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Weapons and Powers

Offense or Defense?

In the 2098 SF era, every Humanoid and Soligram is expected to carry a weapon — even those without natural powers. Combat skill is a cultural norm, a status symbol, and a historical echo of the wars and re‑civilization that followed the Big Melt. The rarer the weapon or fighting style, the higher the social prestige. For many, these tools function less as instruments of violence and more as pacifiers, conversation pieces, or symbols of identity.

Only Guardroids are legally permitted to wield weapons among Androids.

Actual combat is rare. Uncivilized violence is swiftly handled by the Region’s Lawmen, and most weapons are reserved for wartime or for regulated, highly supervised duels. Nearly everyone over the age of thirteen carries something — except in Panga Uno Animo, where weapons are outlawed for all but World Leaders, government staff, and Lawmen.

Weapons fall into two categories:

Circular Weapons — worn like accessories or small objects

Linear Weapons — swords, guns, staves, and similar tools

In Panga Uno Animo, Circular Weapons can open disposal portals for the NQLC, while Linear Weapons can cleanse areas or inanimate objects. Natural powers have dwindled over the last millennium, but those who possess them either flaunt or conceal them depending on their strategy. Skilled natural strategists often rely less on Linear Weapons, as their abilities tend to be complex and tactically superior.

Artificial powers exist as well. Humanoids who undergo limb replacement often choose Robo‑Limbs, which can be fitted with simple bionic enhancements for increased strength or speed. More dangerous are the illegal esoteric powers, activated through accessories like hair clips or bracelets — not to be confused with Circular Weapons.

Then there is Super Serum, the NQLC’s long‑guarded formula for forced powers. Black‑market versions exist, but the bootleg mixture is unstable and notoriously addictive.

Throughout history, many QLC and NQLC Leaders possessed extraordinary abilities in addition to their chosen weapons. The rarest and most revered of these is the Ancient Summon Creature ability — the power to call upon the twelve ancient creatures. In the current era, only Rachale Selph and Eve Draconic can summon them without relying on Mimic or Mix Powers.

Ancient Summon Creatures

The Ancient Summon Creature System is one of the most intricate and revered power structures in the Glyph Saga. There are twelve legendary Summon Creatures, divided into three distinct groups, each with its own temperament, strengths, and combat philosophy:

The Ardin Group

Balanced, reliable, and highly effective.

These four Creatures are medium‑strength, level‑headed, and easy to control, making them the most stable allies in battle.

The Dexif Group

Raw power incarnate.

These four are super‑strong, hot‑headed, and notoriously difficult to control—if they can be controlled at all. Their destructive potential is unmatched.

The Mutae Group

Adaptive, versatile, and unpredictable.

These four are hesitant, weaker in raw strength, but highly effective when given clear direction. Their power lies in flexibility, not force.

Each group contains one Creature for each Elemental Attack: Earth, Air, Fire, and Water. They can be summoned individually or paired in compatible duos.

The Thirteenth Option — The Spiritual Clone

Rachale Selph and Eve Draconic possess a rare extension of the ASC system: the ability to summon a spiritual clone of themselves. This form is incredibly draining but grants the highest tier of ASC power, including: telepathy, telekinesis, and teleportation. Historically, ASC wielders had no other powers beyond summoning.

Rachale and Eve break tradition — Rachale has invisibility, and Eve has shapeshifting, making them the most versatile ASC users in recorded history.

Lore of the Creatures

According to ancient legends:

Each Creature arrives armored in metals and gemstones.

Each represents the strength of a specific planet and an animal or symbolic object.

Each has two signature attacks.

Each has a unique Glyph and a distinct summoning phrase.

Mixing incompatible Creatures can lead to catastrophic results.

The ASC system is not just a power — it is a contract, a heritage, and a dangerous responsibility.

SURUAT
The Earthshaker of Venus

Dexif Group • Earth • Planet of Venus

Suruat is a powerhouse of the Dexif Group, a towering bull whose every step reshapes the battlefield. Armored in copper and emerald, she represents the immense pressure and endurance hidden beneath Venus' surface. Calm until provoked, Suruat answers conflict with overwhelming force rather than speed.

Her greatest strength comes when fighting beside Oel and Suirauqa, where her crushing presence anchors devastating elemental combinations that few opponents survive.

Signature Attacks

  • Fury Quake — Smashes the earth into a swirling quicksand that traps everything nearby.

  • Ravenous Rox — Calls down a relentless storm of rock, dirt, and debris.

Summoning Invocation

"From the voice of Venus, I call upon Suruat, Dexif Keeper of Earth."

"The earth does not chase its enemies. It simply waits for them to fall."

INIMEG
The Twin Winds of Mercury

Mutae Group • Air • Planet of Mercury

Inimeg is the third of the Ancient Summon Creatures, a pair of inseparable twins who embody the adaptable nature of Air. Forged from Mercury and adorned with mercury and agate, they fight as a single mind in two bodies, confusing enemies through speed, duplication, and constant motion.

