Demon Hunter Class While the Paladin and Clerics exist to defend from the unholy, The Demon hunter instead exist to fight back against the scourge, their lives dedicated to eradicating all things unholy from the surface of this world, using an Impressive collection of Holy weapons to do so.
Strengths - 1/4 more Energy reserve. All Ranged skills used Against those of either Unholy Bloodline or class cost 50% of their normal cost (Vampire, Werewolf, Shadow knight, Necromancer, etc) - While not as skilled at dodging as the classes focused in such, they are still better than most. - A Demon hunters Aim is legendary, with them being as skilled in aiming as the Ranger or Gunslinger Class. - Duel Wielded Crossbows - Demon-bane: Your body is adorned with holy relics, making it incredibly painful for those of an unholy nature to even look at you, let alone touch you. - Holy Wrath: Each bolt of your crossbow is both made of silver and drenched in holy water. This not only allows you to Wound unholy bloodlines with regeneration, but also leave lasting effect not dissimilar to Acid on the hit areas. - Specialized Situation Modifier After damaging an Unholy Opponent: Holy Glory
Weaknesses - They can break your Crossbow - Limited Supply of Crossbow Bolts - Only up to B rank skills with swords, However, you can learn up to A with daggers. One melee weapon style but not the heavy big weapons like the great sword or scythe - Some skills will leave you vulnerable. - No Shield Skills. - No Hand to Hand
xxxxxxxxxxSPECIALIST [I have a particular set of skills.]
xxxxxHISTORY Those of the specialists honed and concentrated the use of their energy towards utilizing a particular set of skills which benefit them in battle. The unique thing about those who bear this bloodline is that they are never the same, they all hold different abilities which only they can use. No one else. The skills used with each specialist are also different and are customized to best fit them. No specialist is better than the other unless bested through combat and also through obvious rank difference. The first ever specialist was known as Heinz Brandt, one who utilized his energy and converted it to disassemble and reassemble matter that he touched, he was considered to be the best of the best, that is, until he was assassinated by his student, Ulrich Brandt, who held the ability of converting energy into electricity. Heinz died in the bathtub when Ulrich entered and electrocuted the bathwater that the master was in, frying him almost immediately, like a toaster in the tub. Ulrich then decided to spread his own teachings throughout the world, having the bloodline branch by smexing up tons of ladies in the club and getting extremely tipsy while doing that. The branching bloodline spread all throughout the world, who knows? Even now, a new specialist could be created as we speak.
xxxxxDESCRIPTION The specialist is a bloodline that allows for users to customize their ability, from trainee to expert, they hold a single ability that is better than the rest. When they reach Master rank, they can obtain a second stage ability that must branch off of the previous ability, like a sub-ability.
xxxxxRULES • Remain within reason and no broken custom abilities • There are no skills for this bloodline, you'll have to make those up. • When you reach Master rank, you can obtain a "sub-ability" AND it must be branching concept that connects with the first ability. (i.e. don't choose energy manipulation and then go for ballerina dancing, seems odd) • Custom ability must be ran through with the Captain, or at least, a crew member, or post it when you do your bloodline request.
xxxxxWEAKNESSES • No ACTUAL skills for this bloodline, you must develop your own • There must be a weakness to the customized ability, along with the sub-ability. • Ability and sub-ability must cost energy to use. Use of skills is separate energy use. • Not the strongest and not the fastest out of all of them, you're balanced.
xxxxxSTRENGTHS • Custom ability/sub-ability of your own creation • Skills of your own creation • You have high intelligence, knowing of the situation mere seconds before it occurs and being able to find a solution within a span of 2-3 seconds in between. Knowing the weaknesses of the various races and their bodies. • You may not be the fastest nor the strongest, but you are the most agile, like a young man in tights. • +150 extra energy given.
xxxxxPASSIVE ABILITIES • Behold When your energy goes below 25% in battle, your skills for your custom ability are strengthened by 2 ranks yet the cost remains the same as its original rank.
• I'm Alive Energy cost is lowered by one rank for every skill that isn't apart of your ability.
[size=9][IMG HERE] [b]Custom Ability Name:[/b] [b]Custom Ability Description (be reasonable and no broken abilities of OP abstractness):[/b] [b]Custom Ability Weakness(make them good, no BS weaknesses like hating tin foil or something):[/b] [b]Custom Ability Skills (go off of regular ranking system for the skill energy cost):[/b] [b]RP Sample:[/b][/size]
xxxxxADDITIONAL COMMENTS "I don't know who you are. I don't know what you want. If you are looking for ransom, I can tell you I don't have money. But what I do have are a very particular set of skills; skills I have acquired over a very long career. Skills that make me a nightmare for people like you. If you let my daughter go now, that'll be the end of it. I will not look for you, I will not pursue you. But if you don't, I will look for you, I will find you, and I will kill you." ~ Liam
【Bloodline Base Stats Str./Spd.】 Spirit Weaver ~ 5/5
【history.】 The Spirit weavers true Beginnings are a mystery, even to the elder of this bloodline, but what is known is that they have existed for at least 500 years, and have lived in seclusion from the outside world since the time of the great flood. Those of this bloodline are usually found in small settlements close to rifts between the spiritual plane of existence and the Human plane, preferring to live in harmony with the spirits than with other living people. As such, it is rare to find a Person with this bloodline outside of their Birth place.
【description.】 A Spirit Weaver has the power to not only Manifest their Ethereal Form outside of their body, but can also give it a Corporeal form. This allows them to create spiritual Weapons or Armor at will. The Strength of the Physical form of the spirit is directly connected to the strength of will of the user.
【strengths.】
Can Create Weapons, armor, Ammo or a Shroud or 'shield' out of their own spiritual Energy - Incredible Versatility in terms of Combat choice - Increased Strength while Spiritual Shroud is active
【weaknesses.】
- Very Energy Reliant - The Strength of equipment made by your spirit is Tied to the strength of the connect your spirit has to your body. The closer you are to Death, the weaker your spirit, and thus the Gear created from your spirit becomes.
