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Posted: Fri Sep 16, 2011 7:16 pm
Cain the Blade Orks Stats7 Strength 4 Speed StrengthsOrks 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 at the most. WeaknessesOrks are not the smartest creatures (element spells cost double energy and +3 posts for learning them) Orks cannot be Mages, Priests, Paladins, or Swordmasters, they do not have the devotion nor the patience to be these classes. The thought of following guidelines and principles is also a no go for them. SkillsBloodlust Passive Skill Information: If you are in a fight for more than 2 posts (meaning you post 2 attack posts in battle) you gain +1 strength, but cannot leave battle until your opponent runs or either character dies. Note: This skill's effect goes away after the battle has been concluded and does not activate until another battle begins under the same prerequisites. 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 half of it's strength. This lasts for the entire battle. Note: The scrap becomes unusable after combat concludes. Note 2: Be realitistic, the armor is called scrap for a reason, it is not a brand new piece of steel plating. 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+ fixed
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Posted: Mon Oct 17, 2011 4:20 pm
Silver Eyed Witches/Warlocks
The Silver Eyed Witches/Warlocks are not actually witches, but have learned to use their energy to manipulate their bodies and the world around them. Silver Eyed Witches/Warlocks are all either Knights or Weapon Masters, and deal with weapons such as Claymores and Greatswords. Each one of them has silver eyes, giving them an extremely cold look. When they use the techniques of their bloodlines, their pupils turn to slits and the silver of their eyes turn yellow. All of them are rather tall, though not to the extent of giants. Perhaps due to a fluke of the genes, Silver Eyed Witches/Warlocks cannot use their energy for any magic outside of the techniques in their bloodline or classes.
The S.E.W.s were once normal humans, but were genetically altered to be super soldiers. They have a heightened speed and strength compared to normal humans. Not only that, their senses are sharper. As a drawback to their increased stats, S.E.W. are always at risk of driving themselves to their breakdown point. The breakdown point is the very last limit of an S.E.W. When it is reached, their body begins to deteriorate. Their bones will be incredibly easy to break, they will loose loads more of blood than regularly, and they may even be driven to insanity.
Stats: 7/8
Rules: • Cannot use any other magical abilities outside of the bloodline techniques/Class techniques • Must be either a Knight or Weapon Master
Strengths: • Weapon Combat • Close Range Battling • Increased Senses/Physical abilities
Weaknesses: • Limited use of energies • Breakdown Bar
Breakdown Bar Each Silver Eyed Witch/Warlock has a Breakdown Bar going from 0% to 100%, starting at 0%. Every technique in the bloodline adds a certain percentage to that bar. When the Breakdown Bar is maxed out, the S.E.W. has reached their limit. They will experience a stat reduction leaving their strength and speed at 1/1. After the Breakdown Bar is maxed, they cannot us any of the Bloodline Abilities until they rest for two whole full RP days. This means their character cannot train or fight for those two days. For each post outside of battle and training, the Breakdown Bar decreases by 10% as long as the user does not use their energy.
Techniques
Physical Manipulation: Strength Increase Breakdown %: 10% Energy Rank: D The user will concentrate their energy to their arms, giving them a strength increase of 1. For the first 3 posts this technique is kept active, it adds 1% to the Breakdown Bar. From the 4th post and on, it adds 2% to the Breakdown Bar and another stat increase of 1.
Physical Manipulation: Speed Increase Breakdown %: 10% Energy Rank: D The user will concentrate their energy to their legs, giving them a speed increase of 1. For the first 3 posts this technique is kept active, it adds 1% to the Breakdown Bar. From the 4th post and on, it adds 2% to the Breakdown Bar, and another stat increase of 1.
Physical Manipulation: Ribbon Breakdown %: 5% Energy Rank: C By concentrating energy into their limbs, the user is able to extend them, though not indefinitely. Their limbs will be able to stretch for about 5 meters before reaching their limits.
