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Codestriker

PostPosted: Sun Jul 24, 2011 12:49 am


Thank you. ^^ I'll post the question there. Somehow I missed that thread. ^^'
PostPosted: Mon Jul 25, 2011 11:00 am


Codestriker
Hello. ^^ First post, though I've been reading through much of the Art of War section. had a question regarding the Guardians bloodline. I understand the "living metal" and such, but do not understand the aversion to machinery.
The reason this post is in the customs request (though I see that it states that it is closed for bloodlines), is that I'm wondering if it would be possible to play as a guardian who was not so hating of tech, and if that would require a custom line, or if that would be solvable with a talent. Feel free to PM me or move this post as you see fit.
Thanks for taking the time to read. ^^

Code


you would be able to play a gaurdian who likes machines....
though you'd probably have to make that part of your talent...

@Kato: denied
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PostPosted: Thu Jul 28, 2011 12:18 am


I know it's the longest of shots, but I was going to see if these guys could make a comeback? I added in the weakness to shadow magic that Fenrir wanted put in, and also tweaked everything to try and balance them more than before.


DGwar
Highborn
[ Righteous | Holy | Lawful ]
User Image


History:
Its uncertain exactly how the highborn came to be. Some say it was from angels mating with humans, others say they descend from angels who decided to leave the heavens to better protect those in need, and never returned, and yet others say that they where given a blessing by a deity to bring good back into the world, and fight off evil. They hail from a distant land known as Ar'Arkaedon. Their numbers few, they travel the lands helping those in need, eliminating evil, and punishing the wicked. Tales of the highborn have described them as being living myths, invincible, and full of righteous fury. These tales also have led to many highborn to attempt to keep their identity a secret. Doing their good deeds in secret, or wearing hoods and masks.

Description:
Highborn's posses markings on their body which are visible moments after birth to signify their caste. At birth they are gifted with an element which they use for its entire long lifespan. Some say the child chooses the element, others say the element is the one who does the choosing. There are very few living today that can read and interpret the tattoos at a glance. Highborn are often mistaken for humans, although they have supernatural beauty. They possess great strengths and powers although they are often limited by laws and faith. Visible characteristics of an highborn include near perfect beauty, full body runes which resemble tattoos, and their light colored hair. (white/gray/blonde). They are also nearly immortal. Usually only battle or several millennia can do them in.

Rules for the Highborn:
  • The Highborns of Axiom start off as humans, then during training or a battle, begin the transformation. This is usually in the form of gaining the runic tattoos, their hair turning white,gray or blonde, or accidentally using holy magic instead of an elemental one. The transformation can be a quick one or a slow one depending on the individual.
  • The Highborn cannot kill another Highborn. This is considered a great sin by them, and in doing so will cause them to lose all their bloodline powers and abilities, making them a mortal human once more.


Weaknesses:
  • They tend to rely more on speed then actual strength. (-1 to Str)
  • They are lawful. Although, whether its the law of the lands, or more of a code they have set for themselves is up to the individual.
  • As a heavenly race, they posses a scent which beings such as lycanthropes or vampires can smell. Often giving away your presence. (Scent is faint, and sweet smelling. Said to almost smell like honey, vanilla, and lavender.)
  • Your righteous fury can cause you to battle so fiercely you get weakened for a time ranging from a couple hours to a day.
  • Can only be Swordmaster, Cleric, Paladin, Mage, Bard, Berserker or Gunslinger.
  • More susceptible to attacks from the element opposite to your chosen element. This also includes shadow magic.


Strengths:
  • Your immortal ancestry has graced you with great speed. (+1 rank)
  • Due to your empathic abilities, combat experience, and speed you have heightened combat reflexes.
  • Nearly Immortal. They always appear to be in their early twenties to late teens after they hit that age.
  • Bloodline related skills only cost half the energy cost.
  • Extra elemental magic for good offense.