【Spirit Weaver's passive abilities.】
Spiritual Presence --Due to the nature of the bloodline, they can natural sense the spiritual presence of other living things. This allows them to be aware of any living creature in a 50ft radius of them (With this being reduced to 10ft for those who are focused in stealth such as Ninjas). To the Spirit Weaver, this presence takes the form of an aura around the one in sight. The user cannot however tell the difference between animals and people. At Expert, this Sight enhances, allowing the user to determine the bloodline/s of the opponents around them, by taking note of the form and color of the aura. However, they must have a base for this to work (Must of seen the bloodline/s form/color before)--
--Soul Connection-- A spirit Weaver's connection to their own souls is nearly inseparable. This allows the user to operate for up to 5 Posts after receiving a wound that would either normally be Fatal, or that would render the user unconscious, as the Spirit refuses to leave the users body.
【Spirit Weaver's techniques.】
--Soul Shroud-- N/A --This is the signature Ability of this Bloodline. By calling forth the Spiritual energy within them, they can form a Shroud around them. This 'shroud' can Soften blows from equal ranked attacks (Making them only hit for 1 rank weaker) and block those of weaker rank. The shroud's movements will follow that of the user, but will only be physical if blocking, attacking, or used with other Clan techniques. The Shroud's strength ranks up with the user, but can be temporarily increased via use of certain clan techniques. At Expert, the Spiritual essence used to form the shroud gains sentience of its own, allowing it to act on its own, such as Attacking at targets the user deems hostile or Defending from attacks the user did not see coming. This technique cost 5% of their Energy to activate, and an additional 5% of their energy every 5 posts. --
--Soul Rend-- N/A --The user uses their own spirit energy to form additional weapons on the limbs of their spectral Shroud. These weapons can range from claws, swords, or even Hammers and axes, and has it's strength based on energy used to form the weapon. Multiple weapons require multiple inputs of energy.--
--Spritual Weapons-- N/A --The user uses their own spirit energy to form into a Physical Weapon of the users Choice. The Weapon formed are only as hard as the rank used to form the weapon. While possible to form Ranged weapons, Ammo must be formed separately, Costing 1 energy for Every bullet, 5 for every arrow. Ammo must be created at the same time as the weapon, and more ammo cannot by created unless the user recreates the weapon.--
--Spirit Armor-- B --By Hardening and compressing their Shroud, the user can form a Ethereal Armor around their being, Akin to that of a Suit of armor. The form the armor takes is based on the user, but while wearing the complete version of this armor, the user gains a +1/+1 to their stats. The user cannot use any other techniques while this one is in use.--
--Soul Siphon-- S Rank -- This Technique is the most powerful technique in the Bloodlines arsenal, and it's use is restricted to only the most Dire situations. To initiate this technique, all the user needs to do is to focus the appropriate energy into their palm, and then strike the opponent. From that point on, (Until the battle is over) the user's Shroud will Siphon Spiritual Energy from the opponent, Draining them of 100 energy a post, giving half of this to the user and Weakening them while strengthening the shroud for the next 10 posts (They will slowly weaken over the duration, down to a Maximum of 2 ranks weaker at the halfway point, with the user's shroud slowly strengthening, up to a maximum of 2 ranks stronger). If the killing blow is Dealt while this technique is in use, then the opponents soul will be absorbed by the shroud, permanently increasing either the users energy by 10% of the opponents base energy value for their rank, or by increasing the users base stats by +1/+1 as well as Adding another Layer to the shroud, with this new layer being of the same rank of the soul absorbed. This new layer's Color will be the same as the soul's original one. The major drawback of this technique is the risk it has to the user. During the duration of this technique, the users own soul is brought into the physical realm, and is vulnerable to energy based attacks, being visible as a faint white light coating the user's skin. Any damage done to the user's soul is amplified to the user's body by 2 ranks, Requiring the user to rely on the shroud for immediate Defense. If the User is fatally wounded during this time limit, then the user's soul will be vaporized, killing them instantly, and preventing them from being revived by any means. Only 3 additional Layers can be Gained maximum, with additional siphoning overwriting the oldest Stolen layer. --
-Race created by --TheWingsOfTheGods--
Posted: Fri Jul 19, 2013 6:23 am
TheWingsOfTheGods
Will probably need tweeks
Life-Forged [ Immortal, Yet Lonely ]
xxxxxHISTORY The Life-forged are a race of creatures born from the deaths of others. Having emerged as a fully sentient race of creatures due to the actions of the First Life-forged. The First Life-forged came into existence in the year 700, when the billions of lives were lost in the Flooding of the world, being comprised of the trance amounts of energy left after the soul departs the bodies of the billions lost that day. The vast number of souls it was created from gave it powers equal to a god. With such power at it's disposal, it chose to spend the first 300 years of its life contemplating what to do with said powers. However, in the year 1000, due to the loneliness of being the only of its kind, The First Life-forged Decided to sacrifice it's self, creating Millions of individuals using the vast energy it possessed, spreading them across the world. This in turn gave birth to the majority of the rest of it's race, and inspired the main method of reproduction of the race. To the Life-forged, this Progenitor is know as the Urknaw von pravk, or 'the one who spread life' in their own tongue.
Stats: Strength: 5 [ +1 if in mechanical Host, ] Speed: 5 [ -1 if in mechanical Host ]
xxxxxDESCRIPTION The Life-Forged creatures are sentient Ectoplasm, their bodies composed of the mixture of energy from thousands of people dying in a close area. The bodies of these people take a smoke like nature, and as such, their bodies are incorporeal, rendering their Natural form immune to physical attacks, or Physical elements. However, due to the nature of this ectoplasm, their Natural forms cannot survive outside of a either living, or mechanical shell for longer than a few hours.
xxxxxRULES • + 75% Base Energy supply • Can either enter a host to control or rest, or they can create a mechanical body around themselves from nearby scrap. • When outside a host body, your energy is reduced by 50%, and is drained for 5% of this value a post until you find a new host, being it a living creature, or a mechanical body. Once you hit 0 energy, you die, as you lack the power to hold your ectoplasm form. ((This is reduced to 1% outside of battle, However Passive Regen is disabled if outside of a host outside of battle))
xxxxxWEAKNESSES • Without a host, you will drain energy. Without energy, you die. Period • Low physical Strength
xxxxxSTRENGTHS • Immune to physical attacks in Natural form • Can take over living creatures or mechanical structures to act as a host body. • Massive Energy reserves inside of a Host
xxxxxPASSIVE ABILITIES • Teleplasty Your natural Form, while immune to physical attacks, cannot survive for long periods of time outside of a host. However, when inside a host, you gain the speed/strength stats of the host if it is living, and if they have an energy supply, you drain them of 5% of their supply, gaining half of this for yourself.
