical body, nor can he be hurt BY anybody's physical body. When in the nobilis plane he can receive energy and aid from angels, and while in the humilis plane he can lure demons into the physical plane.
    Brutally Honest: By looking on a foe, Gabriel can see into their future. He chooses the extreme hardships the person will face, and shares it with them. By default Gabriel cannot tell a lie, and he tends to project that notion so everybody knows. Upon hearing the certain doom in their lives, victims feel an overwhelming sense of doubt and an overall lower morale level. When Gabriel chooses a specific target to keep attacking, he will pull out a message from his container. When reading this to the victim, he reveals more doom they will face in their lives. The longer the victim hears this message, the more paranoid and doubtful they become. Ultimately this will result in schizophrenia and hallucinations of future evil to come.
    With the Speed of a Messenger: Gabriel was created to be a messenger. Being a messenger is his sole purpose, so it only makes sense that he would have the speed of a messenger. In the astral plane, Gabriel can travel 4x faster than a normal being in the astral plane.

    (okay so just making this clear. This squadron's count is 200 INCLUDING drake, matthew, seraphina and gabriel. So this part is describing the other 196 angels in this squadron)
    SQUADRON EQUIPMENT STANDARD ISSUE
    Equipment: Weapons- Each angel in this squadron is equipped with the weapon of their choice. Some wield spears, some wield longswords, some wield dual axes and some even wield katana. 75 angels wield bow and arrow. Armor- Each angel has the same armor as Matthew does (standard issue armor) except this armor is bronze colored with silver trim to show they are normal angels.

    SQUADRON ABILITIES
    Basic Flight: Each angel has a pair of unique wings. With them they can fly up to 20 mph, or remain stationary.
    Basic Dodging: Each angel is aware of the dangers of a battlefield, with oncoming ballistics and what not. They can dodge these things with 2x the speed of a normal person.
    Telepathy: Each angel in 82nd airborne can communicate with each other without using words. This gives their section of the battlefield an eerie silence, and is a strange phenomenon. When communicating with those who are not angels they can speck telepathically to those within a 15 foot radius. Stronger willed foes can block them out.


    SUCCOFORMICA SQUADRON
    count: 1057
    race: antpires (vampire ants)
    squadron leader: King Ant

    KING ANT (level 3)(#57)
    chosen by: Gavner Nahs
    race: antpire
    appearance: King Ant appears with the anatomy of a normal ant except he is two feet long and weighs 200 lbs.

    ABILITIES
    Ant: Ants, by their NATURAL anatomy, can lift 50 times their own weight. As is the case with King Ant.
    Ant: By NATURAL anatomy, a 2mm ant can travel about 3 inches per second. In proportion to its size, a 610mm ant can travel about 915 inches per second. As is the case with King Ant.
    Vampire: Being part vampire, King Ant has 2x the strength of a normal ant.
    Vampire: Being part vampire, King Ant has 2x the speed of a normal ant.
    King Ant: Being the king of all ants, King Ant can telepathically communicate with all ants within a 50 mile radius. All ants know he is the lord of all ants and obey him.
    King Ant: King ant has the power to telepathically communicate with any being and allow them to communicate back. He can create telepathic "chat rooms" that multiple people can be in communicating to each other.
    King Ant: Being the ruler of an entire species, King Ant has certain healing properties to himself. King ant can also heal 3 humans

    SQUADRON ABILITIES
    Ant: Each and can lift 50 times their own weight by NATURAL anatomy.
    Ant: Each ant can run 600 inches per second in proportion to their own body
    Vampire: Each ant has 2x the normal speed of an ant


    SUPPORT UNITS



    SEABEE BATTALION
    count: 500
    race: 500 dwarven
    battalion leader: woodan

    NOTE: Non-combatant battalion. The Seabee Battalion is what makes the army go round. They transport supplies when the army is on the move and take care of the supplies when the army has set up camp. They create temporary buildings for the army and whatever sort of miscellany the army needs.

    WOODAN (level 3) (#8)
    chosen by: Matthew Kuchcinski
    race: dwarf
    appearance: Woodan is three feet tall with scragly red hair down to his shoulders and a long red beard. His tough dwarven face is longer and wider than average but great kindness is visible in his eyes.
    Equipment: Defenses- Woodan has a special magical disk that is approximately 1 foot in diameter and has leather arm straps on one side. This special piece of equipment was personally given to him by the king. The disk is extraordinarily magical and holds many special properties because of the unknown magic bestowed upon it. When Woodan places his arm into the arm straps he activates the magical properties and the disk enlarges to a 5x4 foot barrier that defends substantially from physical and magical attacks. Woodan only uses this when he is ambushed or attacked on duty in the front lines. Armor- Woodan wears steel chainmail with a strengthening charm increasing its physical and magical defense by 25%. Others- Master Construction Tool; Woodan is equipped with a dwarven construction hammer which is enchanted to transform into a construction saw, mortar spreader, and a long stick to mix construction ingredients. This was given to him by the master builder of Al Kitar. Dwarven Pack- Woodan carries a pack in which he has 200 steel nails, 200 uncharged .50 cal shells, and medical supplies.

    ABILITIES
    Dwarven Construction: Dwarves are the best builders in all the land. Not only their heritage gives them construction bonus, but due to their size they can construct buildings and miscellany with extraordinary speed. Woodan can construct or help construct things 5x faster than a normal human.
    Dwarven Strength: Woodan has 5x the strength of a normal human.
    Dwarven Reflexes: Woodan is used to constructing things for the dwarven army and knows to stay vigilant so he can avoid arrows and ballistics. Woodan has 4x the reflexes of a normal human.
    Dwarven Swiftness: Woodan busts his rear to complete his every job because he knows how important his battalion and he are to the army. He completes his every task in 4x the speed a normal person would under the circumstances.
    Magical abilities-
    Shell Charging (ice): Woodan uses his magical powers to charge shells in case Matthew runs out of them. He cannot use the shells, but he can charge them in case Matthew ever needs them. Woodan can channel energy from nearby sources of water or vapor in the air. The time required to charge a .44 mag shell in twenty (20) minutes while near a source of water, or fourty (40) minutes when drawing from humid air.
    The time needed to charge one .50 cal shell is one (1) hour near a body of water. If charging a round away from a body of water, the air MUST be humid and the time needed is in excess of three (3) straight hours. It is possible to directly transition a single liter (1L) of water into pure energy in the same amount of time needed near a body of water (see above).
    Shell Charging (lightening): Woodan was taught by Matthew how to absorb energy from nearby sources or phenomenons that create static electricity. When he is under a thunderstorm he can charge one precharged ice shell in 20 minutes. When he is near a thunderstorm he can charge an ice shell in 35 minutes. If there is no thunderstorm, but Matthew is under cumulus or stratus clouds he can charge an ice shell in 55 minutes. When he is near a source of water he can take the positive and negative charge from the water molecules and charge one shell in 1 hour. When there are no clouds, he can collect static electricity from the moving army he is near and charge an ice shell in 1 hour and 30 minutes.
    **IMPORTANT**
    Woodan can charge these shells but he CANNOT use them.