Highborn Techniques:
  • Holy/Light Magic- Usage varies by user. Common practices include offensive beams or slashes and defensive barriers. (Rank Varies on Use)
  • Elemental Magic - You chose one element as your base element. This is your favored element regardless of class, or caste. Examples are, Air, Fire, Water, Earth. Others include Ice or Lightning. (Rank varies on Use) You are restricted by your class to the amount of elemental magic you can use this just states that you have one element that is more powerful than the rest.


Highborn Abilities:

  • Banish Weapon -
    [Rank E]
    You banish your weapon to a separate plane. This weapon is still yours, and nobody else can touch it while it exists on the other plane, however, you now can summon it using your weapon summon ability. You can have as many weapons banished as you wish so long as it does not surpass your class limit, although you are limited on the amount you can summon at one time, so choose carefully. (Must show on your profile which weapons are banished in order to summon them. Additionally, one pair counts as one so long as it is reasonable.)

  • Weapon Summons -
    [Rank E]
    You have tapped into the ancient energies of Ar'Arkaedon. You have the ability to call upon a weapon. This weapon is summoned through your base element. You must have your weapon listed in your profile to summon it. Can also be used by bards to summon an instrument. You can summon an additional weapon per rank. This summon is not limited to only an individual weapon, but it does restrict the amount you can summon at one time. You can also unsummon the weapon as you wish, sending it back to the plane you banished it to. (One pair counts as one so long as it is reasonable) Must have banished the weapon in order to summon it.
    Trainee - One Weapon
    Novice - Two Weapons
    Adept - Three Weapons
    Expert - Four Weapons
    Master - Five Weapons
    Sage - Six Weapons

  • Heavenly Touch -
    [Rank D-S]
    You say a prayer and focus energy into your hands. As they begin to glow the you place them on or around the wound of another individual, expelling the energy. The same amount of energy must be applied every two posts the healing takes place. Must at least take two posts. Cannot heal yourself with this. (Ability is equal to your rank or lower)

  • Light Beam -
    [Rank E-S]
    The highborn can focus holy energy into their hands and shoot it out like a beam of light inflicting damage on what it hits. The amount of damage varies on rank, and energy used to cast. (Attack is equal to your rank or lower)

  • Holy Slash -
    [Rank E-S]
    By focusing holy energy into your weapon or arm you can release the energy in a slashing motion creating an arc of holy energy that flies through the air in the direction you cast it in, cutting like a supernatural blade. The damage it can do before dispersing varies based on your rank, and the amount of energy put into the attack. (Attack is equal to your rank or lower)

  • Holy Shield -
    [Rank D-S]
    To use this spell you must first have had to save up at least one post worth of holy energy. This is usually done by focusing it to a part of your body, a shield, or a weapon. You release the energy creating a shield of golden light on your arm that you can use like a normal shield, blocking the attacks. The amount blocked depends on your rank, and the amount of energy used in the spell.

  • Bless Person -
    [Rank D]
    Saying a prayer you place a blessing on yourself or another increasing either speed or strength by 1 for three posts. Cannot have a blessing on more than one person by the same highborn.

  • Bless Weapon -
    [Rank E]
    You place a blessing on a weapon causing it to do additional holy damage to enemies. Especially good against vampires, demons and the like. Lasts 10 posts

  • Heavenly Cross -
    [Rank E]
    You create a golden cross in front of you by making the sign of the cross. It is the starter for several highborn skills.

  • E Nomine Patri -
    [Rank C]
    You finish the sign of the cross, and utter these words. Absorbing it into your body and expelling it out in a burst of holy energy causing damage to those around you. Damage is increased based on rank.

  • Salvation -
    [Rank D]
    You absorb the heavenly cross into you healing your wounds and giving you a +1 speed bonus for one post. The healing is based on your rank.

  • Archangel's Rebirth -
    [Rank D]
    By absorbing the cross into you, you grow white wings out of your back like an angel of old. This lasts five posts. Allows you to fly, but no speed bonus.