Their are 3 types of host available to a Life-forged depending of their class or personal Choice:
xxxxx Mechina-Imperititus: As the name implies, this host type is comprised of metal parts. It can be either an already constructed metal body, or merely a loosely cobbled together mess of scrap metal. The Former has a high resistance to damage, and access to any built in weapons, while the latter is prone to falling apart. While this can be used to take over the machines of a Mechanist, the Machine must remain active for at least 1 post during the takeover (Which takes 2 posts) and must be at maximum 1 rank below your own. The exception to the following is if it is you are of the mechanist class, and it is your own machine.
xxxxx Bestia-Imperititus: This category is made up of animals or monsters. The level of animal or monster the user can force to be their host is dependent on the Amount of total energy they possess and their rank. Trainee's and novices can force low level creatures to be their hosts, while Masters and Sages can tame even the Most dangerous of monsters, making them little more than empty shells for them to control (Creature must be at least 1 rank below the life-forged's). When possessing an animal, the animals own consciousness is wiped, making them effectively brain dead when the Life-forged is not possessing them. The method to control an animal is to bring it to an almost lifeless state, then to enter its body through any open orifices, usually the mouth or nose. Once done so, the animals mind is wiped, and will act as your own body. Each animal has a limited 'lifespan', only lasting at maximum around 20 posts. This is reduced by 2 posts upon physical damage. Once the time limit is up, the body disintegrates. Note: Bosses are immune to this unless the life-forged is either Master or Sage ranked.
xxxxx Victus-Impertitus The final catorgory is comprised of other Fully sentient beings, such as Humans, or other creatures with a level of consciousness equal to humanity. While the user is able to enter any one in this category with their consent, their ability to control their actions is still dependent on the Amount of total energy they possess and their rank, even if the host is fully willing to give the life-forged control. This is because the Life-forged has to overpower the host's unconscious mind before taking control. Because of this, a Life-forged can only posses a host whose energy supply is currently equal to 25% of their own current supply, and is at least 1 rank below their own, once this criteria is reached, physical contact is all that is required from that point. While they can only use skills the life-forged have learned while inside this host, they also drain the host of 5% of their energy a post. with half this being given to the life-forged. The Life-forged can only possess someone in this form for at maximum, 10 posts. After which, the possessor's body is kicked out of the possessed.
• Life Drain
The Life-forged Feed off of Living energy, such as when a soul is released from the body in death. As such, every death that they cause increases their energy reserves by 5% of its Base value. This stacks at a maximum of 25% for every rank. Trainee ~ 25% Novice ~ 50% Adept ~ 75% Master ~ 100% Sage ~ 125%
However, This passive only applies to the deaths of those 1 rank below their own and above. Note: The life forged doesn't consume the soul, only the energy that is released from its departure of the body.
xxxxxTECHNIQUES
• Victus-Permutatio n/a One of the base Skills of the Life-forged, by exposing an opponent to the ectoplasm that makes up the Life-forged, the life forged can Drain a target of their energy. The amount drained is equal to: [Technique of the users rank's energy cost x 0.5] For example, an Adept will drain 25 energy on physical contact (C rank = Adept. C rank = 50. 50 x 0.5 = 25). The maximum the user can drain from a target in one hit can be no higher than 10% of the targets maximum Energy.
• Vacuos-Tutamen E-SSS rank By directly converting their ectoplasm into energy, the Life-forged can create a Small spherical shield in front of them, its size about 1 meter in diameter. This shield can block techniques of equal rank, but requires 10% more Energy for its rank than a normal technique.
• Mortuus-Lux SSS The single most powerful technique possessed by the Life-forged, by focusing the ectoplasm that makes up their body, and converting 99% of it into pure energy, they let off of blinding light. This light causes all that it falls upon to decay, with even the strongest of materials turning to dust after as little as 3 posts, leaving only the life energy behind. After use of this technique, the Life-forged will lose all bonuses to their energy reserves from all sources for the next 10 posts. For 5 of these posts, they also gain a de-buff of -2/-2, plus an addtional -50% of their energy maximum, and current energy.
xxxxxADDITIONAL COMMENTS On character creation, a Life forged can choose a basic body of either mechanical, or human nature. Human bodies are those of Civilians with no other bloodlines and -1 to both stats, While mechanical are generally just a lot of scrap metal made into the shape of a man. The user can choose to make any NPC civilian their host, with the same de-buffs as the starting civilian
Magical compulsion effects only effect the host, not the life-forged themselves. they can escape its grasp by leaving the host body.
Energy base elemental attacks (Fire, lightning, etc) that impact the Life-forged's ectoplasm body deal damage to them by removing the techniques energy cost from the Life forged's own supply. (A C rank lightning bolt will remove 50 energy)
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Created by: ]
I not too sure about this bloodline. It's a cool idea, but it's heavily dependent on possession. I think if we're going to have a ghost bloodline, it should be a bit less oriented on possession to make yourself strong. You know what I mean?
Demon Hunter Class While the Paladin and Clerics exist to defend from the unholy, The Demon hunter instead exist to fight back against the scourge, their lives dedicated to eradicating all things unholy from the surface of this world, using an Impressive collection of Holy weapons to do so.