Physical Manipulation: Heal Breakdown %: 15%, 30%, 45%, 60%, 80% Energy Rank: D, C, B, A, S Whenever the S.E.W is wounded, they have the chance to heal themselves. This ability does not extend to anyone else at all, as in it only affects the user. The healing is done by directing their energy to the specified wound. For the first two levels of healing, it takes 1 posts to completely do. For the rest of the levels, it takes 2 posts, and 3 to regrow limbs/organs. 15% A normal cut, not too deep or large 30% A deep cut, fractured bones 45% Light internal damage, broken bones 60% Shattered bones, heavy internal damage 80% Regenerating a limb
Physical Manipulation: Armored Skin Breakdown %: 10%, 15%, 20%, 25%, 30% Energy Rank: D, C, B, A, S Depending on how strong the attack that the user is defending from, they may harden their skin for that one post. This has a cool down of two posts as well. The skin will be hard enough to defend from the attack, resulting in a minor cut or bruise.
Physical Manipulation: Quick Draw Breakdown %: 2% (increases exponentially) Energy Rank: C The Quick Draw skill is one of the signature skills of the Silver Eyed Witches and Warlocks. By channeling the energy to their sword-wielding arm, the user is able to swing their blade at an amazing speed. It has been said that it looks as if the user has not even moved their arm. This allows the user to swing their sword faster by 3 Stat Points. The downside to this technique is that it cannot be used too many times in battle. Each time the user activates the Quick Draw, the Breakdown Bar % increases exponentially. First it is 2%, and then 4%, and so forth. The energy cost remains the same. Another downside is that the user is left open to attacks, as the Quick Draw is a continuous stream of attacks used to pressure the opponent into defense. If someone is unlucky enough to be caught in the attack, they will suffer 9 heavy cuts.
Area Manipulation: Mirage Step Breakdown %: 2% Energy Rank: D The Mirage step seems to be a physical manipulation skill, but it actually affects the area immediately near the user. Their energy is shot out around them, making the area blurry. When one looks into the blurred area, they cannot pinpoint the user. It looks as if the user is constantly shifting position, much like an after image. This affects a 5 foot radius around the user.
Area Manipulation: Energy Barrier Breakdown %: 20% (2% for every post active) Energy Rank: B The Energy Barrier is another signature skill of the S.E.W. During the usage of this technique, the user may not use any other energy related skills. They will cast their energy out in a 10 foot radius around them. Anything that has energy that enters this area will be able to be sensed by the user. This makes them able to see and comprehend their movements, no matter how fast, or even invisible the enemy is. This doesn't make the user able to react fast enough to someone who is faster though.
Created by iJwlz-kun
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Posted: Mon Oct 17, 2011 5:02 pm
Ysari Bound || in || Blood History:Centuries ago, a Vampire of immense power and knowledge sought the creation of a newer, more potent source of sustenance than human blood. Running countless experiments on thousands of test subjects, the Vampire tried to create this new food source, but to no avail. Until the Vampire happened upon the Selrir, a group of people born with amazing regenerative abilities. Stealing one of the Selrir away, the Vampire ran horrible experiments on the man, though because of his ability to heal he would always survive. And then one day, within the body of the Selrir man, Vitae was born.
The Vampire had succeeded in creating his superior source of sustenance, but what he hadn't counted on was that the Vitae would make the Selrir far more formidable. The Vitae gave the man strength and speed far beyond a normal humans, and he fought back against his captor. However, despite the man's great strength and speed, he had little experience using it, and he found himself outmatched. But as the Vampire moved to strike the man down, he tapped into the true power of Vitae, manipulating the Vitae itself and using it as a weapon, slaying the Vampire in his gluttony.
After the fight was through the man's body began to knit itself back together, and he felt as if he had been reborn into a new form. He took the name Ysaru, which meant to be reborn in his native toungue , and his people kept his name in remembrance of him.Description:The Ysari appear to be no different from any other human, save for their unique facial tattoos, and brighter than usual eyes. Though each tattoo is unique, they all are the same blood red color, and they all cover at least the left eye. Other than that anything goes.Rules for the Ysari: They cannot be heavily magic dependent classes (cannot be mage, cleric, paladin, shadowknight, psychomancer, bards, or necromancers) Have heightened senses due to the vitae flooding their system. (colors are more clear, can see roughly twice as far; can smell better than a human, but not better than a dog, can hear easily through most doors and walls) Have increased Strength and Speed (base speed of 7 and strength of 6) Can live for thousands of years theoretically, their natural healing keeping their bodies from aging as they normally would. Weaknesses: Cannot use any elemental or magical skills Acids and fire are much harder to heal than normal (decreases natural healing by 2 ranks) Over-reliance on their Vitae can cause them to enter a blood frenzy. Strengths: Ysaru posses amazing regenerative abilities, making them an incredibly tough opponent. (see below) Can use their vitae as an incredibly deadly and variable weapon. Gets +100 energy per rank (+100 at trainee, +200 at novice, etc...)