  • Prayer -
    [Rank -]
    You say a prayer, regenerating five energy per rank for every post you continue to pray. Cannot be done in combat unless the enemy is not attacking you. The amount of energy gained goes up by five every rank.


Additional Comments:
The nature of the highborn makes it hard for them to stay in one nation for too long. Although they may have allegiances to a single nation, they will roam in search of people in need or evil to smite. As most of their skills are open for interpretation, almost every individual is unique. Most highborn have similar magic styles, although the way it is used can vary drastically. As a side note, you are immortal, not invincible. Meaning you live forever, unless someone kills you.

Restrictions:
As a rare race, they have limited numbers for use. (Three)




-Race Created by DGwar
PostPosted: Thu Jul 28, 2011 12:48 am


We're currently not accepting Bloodlines.

But I read it over, and I can already tell you, as much as I love it, it's gonna get denied for several points. Mainly the empathy and mind parts...

We're in a big ruccus over the pychomancer fiasco and dont need any more mind things.

I also tend to deny things on the line of holy and unholy.

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PostPosted: Thu Jul 28, 2011 12:51 am


Snuff that Muffin
We're currently not accepting Bloodlines.

But I read it over, and I can already tell you, as much as I love it, it's gonna get denied for several points. Mainly the empathy and mind parts...

We're in a big ruccus over the pychomancer fiasco and dont need any more mind things.

I also tend to deny things on the line of holy and unholy.

Understandable.
I could in fact take that part out.
This bloodline was approved long ago, but got removed when I argued about adding the shadow weakness.
I only put it back up in a long shot attempt to get them back up.
PostPosted: Thu Jul 28, 2011 12:52 am


DGwar
Snuff that Muffin
We're currently not accepting Bloodlines.

But I read it over, and I can already tell you, as much as I love it, it's gonna get denied for several points. Mainly the empathy and mind parts...

We're in a big ruccus over the pychomancer fiasco and dont need any more mind things.

I also tend to deny things on the line of holy and unholy.

Understandable.
I could in fact take that part out.
This bloodline was approved long ago, but got removed when I argued about adding the shadow weakness.
I only put it back up in a long shot attempt to get them back up.


if you can make the appropriate changes, I can deffinetly see this being added when more spaces for BL open

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PostPosted: Thu Jul 28, 2011 12:56 am


Snuff that Muffin
DGwar
Snuff that Muffin
We're currently not accepting Bloodlines.

But I read it over, and I can already tell you, as much as I love it, it's gonna get denied for several points. Mainly the empathy and mind parts...

We're in a big ruccus over the pychomancer fiasco and dont need any more mind things.

I also tend to deny things on the line of holy and unholy.

Understandable.
I could in fact take that part out.
This bloodline was approved long ago, but got removed when I argued about adding the shadow weakness.
I only put it back up in a long shot attempt to get them back up.


if you can make the appropriate changes, I can deffinetly see this being added when more spaces for BL open

Done, and I hope it's sooner rather than later. I have a cleric in mind that hinges on this bloodline.
PostPosted: Fri Aug 26, 2011 11:32 am


Sybils


Sybils usually fight and live in groups of threes. Each Sybil has her own element, and is trained by one of the three Mothers. At one point there were four, but floods and wars left the Water Sybils extinct.
They tend to enjoy being in other's company, except if they've lost the members of their triad (groups of three). During the typical mourning period, a Sybil is permitted to decline any assignment or Meet.
Sybils are FEMALE only.


Strength: 15
Speed: 15-30 (depending on the element)
Strengths: Sybils work best with others of their kind. This is a class that desperately uses teamwork.
Weaknesses:Fire--Fire Sybils cannot attack using their element in cold weather, since there is no natural heat in the air.
Earth Sybils--While Sybils use lead in their weapons, Earth Sybils cannot fight anyone on a metal ground.
Air Sybils--Air Sybils cannot fight up close. Their attacks are meant for long-range, and they commonly use bows.