Strengths - 1/4 more Energy reserve. All Ranged skills used Against those of either Unholy Bloodline or class cost 50% of their normal cost (Vampire, Werewolf, Shadow knight, Necromancer, etc) - While not as skilled at dodging as the classes focused in such, they are still better than most. - A Demon hunters Aim is legendary, with them being as skilled in aiming as the Ranger or Gunslinger Class. - Duel Wielded Crossbows - Demon-bane: Your body is adorned with holy relics, making it incredibly painful for those of an unholy nature to even look at you, let alone touch you. - Holy Wrath: Each bolt of your crossbow is both made of silver and drenched in holy water. This not only allows you to Wound unholy bloodlines with regeneration, but also leave lasting effect not dissimilar to Acid on the hit areas. - Specialized Situation Modifier After damaging an Unholy Opponent: Holy Glory
Weaknesses - They can break your Crossbow - Limited Supply of Crossbow Bolts - Only up to B rank skills with swords, However, you can learn up to A with daggers. One melee weapon style but not the heavy big weapons like the great sword or scythe - Some skills will leave you vulnerable. - No Shield Skills. - No Hand to Hand
xxxxxHISTORY The Shades date back to the dawn of the City of Nocturne. Here they came into existence through a means even they are not fully aware of, but remained hidden, with their very existence that of a legend. As time went by, slowly the Shades revealed themselves, mainly as Assassins of incredible skill.
Stats: Strength/Speed 4/6 [6/8 in shadows/darkness][1/3 in Super Bright areas]
xxxxxDESCRIPTION The shade is a being melded of the essence of shadow, and as such a shade borders the realm of death. Neither alive nor undead, a shade merely exists, calling upon ambient energy of the world to hold it's form. A shade doesn't have a Normal metabolism and doesn't need to eat in the traditional term, sleep, or breathe, nor does it age. Instead, a Shade Feeds off of shadows, using existing shadows to both heal any damage caused by Light or Fire based attacks, as well as restore their energy reserves. As Sentient shadows, shades are the ultimate assassins. One of the most remarkable things about Shades is that they can look like almost anything while always having glowing eyes, usually red, but blue and yellow are also common. They can seem humanoid or resemble animals, but a shade's shape is determined by their mind. they can distort and twist at times, but the overall shape of an individual shade stays the same for their entire life. Likewise, a shade's appearance is also affected by the individual's mental control. An insane shade is likely to look like a swirling cloud of matter, and a disciplined one has a well- defined shape with little blur around the edges
xxxxxRULES • Purely Physical attacks will pass through a Shade, as it is simply a shadow in human form. However, energy formed attacks, such as elemental spells, and certain class skills will still damage as normally. • Fire and light skills deals 1 rank higher damage. • Clerics and paladins are your bane, as they cant heal you, and any attempt to do so will simply hurt you.
xxxxxWEAKNESSES • Fire and Intense Light are toxic to you, exposure to either weakens your body, and directly contact with fire or a light attack launched at you can deal massive damage to your body. • As a creature of shadow, the light, or holy skills used by a paladin or cleric can hurt you, rather than heal you.
xxxxxSTRENGTHS • Immunity to pure physical attacks. Attacks that simple involve a strong punch with no energy around the fist literally go through the user. • Massive boosts when in shadowy or Darkened areas. • Thrive as Necromancers and Shadowknights (+1 Rank in strength for all skills of these classes) • You do not age, you do not breath, you do not Sleep.
xxxxxPASSIVE ABILITIES • In Shadows, We Trust A Shade thrives in darkness. While in either a shadow large enough to encompass it's whole body, or in darkness in general, its base stats are increased by +2/+2, it heals minor wounds to it's body, and it passively regenerates 10/25/50/75/100/125 energy a post. It also seems to merge with his surroundings, making him incredibly difficult to spot.
• Shadowy Trail A Shade does not cast a shadow, but can choose to merge with the shadow of an ally. In doing so, the Shade can act as a hidden bodyguard, emerging from the allies shadow at will. While in their shadow, the shade gains 50% of the normal bonus from 'In Shadows, We Trust'.
xxxxxTECHNIQUES
• Shadow Walk D-Rank The shade can travel through the essence of shadow, pulling him through an entirely different dimension to instantaneously arrive at its destination. While in a shadowy area, the shade may teleport, with nothing more than a thought, to another shadowy area it sees within 120 ft of its current location. The Shade must have line of sight to the destination to use this ability. In battle, the shade is limited to 3 uses of this skill. There is no limit outside of battle, and is their main method of transportation. A shade can choose to pull another through with them, but doing so increases the cost by 1.5 times. The Shadowy area must be big enough to encompass the entirety of the Shade.
• Shadow Spikes C-Rank In this technique, the shade manipulates the shadows around him, causing them to form spikes that launch themselves at the opponent. This however cannot be used on an opponents shadow, and they must be within a shadow for this to be used.
• Shadow Pinning B-Rank A simple technique in the way it's performed, the shade need merely charge a weapon with his energy. Once done this, the shade stabs said weapon into an opponents shadow. This anchors the shadow, and thus the person to the spot. Limiting their movement. Any attempt to remove the Pinning weapon requires a strength of 9 or higher.
• Shadowy Judgement S-Rank Passive One of the most fear techniques in the Shade's arsenal. By using the link of ones shadow to their person, the shade can choose to attack the shadow of a person, rather than the person themselves. Any wounds caused to the shadow will appear of the person who the shadow belongs to.
xxxxxADDITIONAL COMMENTS Shades also tend to go by simple names that depict their outlook on life such as: Pain, Anger, Silence, Sickle, etc.
xxxxxRESTRICTIONS • No clerics, paladins, Mechanist or Mage class • Cannot have Fire as an Element
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Created by: ]
I can definitely work with this, the idea is cool. The Vampires have shadows, but this is a much more Smoky form, like Durza from Eragon. amirite? Yeah, we can definitely create a buttload of skills.
xxxxxHISTORY The Shades date back to the dawn of the City of Nocturne. Here they came into existence through a means even they are not fully aware of, but remained hidden, with their very existence that of a legend. As time went by, slowly the Shades revealed themselves, mainly as Assassins of incredible skill.