Ysaru Passive Abilities: Natural Regeneration/ Improved Regeneration Rank: E-S Description: Much like the regenerative properties of Vampires, Ysaru can heal themselves incredibly quickly. Trainees can only deal with cuts, at novice deep gashes. Adept rank you won't be bothered with a broken bone, and masters can deal with an entire sword going through a non vital organ. By Sage you can deal with a removed arm or leg. The energy cost is based on the wound, and all wounds must be healed at the beginning of the Ysaru's post, meaning that they cannot attack, heal themselves, and then perform some other action. The cost of this healing correlates with the wound healed, so if you are healing a simple cut, then it costs E-rank energy, but if your healing a broken bone then you pay C-rank energy. Ysari Abilities: Vitae Rank: E Description: The blood which flows through the veins of every Ysaru, is in fact essence of life itself, pure life-giving energy. And because of their inherent connection with the vitae, the Ysaru are able to create and manipulate their vitae as a tool or weapon. As Ysaru grow stronger their ability to manipulate their Vitae improves.
Trainee: Can create Vitae and manipulate its shape. Can create and manipulate up to 20 gallons of Vitae. Novice: Can control up to 35 gallons of Vitae. Adept: Can change the density of the Vitae, making it as viscous as water, or as hard as steel. Can control up to 60 gallons of Vitae. Expert: Can use the Vitae itself as a weapon, manipulating it outside of the body in mass quantities. The Vitae can move roughly as fast as the average Adept. Can control up to 80 gallons of Vitae. Master: At this point the Ysaru has gained mastery over his Vitae, able to perform amazing feats with it. Can control up to 100 gallons of Vitae
Blood Frenzy Rank: N/A Description: In this state, the Ysaru loses themselves to the flow of the Vitae, becoming little more than a rampaging monster. In this state, the Ysaru's left eye will become blood-red, and their speed and strength are increased by two ranks. In this state, the Ysaru cannot determine the difference between friend and foe, striking out at the nearest possible target. Blood Frenzy lasts until, the Ysaru is killed, or runs out of energy.
Once the energy reserves of the Ysaru drop below 25%, the Ysaru must roll a 10 sided die, if a 1, 3, or 7 is rolled, then the Ysaru enters Blood Frenzy. Once the energy reserves of the Ysaru drop to 10% or lower, then they must roll a 10 sided die every post, if the result is five or higher the Ysaru enters Blood Frenzy.
Ysari Techniques: Blades of Blood Rank: D Type: Offensive Description: Flinging a hand full of vitae at the enemy, the Ysaru turns the vitae into sharp, scythe like projectiles, meant to slice and rend flesh.
Surge Rank: C Type: Supplementary Description: By forcing Vitae to pool to a certain area, the Ysaru can empower their bodies using the live giving power of Vitae to increase their strength and speed temporarily. However the sudden rush of Vitae to the area drains the user of energy, and if used too many times can cause Blood Frenzy. (The user picks a limb to empower, legs increase speed, arms increase strength. Each limb empowered increases their related stat by 1, so if two legs and one arm is empowered, then the user's speed is increased by 2 ranks, and their strength is increased by 1.)
Trainee: Can use Surge up to two times per limb Adept: Can use Surge up to three times per limb Expert: 4 times Master: 5 times
(If two or more limbs have used their full number of charges, then the Ysaru will fall into blood frenzy in the next post)
Blood Spear Rank: C Type: Offensive Description Pointing their hand at their target, the Ysaru gathers Vitae into his palm and then shoots one end towards their target at incredibly high speeds, aiming to impale them. The range is roughly twenty feet.
Blood Trap Rank:C Type: Supplementary Description: A very useful technique for catching an opponent off guard, the Ysaru simply allows some of his blood to be shed, whether by himself or another, and by storing energy within the blood, the Ysaru can set the blood to wrap around an opponents leg, and hold them in place.