Fighting Styles
The fighting styles can differ from one individual to the next. The only true similarity is that Sybils tend to like more old-fashioned weapons that have lead in them, which is known to elementally lock any other elementally gifted supernatural.

Sybils ARE witches, so they do know spells that are only limited by their minds. If she can say it in her head, it can be done. Sybils are very capable of binding an opponent before it is known to him/her.  

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PostPosted: Mon Sep 12, 2011 5:53 pm


denied. flat out. If you would like the whole run down why, ask me. It's too long for me to get into right now.
PostPosted: Mon Sep 12, 2011 6:51 pm



Orks

User Image - Blocked by "Display Image" Settings. Click to show.

Stats

7 Strength
4 Speed

Strengths

Orks are masters of weaponry, range and close, as well as masters of machinery (-2 posts training for mechanist, melee, and range classes)
Orks can be Necromancers and Alchemists (Note, these are caster classes)
Orks can learn 2 range styles and 2 melee styles

Weaknesses
Orks are not the smartest creatures (element spells cost double energy and +3 posts for learning them)
Orks cannot be Mages, Priests, Paladins, or Swordmasters

Skills



Bloodlust
Passive Skill
Information: If you are in a fight for more than 2 posts (meaning you post 2 attack posts in battle) you gain +2 strength, but cannot leave battle until your opponent runs or either character dies.

War cry!
Rank C
The ork lets out a massive, bone chilling roar that disorients his opponent.

Same rank: Opponent is disoriented
1 rank lower: Opponent is disoriented.
2 ranks lower or below: Opponent is disoriented and cannot attack on his/her next post. Has the option to flee.
Opponents 1 rank higher or more are not affected by this skill.

Chomp
Rank C
Orks have massive teeth and have a powerful bite that can decapitate an arm and are strong enough to even bite through steel.

Scrap
Rank C
When fighting against an opponent, if you break off a piece of armor, you can take that piece of metal and place it on your armor, gaining its strength. This lasts for the entire battle.

Buff-up
Rank: C
Info: For 2 posts, your strength is automatically increased by +1.

Quake Stomp
Rank B
Using their massive bodies to their advantage, an Ork can slams his foot onto the ground and cause a small quake, causes the opponent to lose balance and become disoriented.

Bigger, faster, stronger...louder!
Rank A
All weaponry, mechs, armor, and mechanical implants are 1 rank stronger than their original rank (custom and non-custom equipment). This skill needs to be used before construction of the new equipment.

Note: This is non-combat skill and cannot be used during combat.

WAAAAAAGH!!!!
Rank S
The WAAAAAGH! is the warcry of all orks and causes fear to almost all opponents. Allies recieve +1 strength and +1 speed when WAAAAGH! is used. Nearby ork allies get +2 strength and +2 speed, as well as an energy cut of 50% for every skills.

For the user, for every ally effected by the WAAAAAAGH! he recieved +1 strength and +1 speed. This skill lasts for 6 posts.

Repair!
Rank Varies
Orks are natural mechanics and tinkerers. If you find broken equipment or if anyone comes to you with broken armor or weapons, you can repair it. The rank of the weapon you can repair varies with your rank.

Trainee: E
Novice: D
Adept: C
Expert: B
Master: A
Sage: S+







Cain the Blade


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PostPosted: Thu Sep 15, 2011 6:42 pm


Is this still a WIP, Cain?
PostPosted: Fri Sep 16, 2011 4:18 am


Just popping in to say stats don't work like that anymore if this is supposed to be a BL.

Ro Mayvine

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Cain the Blade

PostPosted: Fri Sep 16, 2011 6:56 pm


explain
PostPosted: Fri Sep 16, 2011 7:12 pm


If you're referring to what Mayvine said, then what he means is that now stats take their bases from the BLs and modifiers from classes. For instance, the human bloodline gives a base of 5/5 and the berserker class gives modifiers of +3/+2.

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Cain the Blade

PostPosted: Fri Sep 16, 2011 7:14 pm


oops, my bad. I'll go ahead and fix that xD
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