Stats: Strength/Speed 4/6 [6/8 in shadows/darkness][1/3 in Super Bright areas]
xxxxxDESCRIPTION The shade is a being melded of the essence of shadow, and as such a shade borders the realm of death. Neither alive nor undead, a shade merely exists, calling upon ambient energy of the world to hold it's form. A shade doesn't have a Normal metabolism and doesn't need to eat in the traditional term, sleep, or breathe, nor does it age. Instead, a Shade Feeds off of shadows, using existing shadows to both heal any damage caused by Light or Fire based attacks, as well as restore their energy reserves. As Sentient shadows, shades are the ultimate assassins. One of the most remarkable things about Shades is that they can look like almost anything while always having glowing eyes, usually red, but blue and yellow are also common. They can seem humanoid or resemble animals, but a shade's shape is determined by their mind. they can distort and twist at times, but the overall shape of an individual shade stays the same for their entire life. Likewise, a shade's appearance is also affected by the individual's mental control. An insane shade is likely to look like a swirling cloud of matter, and a disciplined one has a well- defined shape with little blur around the edges
xxxxxRULES • Purely Physical attacks will pass through a Shade, as it is simply a shadow in human form. However, energy formed attacks, such as elemental spells, and certain class skills will still damage as normally. • Fire and light skills deals 1 rank higher damage. • Clerics and paladins are your bane, as they cant heal you, and any attempt to do so will simply hurt you.
xxxxxWEAKNESSES • Fire and Intense Light are toxic to you, exposure to either weakens your body, and directly contact with fire or a light attack launched at you can deal massive damage to your body. • As a creature of shadow, the light, or holy skills used by a paladin or cleric can hurt you, rather than heal you.
xxxxxSTRENGTHS • Immunity to pure physical attacks. Attacks that simple involve a strong punch with no energy around the fist literally go through the user. • Massive boosts when in shadowy or Darkened areas. • Thrive as Necromancers and Shadowknights (+1 Rank in strength for all skills of these classes) • You do not age, you do not breath, you do not Sleep.
xxxxxPASSIVE ABILITIES • In Shadows, We Trust A Shade thrives in darkness. While in either a shadow large enough to encompass it's whole body, or in darkness in general, its base stats are increased by +2/+2, it heals minor wounds to it's body, and it passively regenerates 10/25/50/75/100/125 energy a post. It also seems to merge with his surroundings, making him incredibly difficult to spot.
• Shadowy Trail A Shade does not cast a shadow, but can choose to merge with the shadow of an ally. In doing so, the Shade can act as a hidden bodyguard, emerging from the allies shadow at will. While in their shadow, the shade gains 50% of the normal bonus from 'In Shadows, We Trust'.
xxxxxTECHNIQUES
• Shadow Walk D-Rank The shade can travel through the essence of shadow, pulling him through an entirely different dimension to instantaneously arrive at its destination. While in a shadowy area, the shade may teleport, with nothing more than a thought, to another shadowy area it sees within 120 ft of its current location. The Shade must have line of sight to the destination to use this ability. In battle, the shade is limited to 3 uses of this skill. There is no limit outside of battle, and is their main method of transportation. A shade can choose to pull another through with them, but doing so increases the cost by 1.5 times. The Shadowy area must be big enough to encompass the entirety of the Shade.
• Shadow Spikes C-Rank In this technique, the shade manipulates the shadows around him, causing them to form spikes that launch themselves at the opponent. This however cannot be used on an opponents shadow, and they must be within a shadow for this to be used.
• Shadow Pinning B-Rank A simple technique in the way it's performed, the shade need merely charge a weapon with his energy. Once done this, the shade stabs said weapon into an opponents shadow. This anchors the shadow, and thus the person to the spot. Limiting their movement. Any attempt to remove the Pinning weapon requires a strength of 9 or higher.
• Shadowy Judgement S-Rank Passive One of the most fear techniques in the Shade's arsenal. By using the link of ones shadow to their person, the shade can choose to attack the shadow of a person, rather than the person themselves. Any wounds caused to the shadow will appear of the person who the shadow belongs to.
xxxxxADDITIONAL COMMENTS Shades also tend to go by simple names that depict their outlook on life such as: Pain, Anger, Silence, Sickle, etc.
xxxxxRESTRICTIONS • No clerics, paladins, Mechanist or Mage class • Cannot have Fire as an Element
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Created by: ]
I can definitely work with this, the idea is cool. The Vampires have shadows, but this is a much more Smoky form, like Durza from Eragon. amirite? Yeah, we can definitely create a buttload of skills.
Which Eragon, movie or Book?
Posted: Fri Jul 19, 2013 6:46 am
Reiko Zena
Hiro Allday Errday
TheWingsOfTheGods
xxxxxxxxxxShade [ Darkness is Our Ally ]
xxxxxHISTORY The Shades date back to the dawn of the City of Nocturne. Here they came into existence through a means even they are not fully aware of, but remained hidden, with their very existence that of a legend. As time went by, slowly the Shades revealed themselves, mainly as Assassins of incredible skill.
Stats: Strength/Speed 4/6 [6/8 in shadows/darkness][1/3 in Super Bright areas]
xxxxxDESCRIPTION The shade is a being melded of the essence of shadow, and as such a shade borders the realm of death. Neither alive nor undead, a shade merely exists, calling upon ambient energy of the world to hold it's form. A shade doesn't have a Normal metabolism and doesn't need to eat in the traditional term, sleep, or breathe, nor does it age. Instead, a Shade Feeds off of shadows, using existing shadows to both heal any damage caused by Light or Fire based attacks, as well as restore their energy reserves. As Sentient shadows, shades are the ultimate assassins. One of the most remarkable things about Shades is that they can look like almost anything while always having glowing eyes, usually red, but blue and yellow are also common. They can seem humanoid or resemble animals, but a shade's shape is determined by their mind. they can distort and twist at times, but the overall shape of an individual shade stays the same for their entire life. Likewise, a shade's appearance is also affected by the individual's mental control. An insane shade is likely to look like a swirling cloud of matter, and a disciplined one has a well- defined shape with little blur around the edges
xxxxxRULES • Purely Physical attacks will pass through a Shade, as it is simply a shadow in human form. However, energy formed attacks, such as elemental spells, and certain class skills will still damage as normally. • Fire and light skills deals 1 rank higher damage. • Clerics and paladins are your bane, as they cant heal you, and any attempt to do so will simply hurt you.