    **Squadrons under Seabee Battalion**
    (these are all the men IN the Seabee Battalion, just descriptions of them)

    **1st SEABEE SQUADRON**
    Count: 100
    Race: 100 dwarven
    Squadron Leader: Woodan
    Note: This is the squadron Woodan personally leads into battle. He mainly deploys them where they are needed, or sends them back to camp to assist the 3rd Seabee Squadron (see below).

    SQUADRON EQUIPMENT STANDARD ISSUE
    Equipment: Defenses- Each dwarf is equipped with a rectangular shield that is strapped to their forearm. It is the length of half their forearm and the width of their forearm. It is presumably an arm plate to those who don't know its magical properties. When they hit the outside if the metal, it grows to a rectangular shield that is 2 feet wide by 3.5 feet in length which has the strength of steel. When the inside is quickly struck three times the shield will shrink to original position. Armor- each dwarf is equipped with chainmail upper body armor and shoulder plates, and chainmail leggings. The armor is enhanced with a lightweight enchantment reducing the weight. Others- Dwarven Pack; Each Dwarf is equipped with a pack in which has 200 steel nails, 25 uncharged .50 cal shells, and 25 uncharged .44 shells. In each Dwarf's pack, they also carry the construction tools issued to them; 1 dwarven construction hammer, 1 mortar spreader, and 1 construction saw.

    SQUADRON ABILITIES
    Shell Charging (lightening): Woodan has taught his squadron how to absorb energy from nearby sources or phenomenons that create static electricity. When they are under a thunderstorm they can charge one precharged ice shell in 35 minutes. When they are near a thunderstorm they can charge an ice shell in 55 minutes. If there is no thunderstorm, but the unit is under cumulus or stratus clouds they can charge an ice shell in 1 hour. When they are near a source of water they can take the positive and negative charge from the water molecules and charge one shell in 1 hour. When there are no clouds, they can collect static electricity from the moving army they are near and charge an ice shell in 1 hour and 30 minutes.
    Dwarven Construction: Dwarves are the best builders in all the land. Not only their heritage gives them construction bonus, but due to their size they can construct buildings and miscellany with extraordinary speed. The dwarves in Opta's squadron can construct or help construct things 2x faster than a normal human.
    Dwarven Swiftness: Each dwarf had been informed by Woodan of their importance to the entire operation of the army, all together they have agreed to work as hard and fast as they can making them able to construct buildings and miscellany 2x faster than the normal human.

    **2nd SEABEE SQUADRON**
    Count: 200
    Race: 200 dwarven
    Squadron Leader: OPTA

    OPTA (level 3)(#9)
    chosen by: woodan
    race: dwarf
    Appearance: Opta is three feet tall with longer dark hair and feminine features. She gets angry with people all the time and does not like to repeat herself.
    Equipment: Defenses- Opta has a black disc shield with many magical properties. The disc is strapped onto an arm brace, and the diameter is as wide as her arm. When she needs a shield to protect herself she hits the disk with her arm and it grows to a shield centered at her forearm that has a 1 foot radius. This shield is exceptionally well at deflecting piercing ballistics such as arrows and what not, and has the strength of steel. When she is in need of a larger barrier she can hit the inside of her shield and it will grow to a 2.5 foot radius disc shield. When she needs the shield to shrink she hits the inside twice quickly and it shrinks down to the one foot radius shield, or if she hits it three times it will shrink back to its original position. Armor- Opta wears steel chainmail with a strengthening charm increasing its physical and magical defense by 25%. Others- Master Construction Tool; Opta has a construction tool identical to Woodan's (see above). Dwarven Pack- Opta has a pack identical to Woodan's. (See above)

    ABILITIES
    Dwarven Construction: Dwarves are the best builders in all the land. Not only their heritage gives them construction bonus, but due to their size they can construct buildings and miscellany with extraordinary speed. Opta can construct or help construct things 5x faster than a normal human.
    Dwarven Strength: Opta has 5x the strength of a normal human.
    Dwarven Swiftness: Opta busts her rear to complete every job she has, because she knows how important her battalion and she are to the army. She completes her every task in 4x the speed a normal person would under the circumstances.
    Magical abilities-
    Disk Shield Flight: When raising her disk shield above her head (at a 1 foot radius), Opta can channel her wind directly to the underside of her shield and gain basic flight ability. She mainly uses this when on the ground moving to an elevated construction site.
    Shell Charging: Opta can channel her wind magic into shells just as Woodan can channel ice magic, taking 30 minutes time to charge one shell for Matthew.
    Shell Charging (fire): Matthew has taught Opta how to control her magical ability and harness the power of burning fires, or the sun and use it to charge shells. The time needed to charge a shell near a burning fire is twenty (20) minutes for a .44 mag shell or 1 hour for a .50 cal shell. When drawing from the sun's energy, charging time is fourty (40) minutes for a .44 mag shell or 2 hours for a .50 cal shell. Clouds naturally block out the sun, so they cannot draw energy from the sun on a cloudy day. It is possible to draw energy directly from a torch in the same timeframe needed near a burning fire (see above).

    SQUADRON EQUIPMENT STANDARD ISSUE
    Equipment: Defenses- Each dwarf is equipped with a rectangular shield that is strapped to their forearm. It is the length of half their forearm and the width of their forearm. It is presumably an arm plate to those who don't know its magical properties. When they hit the outside if the metal, it grows to a rectangular shield that is 2 feet wide by 3.5 feet in length which has the strength of steel. When the inside is quickly struck three times the shield will shrink to original position. Armor- each dwarf is equipped with chainmail upper body armor and shoulder plates, and chainmail leggings. The armor is enhanced with a lightweight enchantment reducing the weight. Others- Dwarven Pack; Each Dwarf is equipped with a pack in which has 200 steel nails, 25 uncharged .50 cal shells, and 25 uncharged .44 shells. In each Dwarf's pack, they also carry the construction tools issued to them; 1 dwarven construction hammer, 1 mortar spreader, and 1 construction saw.

    SQUADRON ABILITIES
    Shell Charging (fire): Opta has taught each dwarf in her squadron how to control their magical ability and harness the power of burning fires, or the sun and use it to charge shells. The time needed to charge a shell near a burning fire is twenty (20) minutes for a .44 mag shell or 1 hour for a .50 cal shell. When drawing from the sun's energy, charging time is fourty (40) minutes for a .44 mag shell or 2 hours for a .50 cal shell. Clouds naturally block out the sun, so they cannot draw energy from the sun on a cloudy day. It is possible to draw energy directly from a torch in the same timeframe needed near a burning fire (see above).
    Dwarven Construction: Dwarves are the best builders in all the land. Not only their heritage gives them construction bonus, but due to their size they can construct buildings and miscellany with extraordinary speed. The dwarves in Opta's squadron can construct or help construct things 2x faster than a normal human.
    Dwarven Swiftness: Each dwarf had been informed by Woodan of their importance to the entire operation of the army, all together they have agreed to work as hard and fast as they can making them able to construct buildings and miscellany 2x faster than the normal human.