Blood Wings Rank: B Description: Using their Vitae, the Ysaru can create a pair of massive wings which it can use to transport itself.(In battle the wings will last up to 3 posts before dissipating)
Track Rank: B Type: Supplementary Description: Focusing Vitae towards their nose, the Ysaru greatly increases their olfactory senses, giving them the ability to track by scent. (lasts for four posts)
Heat Vision/ Hawk Eye Rank: B Description: By focusing Vitae around their left eye, the Ysaru can temporarily increase their visual sense, either making their sight sharper, or giving them the ability to see in the heat spectrum. Just as with the Surge ability, over-use of this ability can result in Blood Frenzy. (The sight only applies to the left eye, and in order to see clearly, the user may only have one eye open, either his right to see normally, or his left to utilize his new vision; lasts for three posts)
Adept: 2 times Expert: 3 times Master: 4 times
Harden Rank: A Type: Defensive Description: Focusing Vitae towards the surface of the skin, the Ysaru can protect their bodies from incoming attacks, making their bodies tougher than strongest armor. Can protect the Ysaru from attacks of A rank or lower. Over utilization of this technique can lead to Blood Frenzy, but the Vitae can be focused to specific areas rather than the whole body if defending against more focused attacks.
Head and Torso Charges Expert: 2 Master: 3
Blood Spheres Rank: A Type: Offensive Description: Pooling Vitae into their hand, the Ysaru create ten small orbs of blood in his hand, each no bigger than a ping-pong ball, and then scatters them into the air. The orbs will stay there and essentially act as proximity mines, waiting until a foreign presence approaches, and then bursting into viciously sharp tendrils of blood, twisting and turning nearly five feet from the center of the sphere.
Blood Beast Rank: S Type: Offensive Description: The Ysaru gathers Vitae and shapes it into a monstrous creature which will serve and protect the Ysaru for 5 posts. The Form of the Blood Beast depends on the user, but it can be no larger than an elephant. Additional Comments Because Vitae was created with the intention of sustaining Vampire, and in fact empowering them, the smell of it is incredibly enticing to all Vampires. If a Vampire is within 30 feet of an Ysaru, they will immediately be aware of the scent of Vitae, though they may not know what it is. If a Vampire consumes the Vitae of an Ysaru they will gain a temporary +1 strength and speed bonus for three days in the rp. In addition their natural healing ability is made more potent, reducing the cost of all natural healing by one rank, and allowing the Vampire to heal wounds as if they were one rank higher.Restrictions: No more than one Ysaru per nation, to a maximum of 5. The Ysari simply do not produce offspring as often as most, and their natural tendency to wander make them very spread out and rare.
Bloodline created by Lance Fulgurant
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Posted: Mon Oct 17, 2011 5:41 pm
@Lance: You might wanna update this for Axiom, and not for old Xinisis <.<
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Posted: Mon Oct 17, 2011 5:55 pm
which part? I don't even know what differences there are
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Posted: Wed Oct 19, 2011 7:28 pm
Well, recently, Axiom has switched to a stat system where the bloodline gives the base stats and the class modifies those stats, so you'll need to list base stats for the Ysaru. For reference, humans have 5/5 (strength/speed) stats.
Another thing is Axiom doesn't differentiate between techniques, abilities, and passive abilities and just sticks them under the same heading. Although, I don't think your separation will matter too much?
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Posted: Thu Oct 20, 2011 1:59 am
Lance Fulgurant which part? I don't even know what differences there are Classes. Some of them don't exist in Axiom.
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Posted: Thu Oct 20, 2011 5:20 am
Alright, I made the edits to the classes, and the stats were already the right format.
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Posted: Thu Oct 20, 2011 9:24 am
Ah, woops, somehow managed to skip that part gonk . Sorry >_< . Yeah.... I think I'll retreat from custom bloodlines again sweatdrop ....
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Posted: Thu Oct 20, 2011 9:43 am
Kagetsukiko Ah, woops, somehow managed to skip that part gonk . Sorry >_< . Yeah.... I think I'll retreat from custom bloodlines again sweatdrop .... Haha, it's no big deal, I was just letting you know
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Posted: Thu Oct 20, 2011 5:49 pm
Could someone check my bloodline out as well? And that Orc one too
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Posted: Fri Oct 21, 2011 10:19 am
Well, I don't think I have any approval power or anything and I'm actually not even sure if classes and bloodlines are being accepted right now judging from what's being posted in the crew form, but if you want suggestions, particularly on clarity issues....