xxxxxWEAKNESSES • Fire and Intense Light are toxic to you, exposure to either weakens your body, and directly contact with fire or a light attack launched at you can deal massive damage to your body. • As a creature of shadow, the light, or holy skills used by a paladin or cleric can hurt you, rather than heal you.
xxxxxSTRENGTHS • Immunity to pure physical attacks. Attacks that simple involve a strong punch with no energy around the fist literally go through the user. • Massive boosts when in shadowy or Darkened areas. • Thrive as Necromancers and Shadowknights (+1 Rank in strength for all skills of these classes) • You do not age, you do not breath, you do not Sleep.
xxxxxPASSIVE ABILITIES • In Shadows, We Trust A Shade thrives in darkness. While in either a shadow large enough to encompass it's whole body, or in darkness in general, its base stats are increased by +2/+2, it heals minor wounds to it's body, and it passively regenerates 10/25/50/75/100/125 energy a post. It also seems to merge with his surroundings, making him incredibly difficult to spot.
• Shadowy Trail A Shade does not cast a shadow, but can choose to merge with the shadow of an ally. In doing so, the Shade can act as a hidden bodyguard, emerging from the allies shadow at will. While in their shadow, the shade gains 50% of the normal bonus from 'In Shadows, We Trust'.
xxxxxTECHNIQUES
• Shadow Walk D-Rank The shade can travel through the essence of shadow, pulling him through an entirely different dimension to instantaneously arrive at its destination. While in a shadowy area, the shade may teleport, with nothing more than a thought, to another shadowy area it sees within 120 ft of its current location. The Shade must have line of sight to the destination to use this ability. In battle, the shade is limited to 3 uses of this skill. There is no limit outside of battle, and is their main method of transportation. A shade can choose to pull another through with them, but doing so increases the cost by 1.5 times. The Shadowy area must be big enough to encompass the entirety of the Shade.
• Shadow Spikes C-Rank In this technique, the shade manipulates the shadows around him, causing them to form spikes that launch themselves at the opponent. This however cannot be used on an opponents shadow, and they must be within a shadow for this to be used.
• Shadow Pinning B-Rank A simple technique in the way it's performed, the shade need merely charge a weapon with his energy. Once done this, the shade stabs said weapon into an opponents shadow. This anchors the shadow, and thus the person to the spot. Limiting their movement. Any attempt to remove the Pinning weapon requires a strength of 9 or higher.
• Shadowy Judgement S-Rank Passive One of the most fear techniques in the Shade's arsenal. By using the link of ones shadow to their person, the shade can choose to attack the shadow of a person, rather than the person themselves. Any wounds caused to the shadow will appear of the person who the shadow belongs to.
xxxxxADDITIONAL COMMENTS Shades also tend to go by simple names that depict their outlook on life such as: Pain, Anger, Silence, Sickle, etc.
xxxxxRESTRICTIONS • No clerics, paladins, Mechanist or Mage class • Cannot have Fire as an Element
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Created by: ]
I can definitely work with this, the idea is cool. The Vampires have shadows, but this is a much more Smoky form, like Durza from Eragon. amirite? Yeah, we can definitely create a buttload of skills.
Which Eragon, movie or Book?
The book wasn't as descriptive of Durza's abilities as the movie was. It's probably the only aspect that made the movie better. lol
xxxxxHISTORY The Shades date back to the dawn of the City of Nocturne. Here they came into existence through a means even they are not fully aware of, but remained hidden, with their very existence that of a legend. As time went by, slowly the Shades revealed themselves, mainly as Assassins of incredible skill.
Stats: Strength/Speed 4/6 [6/8 in shadows/darkness][1/3 in Super Bright areas]
xxxxxDESCRIPTION The shade is a being melded of the essence of shadow, and as such a shade borders the realm of death. Neither alive nor undead, a shade merely exists, calling upon ambient energy of the world to hold it's form. A shade doesn't have a Normal metabolism and doesn't need to eat in the traditional term, sleep, or breathe, nor does it age. Instead, a Shade Feeds off of shadows, using existing shadows to both heal any damage caused by Light or Fire based attacks, as well as restore their energy reserves. As Sentient shadows, shades are the ultimate assassins. One of the most remarkable things about Shades is that they can look like almost anything while always having glowing eyes, usually red, but blue and yellow are also common. They can seem humanoid or resemble animals, but a shade's shape is determined by their mind. they can distort and twist at times, but the overall shape of an individual shade stays the same for their entire life. Likewise, a shade's appearance is also affected by the individual's mental control. An insane shade is likely to look like a swirling cloud of matter, and a disciplined one has a well- defined shape with little blur around the edges
xxxxxRULES • Purely Physical attacks will pass through a Shade, as it is simply a shadow in human form. However, energy formed attacks, such as elemental spells, and certain class skills will still damage as normally. • Fire and light skills deals 1 rank higher damage. • Clerics and paladins are your bane, as they cant heal you, and any attempt to do so will simply hurt you.
xxxxxWEAKNESSES • Fire and Intense Light are toxic to you, exposure to either weakens your body, and directly contact with fire or a light attack launched at you can deal massive damage to your body. • As a creature of shadow, the light, or holy skills used by a paladin or cleric can hurt you, rather than heal you.
xxxxxSTRENGTHS • Immunity to pure physical attacks. Attacks that simple involve a strong punch with no energy around the fist literally go through the user. • Massive boosts when in shadowy or Darkened areas. • Thrive as Necromancers and Shadowknights (+1 Rank in strength for all skills of these classes) • You do not age, you do not breath, you do not Sleep.
xxxxxPASSIVE ABILITIES • In Shadows, We Trust A Shade thrives in darkness. While in either a shadow large enough to encompass it's whole body, or in darkness in general, its base stats are increased by +2/+2, it heals minor wounds to it's body, and it passively regenerates 10/25/50/75/100/125 energy a post. It also seems to merge with his surroundings, making him incredibly difficult to spot.