    **3rd SEABEE SQUADRON**
    Count: 200
    Race: 200 dwarven
    Squadron leader: Inti
    AKA QUARTERMASTER SQUADRON
    Note: when a base is set up, this squadron organizes all of the supplies and creates temporary shelter for it. They are also in charge of feeding the army and setting up army camps.
    INTI
    Chosen by: Woodan
    Race: dwarven
    Appearance: Inti is a short female doctor who has blonde hair. Her voice is soft and she speaks with carefully chosen words.
    Equipment: Armor- Inti wears thick leather plates of armor that defend blunt blows mainly. She is rarely in the actual battle. Others- Inti and her Squadron are mainly specialized in camp maintenence and army supply positions so she carries little save a Dwarven pack. Dwarven Pack- Inti carries a black pack which contains canvas repair material for tents, fire starting material, and medical supplies, and rope. On her belt she carries a dwarven construction hammer.

    ABILITIES
    Dwarven Construction: Dwarves are the best builders in all the land. Not only their heritage gives them construction bonus, but due to their size they can construct buildings and miscellany with extraordinary speed. Inti can construct or help construct things 5x faster than a normal human.
    Dwarven Strength: Inti has 5x the strength of a normal human.
    Dwarven Swiftness: Inti busts her rear to complete every job as quickly as she can. She knows how important her squadron and she are to the entire army operation. She completes her every task in 4x the speed a normal person would under the circumstances
    Dwarven Work Ethics: Inti is used to stress and urgency in her work. Due to this she can work for several days straight, and still keep her work the very best on the last day.
    Material Multiplication: since Inti is the quartermaster, she knows charms that increase the quantity of things by 10%. This is mainly used with food since the army is so vast.
    Shell Charging (ice): Inti uses her magical powers to charge shells in case Matthew runs out of them. She cannot use the shells, but she can charge them in case he ever needs them. Inti can channel energy from nearby sources of water or vapor in the air. The time required to charge a .44 mag shell in twenty (20) minutes while near a source of water, or fourty (40) minutes when drawing from humid air.
    The time needed to charge one .50 cal shell is one (1) hour near a body of water. If charging a round away from a body of water, the air MUST be humid and the time needed is in excess of three (3) straight hours. It is possible to directly transition a single liter (1L) of water into pure energy in the same amount of time needed near a body of water (see above).

    SQUADRON EQUIPMENT STANDARD ISSUE
    Equipment: Defenses- Each dwarf is equipped with a rectangular shield that can be strapped to their forearm. It is the length of half their forearm and the width of their forearm. It is presumably an arm plate to those who don't know its magical properties. When they hit the outside if the metal, it grows to a rectangular shield that is 2 feet wide by 3.5 feet in length which has the strength of steel. When the inside is quickly struck three times the shield will shrink to original position. Armor- each dwarf is equipped with chainmail upper body armor and shoulder plates, and chainmail leggings. The armor is enhanced with a lightweight enchantment reducing the weight. Others- Dwarven Pack; Each Dwarf is equipped with a pack in which has 200 steel nails, 25 uncharged .50 cal shells, and 25 uncharged .44 shells. In each Dwarf's pack, they also carry the construction tools issued to them; 1 dwarven construction hammer, 1 mortar spreader, and 1 construction saw. **IMPORTANT**- all of the squadron items listed above are on STANDBY in their quarters. Often times Seabee squadrons 1 and 2 will send troops in from the battlefield to take a break. In this case, units from Seabee squadron 3 will suit up in their quarters and venture out to the battlefield as the incoming units will take their place in camp.

    SQUADRON ABILITIES
    Shell Charging (ice): Each dwarf in Inti's squadron can use their magical powers to charge .50 cal shells for Matthew if they run out. They can charge them but cannot use them. When near sources of water, dwarves can channel energy from nearby sources of water or vapor in the air. The time needed to charge one .50 cal shell is one (1) hour near a body of water. If charging a round away from a body of water, the air MUST be humid and the time needed is in excess of three (3) straight hours. It is possible to directly transition a single liter (1L) of water into pure energy in the same amount of time needed near a body of water (see above).
    Dwarven Construction: Dwarves are the best builders in all the land. Not only their heritage gives them construction bonus, but due to their size they can construct buildings and miscellany with extraordinary speed. The dwarves in Inti's squadron can construct or help construct things 2x faster than a normal human.
    Dwarven Swiftness: Each dwarf had been informed by Woodan of their importance to the entire operation of the army, all together they have agreed to work as hard and fast as they can making them able to construct buildings and miscellany 2x faster than the normal human.



    INTEGROS SQUADRON
    count: 200
    Race: 200 dwarven
    Squadron leader: Ozmark
    Note: This is a rare combatant squadron that has a main purpose to assist the army. They are integrated with the entire army, and support with extra ammunition, medical supplies, and protection arts.

    Ozmark (level 3) (#22)
    chosen by: Gavner Nahs
    Race: dwarf
    Appearance: Ozmark is taller than most, and built with a greater muscle mass than the average dwarf. One can take a look at him and see that he is experienced in battles.
    Equipment: Weapon- a black yew bow with Fiveteen steel tipped arrows for long range assist, and a sabre for close range. Armor- Ozmark wears plate armor with cloth padding underneath, enhanced with a lightweight enchantment. Others- Ozmark has a large pack that holds many spare medical supples for medics, and those trained in first aid. Ozmark carries 25 fully charged .44 magnum ice shells, 25 fully charged .50 cal ice shells, 25 fully charged .44 magnum fire shells, 25 fully charged .50 cal fire shells, and 25 fully charged ice shells that have been charged with lightening. He did not charge these shells, he carries them in case Matthew needs an ammo refill. He also carries 3 desert eagle magazines, and he carries 3 quivers of 15 arrows.

    ABILITIES
    Dwarven Strength: Due to his intensive combat training, Ozmark has 5x the strength of a normal human. He rarely uses this in combat, as his squadron is not meant for battle.
    Dwarven Swiftness: Ozmark busts his rear to complete every job he has, because he knows how important his battalion and he are to the army. He completes his every task in 4x the speed a normal person would under the circumstances.
    PROTECTION ARTS
    Ground Strength: Ozmark can cast a spell to channel energy into the ground. His energy strengthens the ground underneath the army so nothing can penetrate their ranks from underground. Casting this spell will cause 2 feet of ground in a 20 foot radius to become as strong as Delyn, and 2 feet of ground in an additional 30 foot radius to become as strong as damascus. In the entire 50 foot radius, 8 additional feet deep, the ground will be as strong as steel. On demand he can strengthen one 5x7 foot area in 30 seconds.
    Channeling Detection: Ozmark can probe a 10 foot deep area of ground in a 50 foot radius, a 15 foot deep area of ground in a 40 foot radius, a 20 foot deep area of ground in a 30 foot radius, a 30 foot deep area of ground in a 20 foot radius, and a 40 foot deep area of ground in a 10 foot radius. As he probes the ground he creates a mental image of disturbances such as tunneling units, and can detect which areas of ground to strengthen first.
    Minesweeper: Ozmark can detect any element or substance which has any sort of explosive properties underground. If he sees movement of explosive elements he will instantly work on hardening the area around the explosive elements. He can harden 1 foot of surrounding ground to the strength of iron as deep as he can detect, but the deeper he detects the longer it takes.
    Magnera: Ozmark can create an extremely powerful magnet charm 70 feet overhead. This magnet is only effective on ballistics such as artillery fire, and crossbow bolts. When clan anoterish army is fired upon by these ballistics, and the object is underneath the magnet, the magnet will exert an extreme pull on the projectile and attract it in midair. As the momentum carries the projectile and the magnet gives the projectile a second arc in the air, it continues and overshoots the army by far. If the projectile is fired above the magnet, the negative charge will push the projectile farther up in the air, making it overshoot the army. If the projectile is aimed directly at the magnet, and it goes through the charm, the charm will spin it around the end and use the momentum to hurl it back at the artillery that fired it. (takes two ability slots)