Unlike many Summon Creatures, Inimeg avoids direct confrontation whenever possible. They excel alongside Ogriv and Secsip, where their shifting winds multiply attacks and turn the battlefield into controlled chaos.

Signature Attacks

  • Yellow Hand — Launches nearby objects into the air, multiplying them into a barrage from every direction.

  • Mercury Lung — Releases a focused blast of wind capable of sweeping enemies away with astonishing force.

Summoning Invocation

"From the arms of Mercury, I call upon Inimeg, Mutae Keeper of Air."

"The wind does not defeat the mountain. It simply refuses to stop moving."

RECNAC
The Tidal Guardian of the Moon

Ardin Group • Water • The Moon

Recnac is the fourth of the Ancient Summon Creatures, a steadfast Water guardian whose calm exterior conceals tremendous power. Manifesting as a silver-armored crab adorned with pearls, she channels the Moon's patience, wearing down even the strongest opponents through precision and persistence.

Though opposed to Nrocirpac, Recnac rarely rushes into battle. She thrives beside Seira and Arbil, balancing overwhelming force with measured control.

Signature Attacks

  • Silver Wash — Releases a shimmering wave that disorients and destabilizes anyone caught within it.

  • Water Beam — Fires a concentrated stream of corrosive water capable of cutting through nearly any obstacle.

Summoning Invocation

"From the bust of the Moon, I call upon Recnac, Ardin Keeper of Water."

"Water never argues with stone. It simply outlives it."

SEIRA
The Flamekeeper of Mars

Ardin Group • Fire • Planet of Mars

Seira is the first of the Ancient Summon Creatures, a disciplined Fire guardian whose strength lies in precision rather than destruction. Manifesting as a colossal ram clad in iron and diamond armor, he embodies Mars' resolve, charging into battle with calculated fury instead of reckless rage. 

Though naturally opposed to Arbil, Seira rarely wastes energy on rivalry, preferring to focus on protecting his summoner and overwhelming enemies through teamwork. He excels alongside Recnac and Nrocirpac, combining disciplined flames with complementary elemental attacks.

Signature Attacks

  • Flame Toss — Launches concentrated blasts of fire from his molten horns.

  • Halito Attack — Unleashes a sweeping torrent of scorching flame.

Summoning Invocation

"From the mind of Mars, I call upon Seira, Ardin Keeper of Fire."

"Fire is strongest when it knows exactly where to burn."

OGRIV
The Stone Maiden of Mercury

Mutae Group • Earth • Planet of Mercury

Ogriv is the sixth of the Ancient Summon Creatures, a silent guardian who turns patience into a weapon. Manifesting as a stone maiden clad in mercury and sapphire, she fights from beneath the battlefield, preferring precision and surprise over brute strength.

Where others rush into combat, Ogriv waits for the perfect moment. She excels alongside Inimeg and Suirattigas, using hidden movement and careful timing to trap enemies before they realize she's there.

Signature Attacks

  • Gravelation — Sends a crushing wave of earth and stone rolling across the battlefield.

  • Grounder — Burrows beneath the ground before emerging unexpectedly with devastating force.

Summoning Invocation

"From the belly of Mercury, I call upon Ogriv, Mutae Keeper of Earth."

"The deepest foundations are the ones no one sees."

ARBIL
The Scales of Venus

Ardin Group • Air • Planet of Venus

Arbil is the seventh of the Ancient Summon Creatures, a living set of celestial scales and the only summon to take an inanimate form. Forged from copper and opal, Arbil represents balance, judgment, and the quiet authority of measured action, proving that true strength often comes from control rather than force.

Though eternally opposed to Seira, Arbil rarely meets aggression head-on. Instead, he redirects it, turning an opponent's momentum against them. He excels alongside Recnac and Nrocirpac, where his mastery of battlefield control creates devastating opportunities for his allies.

Signature Attacks

  • Breath of Justice — Generates a hypnotic vortex of wind that disorients and traps enemies in place.

  • Thunderscales — Fires repeated bursts of lightning and thunder from each floating plate with relentless precision.

Summoning Invocation

"From the spine of Venus, I call upon Arbil, Ardin Keeper of Air."

"Balance is not weakness. It is the weight that decides every battle."

OIPROCS
The Abyssal Scorpion of Pluto

Dexif Group • Water • Planet of Pluto

Oiprocs is the eighth of the Ancient Summon Creatures, a fearsome scorpion whose quiet patience hides overwhelming destructive power. Clad in plutonium and topaz, she embodies the crushing pressure of the deepest waters, striking only when victory is certain.

Unlike the calm persistence of Recnac, Oiprocs overwhelms through relentless offense. She thrives beside Oel and Suirauqa, combining boiling torrents and violent currents with explosive elemental assaults.

Signature Attacks

  • Watery Grave — Fires a searing jet of superheated water capable of burning and destabilizing its target.