• Shadowy Trail A Shade does not cast a shadow, but can choose to merge with the shadow of an ally. In doing so, the Shade can act as a hidden bodyguard, emerging from the allies shadow at will. While in their shadow, the shade gains 50% of the normal bonus from 'In Shadows, We Trust'.
xxxxxTECHNIQUES
• Shadow Walk D-Rank The shade can travel through the essence of shadow, pulling him through an entirely different dimension to instantaneously arrive at its destination. While in a shadowy area, the shade may teleport, with nothing more than a thought, to another shadowy area it sees within 120 ft of its current location. The Shade must have line of sight to the destination to use this ability. In battle, the shade is limited to 3 uses of this skill. There is no limit outside of battle, and is their main method of transportation. A shade can choose to pull another through with them, but doing so increases the cost by 1.5 times. The Shadowy area must be big enough to encompass the entirety of the Shade.
• Shadow Spikes C-Rank In this technique, the shade manipulates the shadows around him, causing them to form spikes that launch themselves at the opponent. This however cannot be used on an opponents shadow, and they must be within a shadow for this to be used.
• Shadow Pinning B-Rank A simple technique in the way it's performed, the shade need merely charge a weapon with his energy. Once done this, the shade stabs said weapon into an opponents shadow. This anchors the shadow, and thus the person to the spot. Limiting their movement. Any attempt to remove the Pinning weapon requires a strength of 9 or higher.
• Shadowy Judgement S-Rank Passive One of the most fear techniques in the Shade's arsenal. By using the link of ones shadow to their person, the shade can choose to attack the shadow of a person, rather than the person themselves. Any wounds caused to the shadow will appear of the person who the shadow belongs to.
xxxxxADDITIONAL COMMENTS Shades also tend to go by simple names that depict their outlook on life such as: Pain, Anger, Silence, Sickle, etc.
xxxxxRESTRICTIONS • No clerics, paladins, Mechanist or Mage class • Cannot have Fire as an Element
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Created by: ]
I can definitely work with this, the idea is cool. The Vampires have shadows, but this is a much more Smoky form, like Durza from Eragon. amirite? Yeah, we can definitely create a buttload of skills.
Which Eragon, movie or Book?
The book wasn't as descriptive of Durza's abilities as the movie was. It's probably the only aspect that made the movie better. lol
Eeeeewww. Movie blew donkey nuts.
Go book description, 'dem bastards are lichs on steroids.
e.e Movie made Durza fail. Besides they came back in Brisingr
Shades were usually created when a sorcerer or sorceress summoned a spirit or spirits that he or she couldn't control, and consequently became possessed by it or them in both mind and body. According to Angela, some magic users willingly submitted to the control of spirits in order to gain greater magical power, thus becoming a Shade. In Brisingr, it was revealed that Shades could also be created by a sorcerer summoning spirits into the body of another, turning the recipient into a Shade. The incantations took several minutes and left the spellcasters vulnerable during the casting. To become a Shade, a humanoid form is not required. Many Shades have been formed, but most Shades self-destruct shortly after creation. Shades which survive the volatile natures of their formation were rare indeed.
Once created, Shades were extremely powerful and dangerous, among the most feared creatures in the world. In addition to sorcery, Shades were gifted with superhuman physical abilities, many times greater than the fittest humans. These abilities included supernatural strength, speed, stamina, pain tolerance, and unmatched senses: A Shade could see as clearly at night as they could during the day, track scents at great distances. Perhaps their greatest ability was their resistance to death. A Shade could only be killed by being stabbed through the heart; otherwise, it would merely be temporarily disembodied, and would reappear elsewhere in spirit form before returning to a body, healed. This process was unpleasant for the Shade and extremely painful, but had no lasting consequences. According to Ajihad, Shades were actually strengthened from being disembodied.
All Shades could use magic. Usually only sorcerers became Shades, meaning they would already have experience in using magic when they came into being. It is likely that Shades would become sorcerers anyway after being possessed, because of the magical nature of the spirits controlling them. The True name of a Shade would incorporate the true names of the spirits within.
Because they possessed greater strength and stamina than any human, Shades were more powerful in magic than human magicians, and were able to cast spells that normally only elves could use, and for longer than a human without exhausting themselves. Shades were known to practice the darkest kinds of magic.They are almost like shadows who can disappear and then reappear in an instant elsewhere.The word Shade has thus come from Shadow.
Posted: Fri Jul 19, 2013 7:27 am
Hiro Allday Errday
TheWingsOfTheGods
xxxxxxxxxxShade [ Darkness is Our Ally ]
xxxxxHISTORY The Shades date back to the dawn of the City of Nocturne. Here they came into existence through a means even they are not fully aware of, but remained hidden, with their very existence that of a legend. As time went by, slowly the Shades revealed themselves, mainly as Assassins of incredible skill.
Stats: Strength/Speed 4/6 [6/8 in shadows/darkness][1/3 in Super Bright areas]
xxxxxDESCRIPTION The shade is a being melded of the essence of shadow, and as such a shade borders the realm of death. Neither alive nor undead, a shade merely exists, calling upon ambient energy of the world to hold it's form. A shade doesn't have a Normal metabolism and doesn't need to eat in the traditional term, sleep, or breathe, nor does it age. Instead, a Shade Feeds off of shadows, using existing shadows to both heal any damage caused by Light or Fire based attacks, as well as restore their energy reserves. As Sentient shadows, shades are the ultimate assassins. One of the most remarkable things about Shades is that they can look like almost anything while always having glowing eyes, usually red, but blue and yellow are also common. They can seem humanoid or resemble animals, but a shade's shape is determined by their mind. they can distort and twist at times, but the overall shape of an individual shade stays the same for their entire life. Likewise, a shade's appearance is also affected by the individual's mental control. An insane shade is likely to look like a swirling cloud of matter, and a disciplined one has a well- defined shape with little blur around the edges
xxxxxRULES • Purely Physical attacks will pass through a Shade, as it is simply a shadow in human form. However, energy formed attacks, such as elemental spells, and certain class skills will still damage as normally. • Fire and light skills deals 1 rank higher damage. • Clerics and paladins are your bane, as they cant heal you, and any attempt to do so will simply hurt you.