    SQUADRON EQUIPMENT STANDARD ISSUE
    Equipment: Weapons- Each dwarf is equipped with a yew longbow and 15 steel tipped arrows for rare support. Each is also equipped with a steel dwarven hammer for close quarter combat (which is *rarely* seen). Defenses- Each dwarf has a rectangle of steel which is strapped to the outside of their forearm, and is the length and width of it. When they hit the outside of it, it enlarges to a shield the length of their forearm and a 2 foot height on either side of their arm. Armor- Each dwarf has steel chainmail with cloth padding underneath to soften blows. Others- Each dwarf carries a pack identical to Ozmark's.

    SQUADRON ABILITIES
    Ground Strength: Ozmark's men can cast a spell to channel energy into the ground. Their energy strengthens the ground underneath the army so nothing can penetrate their ranks from underground. Casting this spell will cause 5 feet of ground in a 50 foot radius to become as strong as steel.
    Magnera: When 5 dwarves come together they can cast a magnera charm identical to Ozmark's. (takes 2 ability slots)



    MEDICAL UNITS





    (ARMY COUNT 2600)
    RED-CROSS BATTALION
    count: 400
    race: 1 human, 399 elven
    battalion leader: Mr. Sarvor
    Note: non-combatant Battalion

    MR SARVOR (level 3) (#11)
    Chosen by: Matthew Kuchcinski
    race: human
    appearance: sarv is 6'4", has short greyish hair on top, and almost buzzed sides. He wears spectacles that are enchanted to stay on his face unless he takes them off. He had kind brown eyes and a normal face. Even in the midst of war he always finds something to smile about.
    Equipment: Defenses- Sarv has a primitive steel shield that he carries if he goes out onto the battlefield. He can hit the inside of the shield to elongate it, creating a stretcher for injured allies. Armor- when Sarv has steel chainmail in his quarters for if he goes out onto the battlefield. The chainmail is enhanced with a lightweight charm. Others- Medical Belt: Sarv has medical tools and utensils on his belt for performing surgeries, stitching wounds, and cleaning wounds. Backpack- In his quarters Sarv has a backpack filled with medical supplies for on-field first-aid.

    ABILITIES
    Intermediate Healing- Sarv can heal his patients with his experienced hands and the magic capability within him. He can heal cuts and bruises immediately, and scab over gashes. He can bind the insides of deep gashes, but they will remain open wounds and it takes a minute. He can staunch the bleeding of major wounds and severed limbs, but it takes three minutes.
    Infection Killer- Sarv can kill all bacteria and infection in a wound or utensil with concentration, which could take anywhere from 1-6 minutes (depending on the size).
    Let Me Take Away The Pain- Sarv can create a liquid that will take away pain from an inflicted wound on a patient. He has three syringes that he fills with the liquid to inject into patients.
    Don't You Die On Me- If Sarv retrieves a body of an important unit that has fallen in time, he can revive the person back into the world. After being revived, they will remain unconscious for an hour, too weak to move in the second, and recovering on the third. If taken care of, the unit can return to the battlefield after the fourth hour. This takes a mass amount of energy from Sarv, and he can only revive one important person every two hours.
    Sarv's Words: When Sarv speaks, he always speaks uplifting and positive things. Upon saying these things, he enacts an enchantment on the wounded where their body healing process speeds up by 25% (has no effect on Don't You Die On Me).
    Stitch 'em Up: if Sarv can't heal a wound completely, he will stitch it together. After he stitches the wound he can heal the skin together so it will hold when tension is exerted on it, and remove the stitches.

    Squadrons under Red Cross Battalion
    **MEDICAL STAFF SQUADRON**
    Count: 200
    Race: 199 elven, 1 human
    Squadron Leader: Mr. Sarvor

    SQUADRON EQUIPMENT STANDARD ISSUE
    Equipment: Defenses- Sarv's squadron has steel shields that they carry if they go out onto the battlefield. They can hit the inside of the shield to elongate it, creating a stretcher for injured allies. Armor- Sarv's squadron has steel chainmail in their quarters for if they go out onto the battlefield. The chainmail is enhanced with a lightweight charm.

    SQUADRON ABILITIES
    Stop the River: Men in Sarv's squadron are gifted with medical abilities. With any wound they can stop the bleeding while concentrating, but this can take between 1 and 10 minutes (depending on the size of wound, 1 being shallow gash 10 being severed limb).
    Have at Thee, Bacteria!: Men in Sarv's squadron can kill bacteria in wounds and ward off further bacteria or infection. This can take between 1 and 10 minutes (depending on size of wound, 1 being shallow gash 10 being severed limb).
    Medical Swiftness: Each man is called upon by a medic's urgency and has 2x the speed of a normal human.

    **FIRST AID SQUADRON**
    Count: 200
    Race: 200 elven
    Squadron Leader: Kelcie Pinky

    KELCIE PINKY (level 3) (#12)
    Chosen by: Mr. Sarvor
    race: elf
    appearance: Kelcie is 5'10" with curly brown hair. She keeps it up in battle, and has a thinner but round face.
    equipment: Defenses- Kelcie carries an enchanted shield that she uses to make runs on the battlefield. She carries the shield in her hand and hits the inside of it to make it grow into a stretcher. When the patient is on the stretcher she can strike the side of it to create a protective barrier over the patient. Armor- Kelcie is equipped with steel chainmail and shoulderplates, with cloth padding underneath. The chainmail is enhanced with a lightweight charm. Others- Backpack: Kelcie carries a backpack filled with medical supplies for on-field first-aid.
    ABILITIES
    Intermediate Healing- Kelcie can heal his patients with her experienced hands and the magic capability within her. She can heal cuts and bruises immediately, and scab over gashes. She can bind the insides of deep gashes, but they will remain open wounds and it takes a minute. She can staunch the bleeding of major wounds and severed limbs, but it takes three minutes.
    Infection Killer- Kelcie can kill all bacteria and infection in a wound or utensil with concentration, which could take anywhere from 1-6 minutes (depending on the size).
    Let Me Take Away The Pain- Kelcie can create a liquid that will take away pain from an inflicted wound on a patient. She has three syringes that she fills with the liquid to inject into patients.
    Don't You Die On Me- If Kelcie retrieves a body of an important unit that has fallen in time, she can revive the person back into the world. After being revived, they will remain unconscious for an hour, too weak to move in the second, and recovering on the third. If taken care of, the unit can return to the battlefield after the fourth hour. This takes a mass amount of energy from Kelcie, and she can only revive one important person every two hours.
    A Healer's Strength: The urgency of saving soldiers gives Kelcie the strength she needs. She has 4x the strength of a normal human
    A Healer's Speed: The urgency of saving men and women makes Kelcie complete tasks with the utmost speed. She has 4x the speed of a normal human.