  • Whirlipool — Conjures a massive spiraling vortex that drags enemies into a churning torrent.

Summoning Invocation

"From the depths of Pluto, I call upon Oiprocs, Dexif Keeper of Water."

"The deepest waters make the least noise."

OEL
The Solar Lion of the Sun

Dexif Group • Fire • The Sun

Oel is the fifth of the Ancient Summon Creatures, a blazing lion whose power rivals the star that forged him. Draped in gold and ruby armor, he embodies the Sun's relentless energy, meeting every challenge with overwhelming force and fearless confidence.

Unlike the measured Seira, Oel believes victory belongs to the strongest flame. He thrives beside Suruat and Oiprocs, combining explosive firepower with crushing physical assaults that leave little standing.

Signature Attacks

  • Fatal Fire — Ignites his blazing mane into a roaring inferno that engulfs everything nearby.

  • Flammer Whip — Strikes with a fiery tail lash that burns with the speed and intensity of a solar flare.

Summoning Invocation

"From the heart of the Sun, I call upon Oel, Dexif Keeper of Fire."

"The Sun does not ask permission to rise."

NROCIRPAC
The Stone Sentinel of Saturn

Ardin Group • Earth • Planet of Saturn

Nrocirpac is the tenth of the Ancient Summon Creatures, a steadfast guardian whose immense strength is matched only by her patience. Manifesting as a shell-armored mountain goat adorned with lead and garnet, she represents Saturn's endurance, standing firm against chaos until the perfect moment to strike.

Though opposed to Recnac, Nrocirpac never rushes into conflict. She flourishes beside Seira and Arbil, anchoring the battlefield while her allies unleash disciplined elemental assaults.

Signature Attacks

  • Tremble Shock — Stomps the earth, sending jagged stone spikes erupting beneath her enemies.

  • Dustyhoof — Unleashes an ancient cloud of dust that buries foes in a heavy, sleep-inducing haze.

Summoning Invocation

"From the bones of Saturn, I call upon Nrocirpac, Ardin Keeper of Earth."

"Even mountains are built one patient stone at a time."

SUIRAUQA
The Storm Bearer of Uranus

Dexif Group • Air • Planet of Uranus

Suirauqa is the eleventh of the Ancient Summon Creatures, a relentless master of wind and storm whose power is as unpredictable as the skies that forged him. Manifesting as an electric-blue water bearer clad in uranium and amethyst, he channels the violent beauty of tempests, overwhelming his enemies through sheer atmospheric force.

Rather than seeking perfect control, Suirauqa embraces chaos, using storms to scatter formations and dismantle defenses. He excels beside Suruat and Oiprocs, combining crushing winds with earth-shattering strength and relentless tides.

Signature Attacks

  • Steady Storm — Imprisons foes within a conjured vessel, then unleashes a violent cyclone from within.

  • Luscious Lightning — Shatters a charged vessel into razor-sharp fragments and crackling bolts of lightning.

Summoning Invocation

"From the base of Uranus, I call upon Suirauqa, Dexif Keeper of Air."

"A storm never asks where it is welcome."

SECSIP
The Tide of Neptune

Mutae Group • Water • Planet of Neptune

Secsip is the twelfth and final Ancient Summon Creature, a graceful aquatic guardian whose greatest weapon is patience. Appearing as a shimmering sea-green fish adorned in platinum and aquamarine, she embodies Neptune's quiet depths, where movement slows, time stretches, and escape becomes impossible.

Rather than overpowering opponents outright, Secsip manipulates the battlefield itself. She flourishes beside Inimeg and Suirattigas, using water and time to create openings that her allies exploit with devastating precision.

Signature Attacks

  • Drop Flip — Traps opponents inside a swirling sphere of water, suspending them helplessly within its currents.

  • Oblivion — Freezes an enemy in a suspended moment before the surrounding waters close in with silent finality.

Summoning Invocation

"From the feet of Neptune, I call upon Secsip, Mutae Keeper of Water."

"The deepest current is the one you never feel."

SUIRATTIGAS
The Archer of Jupiter

Mutae Group • Fire • Planet of Jupiter

Suirattigas is the ninth of the Ancient Summon Creatures, a master archer whose flames are guided by precision rather than fury. Clad in tin and turquoise, he embodies Jupiter's expansive vision, striking with impossible accuracy while remaining calm under pressure.

Rather than overwhelming opponents with brute force, Suirattigas waits for the perfect opening. He excels alongside Ogriv and Secsip, combining calculated fire with ambush tactics that leave enemies with nowhere to hide.

Signature Attacks

  • Flaming Spear — Fires poisonous flaming arrows that scorch, sting, and linger long after impact.

  • Fire Bow — Hurls his blazing bow in a slicing arc, cutting through opponents before returning to his grasp.

Summoning Invocation

"From the thighs of Jupiter, I call upon Suirattigas, Mutae Keeper of Fire."

"The truest arrow is the one released only once."

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