(Since Neko showed me this, i've been thinking on it, and I think I'm gonna join. Hope you don't mind if I use two characters, though. I had two good ideas for this. ^_^;; )
Name: Zorlo
Age: 19
Arcana: The Hermit
Power/Abilities: The Hermit, being an Arcana based upon the life experiences and seclusion of a person, were not born to Zorlo as other powers tend to be. They didn't manifest, but required training that would extend the period of a normal, human lifetime. Via a form of Spirit Walking, Zorlo learned magical powers as a Hermit within a year, real world time, but what felt to him to be decades within the realm of spirits. Those powers were that of Druidism, and he learned them within the Emerald Dream among the great Druids of time, who remain sleeping as they observe the events of the world.
Due to his not being naturally a druid or inherently talented in druidic magic, Zorlo's Druid Magics had to be readapted, giving him unique powers as a druid by combining his conventional knowledge of magecraft from things like anime and other fantasy based things.
Conjuration: A brand of magic that allows for the summoning of creatures or the materialization of magical weapons and armors into the real world. Although this magic requires a great deal of training to master, upon mastery, most spells within it are very easy and can be used virtually at will. The life energy required to create items varies depending upon what is being created.
Hero of the Green Metal: The attribute that gave Zorlo his main ability to fight back. By condensing the energies of nature into a physical form, he can create weapons comprised of a green metal. The green metal has varying degrees of strength and weakness; flexibility and stiffness, allowing for it to be used for as something as simple as a sword, or something as complex as a bow and it's bowstring. These weapons are Zorlo's main method of attack and the weapons he uses are varied thanks to his training with many weapons. When not in contact with him, unless they underwent Alteration before release, the weapons vanish within two seconds of leaving his hands.
Conjure Forest SPirit: Zorlo can summon beasts of the forest to do his bidding in a spiritual form. The creatures he generally summons are foxes, bears, small birds that inhabit the forest, and anything else that may be of use. The amount of energy to summon these creatures depends on the size of the animal spirit, and controlling them drains energy constantly, making constant use of this skill very difficult.
Conjure Treant: The power to summon lesser tree spirits. By creating a tree spirit, Zorlo can control a smaller tree person to aid him as he needs. This is more difficult for Zorlo, as tree spirits tend to resist anyone who isn't a full druid in both behavior and nature. These creatures are very strong in combat.
Summon Druidic Spirit: Zorlo can, via an extremely impressive use of high Druidic Magic, summon one of two Great Druid SPirit Guides. In doing so, he seals off his power to use any of his other powers except Hero of Green Metal, and becomes very weak until the spirit dispels itself. He cannot control these in the least, and they cannot be dispelled by him.
The spirits are:
Infernal SPirit Illidan: The spirit of a druid who has mastered use of fire magic, Illidan's arm blades and attacks scorch the landscape violently. Although a spirit of the forest and a druid, he has mastered the greatest power of those who threaten the forest to unleash their own powers upon themselves. Illidan is full of pride and power, and won't back down in a battle until his foe has been thoroughly defeated.
Beast King Barbados: The spirit of a druid who has mastered man animal forms. Barbados can shift between countless animal forms in combat, but his most famous is becoming a Dire Wolf that stands almost ten feet high and is as massive as its height indicates. He is calm and collected, but will fight if there is no other option. He cannot be commanded or dispelled by Zorlo.
Alteration: The power to alter things within nature. Using this power, Zorlo can use the natural life energy within things like trees to convert them into Green Metal weapons. The main example he uses is turning a twig into a dagger. Although he can expand them beyond their physical nature, it requires adding additional life energy to do, but the effect is a semi-permanent weapon that can be used by others.
The other application of this power is by overcharging life energy into a weapon, he can turn it into a more powerful version, but that version only lasts for the duration of one attack. When turning something into an arrow, it maintains its form for seven seconds before vanishing from material destruction instead of being dispelled by the world.
Spiritual Workshop: Zorlo possesses a forge within the Emerald Dream. Upon meditating for about seven hours, he can enter into the Dream and use this workshop to forge and configure new weapons to use for his Hero of the Green Metal skill. Currently, he can create basic swords, short swords, daggers, spears, halberds, lances and bows and arrows. Also, here he created permanent, green metal armor with the help of a druid who conferred upon the armor a great Druidic Blessing to fully manifest it into the real world. THe armor is self-regenerating when damaged.
Appearance:

Bio: Of the Arcana, Zorlo was the only one who didn't discover his powers while he was in the city. He went on a soul searching journey in which he spent hours meditating and fasting in order to try to ascertain a greater understanding of life. His powers as the Hermit responded to this and brought him into the Emerald Dream. Within the Emerald Dream, his external body was preserved for one year while the druids spent time teaching him what they could. About thirty years within the EMerald Dream passed when Zorlo returned to the original world, his young body almost totally unchanged. His main advantage now: the experiences of most of a lifetime compressed into the young and powerful body of a teenager.
Name: Zachary Leos
Age: 17
Arcana: The Sun
Powers/Abilities:
Numerology of the Sun: The greatest power of one protected by the light of day, Zachary possesses a unique strength. In the time between sunrise and full noon, his powers are on the rise. Between noon-day sun and about three PM, his strength is three times a normal persons, and between three and the hours of sunset, his powers begin to wane. Any time after sunset, his strength is no greater than normal persons.
Flame Lance, Seigmund: The lance Zachary wields in his right hand. This powerful weapon has a tip that causes whatever it touches to try and catch on fire. This weapon's strength is dependent upon Numerology of the Sun, but can function without it being active, the flames are just much more calm than at midday, when they can create a raging inferno.
SPear of Lightning, Seiglyn: The sister spear of Seigmund. This spear is infused with the powers of lightning and is wielded in Zachary's left hand. Technically more of a javelin, this spear has a lightning bolt shaped blade and shocks whatever it touches. When thrown, this weapon takes the form of lightning until it pierces whatever it is being thrown at. This weapon's power is also dependent upon Numerology of the Sun, but the power variation between lightning bolts and shocking isn't nearly as noticeable, as the damage inflicted is more concentrated upon a single target, rather than a group or area.
Appearance:
Bio: Unlike many of the other Arcana, Zachary's power as the Sun didn't get him immediately removed from society. INstead, he was accepted as a hero for his impressive feats of strength and his heroic nature. Ever outgoing and charismatic, he never acted in a way to make the people fear or wonder about him. It wasn't until he accidentally called upon the two spears of the sun that he was banished and now lives with some sadness. Even though he accepts the necessity of fear and law against such inhuman powers, he seeks to regain his position as the sun, shining light and hope upon all of the people of the land.