    SQUADRON EQUIPMENT STANDARD ISSUE
    Equipment- Defenses- Kelcie's squadron each carries an enchanted shield that she uses to make runs on the battlefield. They carry the shield in her hand and hits the inside of it to make it grow into a stretcher. When the patient is on the stretcher she can strike the side of it to create a protective barrier over the patient. Armor- Kelcie is equipped with steel chainmail and shoulderplates, with cloth padding underneath. The chainmail is enhanced with a lightweight charm. Others- Backpack: The squadron each carries a backpack filled with medical supplies for on-field first-aid.

    SQUADRON ABILITIES
    Stop the River: Men in Sarv's squadron are gifted with medical abilities. With any wound they can stop the bleeding while concentrating, but this can take between 1 and 10 minutes (depending on the size of wound, 1 being shallow gash 10 being severed limb).
    Swiftness of a Healer: Due to the high demand and urgency of their job, healers complete their task 2x faster than a normal human.
    Speed of a Healer: Due to them being an elven healer, the squadron has 2x the speed of a normal human.


    DEFENSE/BORDER PATROL UNITS

    (ARMY COUNT 6600)
    BORDER PATROL BATTALION
    count: 400
    race: 400 elven
    battalion leader: Jenny Plater

    Note: This is a battalion of highly trained and skilled units who camouflage themselves to the point where they are undetectable. They station themselves on the very edges of the battlefield flanks which are unprotected and cover a specific amount of area so the whole edges are protected, and they watch for stealthy intruders. Nothing gets past them whatsoever, they can see it all. Even foes which can appear to be invisible will not hide from their eye, and they create a cloud of biochemical substance which changes the very pigments in armor, skin, and hair, changing the intruders pigments to a bright fluorescent color and foiling their stealth with invisibility. The pigment even changes color of the ground, but the ground is not visible through the pigment cloud. Can only be reversed by an additional pigment change.

    JENNY PLATER (level 3) (#51)
    chosen by: Matthew Kuchcinski
    race: elf
    appearance: Jenny is 5'10" with longer brown hair that she keeps up in battle. She has a thin rounded face and a smaller nose.
    equipment: Jenny has a kit of camouflaging equipment. She doesnt need it to camouflage herself, but it takes her significantly less time to camouflage herself with the kit than it would using her surroundings. Her body, hair, and clothing is immune to pigment clouds naturally because she creates the stuff.

    ABILITIES
    See in Darkness: Jenny can see in darkness just as good as she can see in the peak of day. She can detect anything which is protected by the blanket of darkness.
    Echolocation: Jenny has a technique in which she releases a sound completely inaudible to any living (or dead, or undead for that matter) or nonliving thing except herself. The soundwaves come back and she can detect any mass whatsoever, it doesnt matter if they are invisible.
    Pigment Cloud: As soon as Jenny reaches her location she expels a cloud of liquid from the palms of her hands which looks like fog. The cloud can become so dense that the ground is not visible unless one is several inches from it shining a light directly on the ground. The pigment clouds are completely white and look like fog, but the liquid changes the pigments of anything it touches. Jenny will change pigments to flourescent green, yellow, pink, orange, sometimes even blue red or white. She can change it to any color, and make it glow in the dark at night. Friendly units are aware of the dangers of these clouds and in turn they stay out of them. There is no way to protect from this.
    Wind: Jenny can harness the power of wind, and manipulate the surrounding air. She can blow pigment clouds to and fro, or she can channel all the air around the borders to be still, so no pigment clouds can be moved or effected by wind. She can also push pigment clouds high in the air so the pigment clouds are effective on high and low flying units.
    Fog: Jenny can create fog anywhere her troops are stationed, to decrease the visibility in areas enemies might be. She lays down fog thickest where her troops are so the spot where they are camouflaged will be near impossible to detect them.
    Save the Drama for your Llama: Jenny has the power to create llamas. She creates a ball of energy and throws it at the ground. As it makes contact with the ground, a llama appears where the ball was. Jenny creates all kinds of llamas. Big ones, small ones, short ones, tall ones, fat ones round ones, skinny ones, and narrow ones. She can even create baby llamas.
    The llama whisperer: All llamas love jenny. It doesn't matter if she created them or not, all of the llamas love her. They cant get enough of her! They always go near her and cuddle up to her, and they never spit at her. These llamas are in no way violent, and wouldnt hurt a fly. Jenny can communicate with the llamas, and they always listen to her. If she creates a big enough herd, she will send them away from the army to graze in the surrounding fields.

    BATTALION EQUIPMENT STANDARD ISSUE
    equipment: Jenny's battalion all have a kit of camouflaging equipment. They don't need it to camouflage themselves, but it takes them significantly less time to camouflage themselves with the kit than it would using their surroundings. Their body, hair, and clothing is immune to pigment clouds naturally because they create the stuff.

    BATTALION ABILITIES
    Echolocation: Jenny's battalion has a technique in which they release a sound completely inaudible to any living (or dead, or undead for that matter) or nonliving thing except themselves. The soundwaves come back and they can detect any mass whatsoever, it doesnt matter if they are invisible.
    Pigment Cloud: As soon as units reach their location they expel a cloud of liquid from the palms of their hands which looks like fog. The cloud can become so dense that the ground is not visible unless one is several inches from it shining a light directly on the ground. The pigment clouds are completely white and look like fog, but the liquid changes the pigments of anything it touches. Jenny's units will change pigments to flourescent green, yellow, pink, orange, sometimes even blue red or white. They can change it to any color, and make it glow in the dark at night. Friendly units are aware of the dangers of these clouds and in turn they stay out of them. There is no way to protect from this.
    Sound the Alarm: As soon as units detect intruders or breaches of the flanks (they never miss any), they will alert authorities and defenses that will immediately come to defense. The targets will stick out very much, because after a breaching the flanks they will be fluorescent colors which glow in the dark, even if they were previously invisible.





    (ARMY COUNT 7400)
    ANTI-STEALTH BATTALION
    count: 400
    race: 400 human
    battalion leader: Joelle Leik

    Note: this battalion is stationed just beyond the positions of Jenny's battalion. At this point it is very easy to see intruders because they are fluorescent colored. Several members of the integros squadron are stationed nearby and they strengthen the ground to make sure no intruders sneak under the borders.