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Orks
Erm.... Usually, classes determine how many range and melee styles can be learned so... what's meant by "Orks can learn 2 range styles and 2 melee styles"? Is it the most they can learn? Is it the least they can learn? Are the 2 range and 2 melee styles added on to what the ork can already learn from their class?
Wait a minute.... Right, technically, there's nothing wrong with orcs not being able to be swordmasters, but could you give an explanation, especially since you just mentioned that orks are masters of weaponry?
+2 strength... for a passive skill? I understand that it has a drawback but... still seems a bit much to me.
For Scrap, you might want to add that the armor switch needs to be kept realistic. Taking a piece of some armor shouldn't give you all of its strengths....
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Silver Eyed Witches/Warlocks
Woot! Woot! CLAYMORE blaugh !
Hmm..... I understand everything it's just that... I don't know how to judge it. Just the stats and the first two skills themselves seem a bit too strong, but then there's the Breakdown Bar, which is a pretty large weakness so.... Yeah. In detail, my thoughts are that the Breakdown Bar definitely allows for the high base stats, but I'm not too sure if it allows for the Strength Increase and Speed Increase skills.
Although, other than the first two skills, the rest seem fairly reasonable. Quick Draw seems a little too scary for a C-rank attack, but I think with the exponential increase of the breakdown %, it should be alright (that and I'm probably just over-scaring it because I've read it being used in Claymore sweatdrop ).
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Ysaru
Need to get ready for class. I'll deal with this one later. Sorry gonk .
--
Once more, as a reminder, I don't think I have authority to approve anything in this thread. I'm just giving my opinion on the bloodlines. You don't need to take them if you don't want to. Actually, there's a good chance that I'm wrong on several points. .... Actually, I'm not sure why I'm even doing this sweatdrop ....
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Posted: Fri Oct 21, 2011 11:00 am
Yeah I got the inspiration to make this BL because of Teresa...when she died I was PISSED! It was a terrible death and didn't do her awesomeness any justice...so my RPC will be Teresa xD!
I adjusted the first skills so the stat increase is only at 2, with a higher repercussion
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Posted: Sun Oct 23, 2011 7:23 pm
Jwlz: And this rpc will be in Osiris, correct? If so, then YES! EPIC RPC IN MY CITY blaugh !!! Or, at least, I think Osiris is my city? And, to me, it looks passable. Although, I don't have any power to accept anything so I can't do much anymore sweatdrop .
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Lance: *heads desk repeatedly* SORRY LANCE!! I completely forgot about your bloodline on accident crying .
Alright, first of all, what is meant by "Ysari Abilities"? I can easily guess that "Ysari Passive Abilities" are skill that the Ysari automatically know but still need to use energy to activate and that "Ysari Techniques" are the skills that Ysari need to learn. Since you bothered to make a distinction, then that must mean "Ysari Abilities" is something different from the other two, but I can't think of what....
Other than that umm.... Well, the skills for passive abilities and techniques seem alright. It might help to specify the rank of energy needed to do different levels of healing (I noticed you specified the rank that the rpc needed to be to do different levels of healing, but you didn't really say whether or not that was also the rank of energy needed). Also, I'm not really sure how using vitae/blood can increase sight and smell, but it doesn't seem to be asking for all that much so I think it's perfectly fine staying.
Erm.... And that's about all I have to and all I can say.... Nothing seems too extreme in this bloodline and while I do have some doubts, they're so small that they're likely to not be shared by whoever is in charge of approving this.
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Posted: Mon Oct 24, 2011 7:06 am
Just saying, both the S.E.W. and the Ysari Base stats are too high, even if they are limited to physical classes.
For the S.E.W.:
Quick Draw: How much faster and stronger are these attacks hitting? How many times do they hit with a single use? When/How does the breakdown cost stop happening?
Mirage Step: How big an area does this effect?
For the Ysari:
Vitae: A regular human has no where near the quantities of blood described in this skill, so does a Ysari constantly regenerate lost blood at no cost?
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