    BATTALION EQUIPMENT STANDARD ISSUE
    equipment: Joelle's battalion rarely see combat but on the occasion they do they are equipped with dual steel combat knives. They have leather armor, but are good at evading attacks. Each unit is also equipped with a camouflage kit to hide their appearance.

    JOELLE LEIK (level 3) (#53)
    chosen by: Gavner Nahs
    race: human
    appearance: Joelle is 5'6" with long blonde hair and a longer thin face.

    ABILITIES
    Echolocation: Like Jenny, Joelle can release a noise which is inaudible to anything other than herself. Using the soundwaves she can detect where units are, even if they are invisible.
    That gut feeling: Joelle can tell whether a unit is friendly or hostile. She knows which units should be targeted and which should be left alone.
    Telepathy: Joelle can telepathically communicate with her battalion, alerting them which enemies are coming their way.
    Anti-stealth: When Joelle catches wind of an enemy she will cast a spell on them. When the spell is cast on them, they will create an extremely loud sound with every step they take. When the enemy steps down, it sounds like artillery fire, and thousands of glass bottles being broken at once. If the enemies softly or stealthily bring step or bring their feet down, the noise is still made. If they run, the noise is still made. If the enemy crawls, the noise is made any time they move. If the enemy flies, the noise is made every time 2 feet of distance are traveled.
    Fog: Joelle can create clouds of fog around her and her battalion to help conceal them from enemies.

    BATTALION ABILITIES
    Echolocation: Like Jenny and Joelle, the battalion can release a noise which is inaudible to anything other than themselves. Using the soundwaves they can detect where units are, even if they are invisible.
    Telepathy: The battalion can telepathically communicate with her each other, telling each other which enemies are coming into whose territory, alerting them which enemies are coming their way.
    Anti-stealth: When the battalion catches wind of an enemy they will cast a spell on them. When the spell is cast on them, they will create an extremely loud sound with every step they take. When the enemy steps down, it sounds like artillery fire, and thousands of glass bottles being broken at once. If the enemies softly or stealthily bring step or bring their feet down, the noise is still made. If they run, the noise is still made. If the enemy crawls, the noise is made any time they move. If the enemy flies, the noise is made every time 2 feet of distance are traveled.




    MARCHING BAND



    (ARMY COUNT 5000)
    CLAN ANOTERISH MARCHING BAND
    count: 200
    race: 200 symphonic
    squadron leader: Shawn Penfield

    SHAWN PENFIELD (level 3) (#28)
    chosen by: Michael
    race: symphonic
    appearance: Shawn is 5'11" and more of a stocky build. His ovular face is usually red, and his green eyes are crystal clear.
    equipment: Weapon- Shawn has a silver magical trumpet that he uses as a weapon. Armor- Shawn wears a maroon and gold uniform, gold thread where the white of the uniform should be. The uniform is made of a special cloth which has the strength of Delyn. The uniform is very dense, and is heavy for a uniform. VERY heavy.

    ABILITIES
    Trumpet Sound Attack: Shawn uses his trumpet as his weapon. He plays a series of notes with specific frequencies and volumes that have different effects. The most common of his attacks is loud short tones with sound waves which feel like light to medium punches. Can only be directed towards a single target.
    Deafening Frequency: Shawn can play a specific high pitched frequency, that when heard for 5 minutes will cause permanent deafening. Can only be directed towards a single target.
    Blinding Frequency: Shawn can play a frequency which is a tad lower than the deafening frequency. When heard for 5 minutes, the frequency will cause permanent blindness. Can only be directed towards a single target.
    Stunning Frequency: Shawn can play a frequency a bit lower than the blinding frequency. Upon hearing this the victim is stunned for 5 seconds. Can only be directed at a single target.
    Brain Pain: Shawn can play a note which is a bit lower than the stunning frequency and can cause pain in the head. If the note is heard for 5 minutes it causes moderate headaches. If heard for an additional 5 minutes, migraines will be induced. Can be directed towards 5 targets.
    Stomach Pain: Shawn can play a tone pitched just below brain pain which stimulates a reaction in the brain. If the note is heard for 5 minutes, the brain will stimulate moderate stomach aches. If heard for an additional 5 minutes, pain will be extreme, inducing vomiting. Can be directed towards 5 targets.
    Brown Sound: Shawn can hit a note so extremely low that the frequency stimulates a certain reflex in the brain. If the brown sound is heard for 5 minutes, the victims will involuntarily crap themselves, 9/10ths effective. The sound travels from his trumpet in a conic path effective up to 35 feet away.

    DRUM MAJOR SAMANTHA ADUMS (level 3) (#29)
    chosen by: Shawn Penfield
    race: Symphonic
    appearance: Sammy is a short young woman born into the noble family of the symphonics. Symphonics are by nature prideful, graceful beings, but the nobles are among the most respected. Although Sammy is about the age of 18, she has been credited with the position of Drum Major. She is about 5'8" with long blonde hair well past her shoulders. She has a longer face and long slender hands with which she grips her baton with all her life.
    equipment: Weapon- Sammy has a magical conducting baton with which she directs the entire marching band. It was passed on through the band which every Drum Major has used since the beginning of music. When the point is turned to her mouth she can speak into it and amplify her voice for the entire band to hear. Armor- Sammy wears a maroon and gold uniform, gold thread where the white of the uniform should be. The uniform is made of a special cloth which has the strength of Delyn. The uniform is very dense, and is heavy for a uniform. VERY heavy.

    ABILITIES
    Baton of Leadership- Sammy wields a special baton with which she can restore order to chaos simply by conducting. She can conduct everybody in an orderly fashion and lead them in whichever show she would like. She can also have units surrounding the band move without telling them, but waving her baton at them. She can set tempos and even make the band stand in their tracks while playing.
    Baton of Protection- As the wielder of the baton, Sammy's conducting enacts a powerful enchantment on enemies' minds which makes them not want to attack Sammy. Those who fight this and attack her have to answer to thousands of their own soldiers who will be enraged by the enchantment at he who attacked her.
    CONDUCTING METHODS
    Hypnotic Motions- Sammy has a method of conducting the show in which she can hypnotize troops against their army. If an enemy stares at this type of conducting for 1 minute, they will become hypnotized to attack their own troops for 5 minutes. Each person can only be hypnotized once.
    Lulling Motions- Sammy has a method of conducting the show which she can put enemy troops to sleep (living or undead). The living troops will fall asleep if they have watched Sammy conduct in this fashion for 3 minutes, and the undead will die for good after watching this for 1 minute.
    Head Splitting Motions- Sammy has a method of conducting which is vigorous and disturbing to those unaccustomed to it (the enemy army). For those stupid enough to watch her conducting under this method for 1 minute, they will get a moderate headache, hindering actions due to pain. For those stupid enough to continue watching her for another minute, they will get a migraine severely effecting their actions.
    Stomach Retching Motions- Sammy can conduct in a way when, if watched for 2 minutes will cause moderate stomach pains. If watched for another 3 minutes, the victim(s) will have severe stomach pain/cramps and vomiting will be induced.
    Emotion Inspiring- When Sammy conducts, all who hear the band play (not from amplifiers) feel the emotions the song inspires (friendly units have reaction from positive songs, enemy units have reaction from negative songs). Example: if the band plays "My songs know what you did in the dark" by fall out boy, the friendly army feels motivated and powerful, but the enemy army has no effect. If the band plays "terrible things" by mayday parade, the enemy army will feel a wave of depression.


    SQUADRON EQUIPMENT STANDARD ISSUE
    Equipment: Weapons- Shawn's entire squadron is equipped with instruments that are sound-based weapons.
    WOODWINDS
    Saxophones- there are 12 sopranos 8 altos 3 tenors and 2 baris. Each player carries 5 extra reeds on them lest one breaks. Each unit also has a neck strap.
    Clarinets- There are 25 clarinet players in the Clan Anoterish Marching Band. Each player has 5 extra reeds.
    Flutes- The band marches 25 flutes.
    BRASS
    Mellophones- 25 mellophone players march in the band. Each player has a burp and an extra mouth piece in case one is dropped.
    Baritones- 25 baritones march in the band. Each player has a burp and an extra mouth piece.
    Trumpets- 24 Eb trumpets players play in the band. Each player is equipped with a burp and an extra mouth piece.
    PERCUSSION
    The marching band includes a percussion ensemble of 50 units.
    DRUM LINE
    Bass Drums- 10 members play bass drums, 2 of each varying size. Each player has two mallets in each hand and four extras in slots on top of their drum.
    Snare Drums- 10 units play snare drums in the band. Each snare drum has a black sleeve on the side of the drum which can hold 5 extra pairs of sticks less a pair is lost or broken.
    Tenors- The drum line marches 5 tenors, each of which has 5 extra pairs of mallets, some of different size and shape.
    MARCHING THE PIT
    Marimbas- The pit has 2 players who have marimbas which are enchanted to levitate and move where the player desires.
    Xylos- The pit has 2 players who have xylophones which are enchanted as the marimbas, to levitate and move where the player desires.
    Symbol line- The pit has a symbol line of 10 players who march symbols.
    Amplifiers- There are 5 units who march amplifying systems. The amplifying systems consist of a wooden box imbued with sound amplification.The amplifyers take the sound waves and exponentially increase their volume with the distance traveled. The waves are inaudiable for those who are in range of the band's sound waves, and audiable for those who are out of range. As the range increases, so does the sound. Due to these units the band is able to be heard throughout the entire battlefield for the duration of the battle. The amplifiers carry the sound waves, but no ill effects that the instruments cause.
    Armor- Each band member is equipped with a uniform made of a special material which acts as steel chainmail. Their uniforms are maroon, white, and gold.

    Note: The sound of the Marching Band travels 200 feet not including extra range extension.

    SQUADRON ABILITIES
    Saxophones:

    Sopranos (12)-
    Hearing Damage- The soprano saxophones have a special note that they can hit which causes 75% hearing damage in the victims' ears, and a ringing for 20 minutes following the hearing of the note with 85% efficiency. Range: 20 foot radius, only effective on enemies.
    Section Unison Bonus- When 5 soprano saxophones all play the hearing damage note in unison, their range will increase by 30 feet and is 80% effective. The range increases by a 5 foot radius for every additional soprano saxophone which joins the group.
    Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

    Altos (8)-
    Head Aches- The alto saxophones can reach a special note which causes moderate headaches in victims with 75% efficiency. Headaches persist for 20 minutes after hearing last note. Range: 20 foot radius, only effective on enemies.
    Section Unison Bonus- When 4 alto saxophones all play the head ache note in unison, their range will increase by 30 feet and is 65% effective. The range is increased by a 5 foot radius for every additional alto saxophone which joins this group.
    Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

    Tenors (3)-
    Vision Damage- The tenor saxophones can hit a special note which causes damage to foes' vision with 90% efficiency. Temporary blindness persists for 20 minutes after hearing last note, and victims lose 80% vision. Range: 25 foot radius, only effective on enemies.
    Section Unison Bonus- When 2 tenor saxophones play the vision damage note in unison, their range will increase by 20 feet. When the other tenor sax joins in, their range is increased by 10 feet (50 total).
    Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

    Baris (2)-
    Stomach Aches- The bari saxophones can reach a note so low in which it will induce stomach aches in enemies with 90% efficiency. Stomach aches are moderate, and this note has a range of a 25 foot radius. It is only effective on enemies.
    Section Unison Bonus- When both bari saxes are playing their special note in unison, the range will increase by 20 feet, and the stomach aches induced will be intense, inducing vomit.
    Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

    Clarinets:
    Clarinets (25)-
    Heart Failure- The clarinets have a special note they can hit which will induce heart attacks. This note works with 25% efficiency and the heart attacks are usually deadly. Range: 20 foot radius. Only effective on enemies.
    Section Unison Bonus- When at least 15 clarinets are playing their special note in unison their range will increase by 30 feet. For each additional clarinet that joins in their range will increase by 1 foot.
    Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

    Flutes:
    Flutes (25)-
    Knockout- The flutes can hit a special note in which will induce unconsiousness. This note works with 40% efficiency and unconsiousness can range anywhere from 2-15 minutes. Range: 20 foot radius. Only effective on enemies.
    Section Unison Bonus- When at least 15 flutes are playing their special note in unison their range will increase by 30 feet. For each additional flute that joins in the range will increase by 1 foot.
    Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

    Mellophones:
    Mellophones (25)-
    Upper Body Cramps (stomach and chest)- The mellophones can reach a note which will induce upper body cramps in enemies. This note can cause minor, moderate, and severe cramps. Minor cramps have a 75% chance of being induced, when they are an extreme annoyance. Moderate cramps have a 50% chance of being induced, when they hinder actions. Severe cramps have a 25% chance of being induced, but they severely effect actions of enemies. Range: 20 foot radius. Only effective on enemies.
    Section Unison Bonus- When at least 15 mellophones are playing their special note in unison their range will increase by 30 feet. For each additional mellophone that joins in the range will increase by 1 foot.
    Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

    Baritones:
    Baritones (25)-
    Fatigue- The baritones can create a sound in which will induce minor fatigue, moderate fatigue, and severe fatigue. Minor fatigue has a 75% chance of being induced, where enemies feel a bit tired and experience recurring yawning. Moderate fatigue has a 50% chance of being induced, when the victim feels drained and is exhausted soon. Severe fatigue has a 25% chance of being induced, Range: 20 foot radius. Only effective on enemies.
    Section Unison Bonus- When at least 15 baritones are playing their special note in unison their range will increase by 30 feet. For each additional baritone that joins in the range will increase by 1 foot.
    Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

    Trumpets:
    Trumpets (25)-
    Blare- Trumpets have an extremely annoying way of blowing as much air into the horn as they possibly can at once. It makes a super obnoxious noise and in turn feels like somebody punched the victim in the face. Can only be directed at one target. Range: 20 feet max. Only effective on enemies.
    Section Unison Bonus- When at least 15 trumpets blare in unison, they form a loud obnoxious beacon of sound which travels through the enemy army with no mercy. When the sound hits enemies they feel as if they are being punched moderately in the stomach, punched in the face, and slapped in the face. Its range is 60 feet and is only effective on enemies. When all 25 trumpets blare in unison, an additional punch is felt, which is a low blow. Its range is reduced to 40 feet and is only effective on enemies.
    Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

    Drum Line:

    Bass Drums-
    Rhythm- As bass drums play with the beat, their drum can sometimes get enemies' hearts to beat with the drum. This has an effect on the enemy, as they will be exhausted if the drum is beating fast, and fatigued if the drum is beating slow. This has a range of 25 feet because it is a percussion instrument.
    Section Unison Bonus- Although this does not happen all too often, there are times when the bass drums play in sync. When this happens the range of rhythm increases by 25 feet to have a total of 50 foot radius. Only effective on enemies.
    Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

    Snare Drums (10)-
    Edge- The snare drums have a note which is played on the edge of their drum. This creates a loud noise which can stun enemies for 10 seconds upon hearing. This sound can be heard from a 25 foot radius.
    Section Unison Bonus- When snare drums all play the edge together, their sound channels a powerful stun wave which stuns victims for 1 minute. Range: 50 foot radius, only effective on enemies.
    Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

    Marimbas (2)-
    Marimba Run- The marimbas can run all the notes, and when this happens they can make enemies' hearts race and give them anxiety. This has a 20 foot radius.
    Section Unison Bonus- When both marimbas run in unison, their range is double and the runs can sometimes cause fainting in enemies.
    Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

    Xylos (2)-
    Octaves- The xylophones play their show in octaves, causing all friendly units who hear to gain confidence in their army, and restoring morale. This has a 25 foot range, and is only effective on friendly units.
    Section Unison Bonus- When both xylophones play octaves in unison their range doubles and they can sometimes give adrenaline rushes to friendly units.
    Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.

    Symbol Line (10)-
    Crash- In the show, symbols have several notes. Out of the notes, the players can crash the symbols together, influencing nervous breakdowns which can cause chaos among enemy ranks. Range is 30 feet. Only works on enemy units.
    Crash of Doom- When all symbols crash in unison, many enemies will experience panic, some will suffer nervous breakdowns, and some will even die from heart attacks (10% chance). The range is 60 feet.
    Sectional Unison Bonus- When the entire marching band plays their special note in unison, the entire band's damaging range will increase by 10 feet.













    (ARMY COUNT 9300)
    ANGELLIC SQUADRON
    Count: 243 (*******level 3*******)
    Race: angels
    No squadron leader
    SQUADRON EQUIPMENT STANDARED ISSUE
    Intermediate Flight: angels is blessed with two beautiful golden feathery wings. He is able to fly at speeds up to 35 mph, and can fly and land at will.
    Intermediate Dodging: Angels has trained his eye and mind to spot and sense oncoming ballistics such as arrows, crossbow bolts, and even artilary fire. He can dodge these with 5x the presision of a normal human.
    Angelic Regeneration: Angels’ body will gradually heal it's minor wounds and bruises over time (2-3 minutes depending on how minor the wound). The bleeding of gashes will be staunched after about 30 seconds, and healed after 7 minutes when left alone with no medical treatment. Bleeding of major wounds will be slowed down after 3 minutes and staunched after 9 with no medical treatment. Gabriel's body cannot fully heal major wounds without medical treatment. Units’ body is very mortal, and CAN bleed out in battle if too many wounds are received
    Telepathy: Units can telepathically communicate with any ally he wishes. His power is strong enough to the point where he can allow others who don't have telepathic abilities to communicate with him off of his telepathy, and he can even create a mental "chat room" of up to 10 allies. He can speak to enemies, but stronger willed foes can block him out.
    Angel: As an Angel, by their celestial beings they can pass between dimensions. In his physical body, he can pass from the physical plane to the astral plane. He can also pass to the nobilis plane, and the humilis plane. While in the astral plane angels cannot hurt anybody's physical body, nor can he be hurt BY anybody's physical body. When in the nobilis plane he can receive energy and aid from angels, and while in the humilis plane he can lure demons into the physical plane.

    (okay so just making this clear. This squadron's count is 200 INCLUDING drake, matthew, seraphina and gabriel. So this part is describing the other 196 angels in this squadron)
    SQUADRON EQUIPMENT STANDARD ISSUE
    Equipment: Weapons- Each angel in this squadron is equipped with the weapon of their choice. Some wield spears, some wield longswords, some wield dual axes and some even wield katana. 75 angels wield bow and arrow. Armor- Each angel has the same armor as Matthew does (standard issue armor) except this armor is bronze colored with silver trim to show they are normal angels
    Last edited by matthewkuch; 10-21-14 at 06:45 AM.
    "Even in death may you be triumphant"
    -Larten Crepsley

    "The world hurts us all in one way or another, but we can hurt ourselves to. If you follow your destiny, you stand a chance of knowing true happiness. If you hide from it, you will never be content."
    -Brother Lawrence

  8. #28
    Wide eyed & bushy tailed
    EXP: 59,008, Level: 10
    Level completed: 46%, EXP required for next level: 5,992
    Level completed: 46%,
    EXP required for next level: 5,992
    GP
    1,545
    Hysteria's Avatar

    Name
    Remedy Blue

    matthewkuch, thats an impressive army, but you will need to cut down the different units and condense it down.

  9. #29
    Innocence & Instincts
    EXP: 14,804, Level: 5
    Level completed: 14%, EXP required for next level: 5,196
    Level completed: 14%,
    EXP required for next level: 5,196
    GP
    918
    black shadow's Avatar

    Name
    Black Shadow
    Age
    27
    Race
    Human
    Gender
    Male
    Hair Color
    black
    Eye Color
    black
    Build
    6'3" / 147lbs
    Job
    N/A

    Alright pulling back in. Registered

    Army of Black Arrows

    Army Count:

    Archer/warrior hybrids : count - 10,000

    Skilled favorably with the bow, these men can easily pick out there enemies from afar. A favorite tactic of this army is the barrage of arrows, where the entire army fires their bows at the enemy at one time, and continuously fires them until their quivers are empty, where they pull their swords out and begin a charge. They also wield an iron long-sword.

    Equipment: These men use black iron plate armor, covered from toe to neck. Their heads are often targets for the enemy. upon their head they each have a circlet of their family crest. 500 iron arrows, iron long-sword.
    Last edited by black shadow; 10-22-14 at 03:28 PM.
    "The lives of others are more important than my own."
    ~Black Shadow~

    "I live with the choices I have made. And though I may not be proud of what I have done, the consequences are with me every day."
    ~Black Shadow~

    "Your family is still your family, no matter what they do to you. They may make you angry, push you away, or even try to kill you, but in the end, they are still your family."
    ~Black Shadow~

  10. #30
    Wide eyed & bushy tailed
    EXP: 59,008, Level: 10
    Level completed: 46%, EXP required for next level: 5,992
    Level completed: 46%,
    EXP required for next level: 5,992
    GP
    1,545
    Hysteria's Avatar

    Name
    Remedy Blue

    Appologies, I meant to say this before, but I'm withdrawing my army.

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