xxxxxWEAKNESSES • Fire and Intense Light are toxic to you, exposure to either weakens your body, and directly contact with fire or a light attack launched at you can deal massive damage to your body. • As a creature of shadow, the light, or holy skills used by a paladin or cleric can hurt you, rather than heal you.
xxxxxSTRENGTHS • Immunity to pure physical attacks. Attacks that simple involve a strong punch with no energy around the fist literally go through the user. • Massive boosts when in shadowy or Darkened areas. • Thrive as Necromancers and Shadowknights (+1 Rank in strength for all skills of these classes) • You do not age, you do not breath, you do not Sleep.
xxxxxPASSIVE ABILITIES • In Shadows, We Trust A Shade thrives in darkness. While in either a shadow large enough to encompass it's whole body, or in darkness in general, its base stats are increased by +2/+2, it heals minor wounds to it's body, and it passively regenerates 10/25/50/75/100/125 energy a post. It also seems to merge with his surroundings, making him incredibly difficult to spot.
• Shadowy Trail A Shade does not cast a shadow, but can choose to merge with the shadow of an ally. In doing so, the Shade can act as a hidden bodyguard, emerging from the allies shadow at will. While in their shadow, the shade gains 50% of the normal bonus from 'In Shadows, We Trust'.
xxxxxTECHNIQUES
• Shadow Walk D-Rank The shade can travel through the essence of shadow, pulling him through an entirely different dimension to instantaneously arrive at its destination. While in a shadowy area, the shade may teleport, with nothing more than a thought, to another shadowy area it sees within 120 ft of its current location. The Shade must have line of sight to the destination to use this ability. In battle, the shade is limited to 3 uses of this skill. There is no limit outside of battle, and is their main method of transportation. A shade can choose to pull another through with them, but doing so increases the cost by 1.5 times. The Shadowy area must be big enough to encompass the entirety of the Shade.
• Shadow Spikes C-Rank In this technique, the shade manipulates the shadows around him, causing them to form spikes that launch themselves at the opponent. This however cannot be used on an opponents shadow, and they must be within a shadow for this to be used.
• Shadow Pinning B-Rank A simple technique in the way it's performed, the shade need merely charge a weapon with his energy. Once done this, the shade stabs said weapon into an opponents shadow. This anchors the shadow, and thus the person to the spot. Limiting their movement. Any attempt to remove the Pinning weapon requires a strength of 9 or higher.
• Shadowy Judgement S-Rank Passive One of the most fear techniques in the Shade's arsenal. By using the link of ones shadow to their person, the shade can choose to attack the shadow of a person, rather than the person themselves. Any wounds caused to the shadow will appear of the person who the shadow belongs to.
xxxxxADDITIONAL COMMENTS Shades also tend to go by simple names that depict their outlook on life such as: Pain, Anger, Silence, Sickle, etc.
xxxxxRESTRICTIONS • No clerics, paladins, Mechanist or Mage class • Cannot have Fire as an Element
xxxxxMEMBERS Head: HEAD HERE • • • •
[ Created by: ]
I can definitely work with this, the idea is cool. The Vampires have shadows, but this is a much more Smoky form, like Durza from Eragon. amirite? Yeah, we can definitely create a buttload of skills.
Honestly, i have never seen nor read the Eragon film/book. The original inspiration for this bloodline was from the D&D race of the same name. But if you feel happier molding it more towards this Durza from Eragon, then sure, i really don't mind.
Demon Hunter Class While the Paladin and Clerics exist to defend from the unholy, The Demon hunter instead exist to fight back against the scourge, their lives dedicated to eradicating all things unholy from the surface of this world, using an Impressive collection of Holy weapons to do so.
Strengths - 1/4 more Energy reserve. All Ranged skills used Against those of either Unholy Bloodline or class cost 50% of their normal cost (Vampire, Werewolf, Shadow knight, Necromancer, etc) - While not as skilled at dodging as the classes focused in such, they are still better than most. - A Demon hunters Aim is legendary, with them being as skilled in aiming as the Ranger or Gunslinger Class. - Duel Wielded Crossbows - Demon-bane: Your body is adorned with holy relics, making it incredibly painful for those of an unholy nature to even look at you, let alone touch you. - Holy Wrath: Each bolt of your crossbow is both made of silver and drenched in holy water. This not only allows you to Wound unholy bloodlines with regeneration, but also leave lasting effect not dissimilar to Acid on the hit areas. - Specialized Situation Modifier After damaging an Unholy Opponent: Holy Glory
Weaknesses - They can break your Crossbow - Limited Supply of Crossbow Bolts - Only up to B rank skills with swords, However, you can learn up to A with daggers. One melee weapon style but not the heavy big weapons like the great sword or scythe - Some skills will leave you vulnerable. - No Shield Skills. - No Hand to Hand
Diplomat Class One upon a time, there was a group of diplomats who were on a mission throughout the land to spread peace and prosperity with their words. For a time, these diplomats did their job perfectly, but there was a traitor in their midst...one who's silver tounge charmed nations. The next meeting the diplomats attended ended with all but one of their deaths as the hands of magic. This single diplomat swore he would root out the truth, and bring justice to the ones who deserved it, but he was only a man...he couldn't fight them alone. It was then he took up a path of combat using only his words...he found that with sufficient training his words could drown out magic words. This was the birth of the Diplomat Class, a mage hunting class with the ability to protect themselves while at the same time bringing the truth to the world! Those who have not witnessed their power will soon feel the sting of each and every objection! As a note, a Diplomat always carries around a book and a bag to hold all of their evidence in case they need to bring out the truth or bribe somebody.
Strengths - Energy Pool: Forgoing physical arts in exchange for those of the pen and the word made for higher learning. A Diplomat has fifty percent more energy in their pool than normal. - Objections: As a primarily mage-killing focus, this class has the ability to cancel out magic with certain high-end skills. - Cornered: If a Diplomat ends up facing greater odds than what he has at hand, such as being outnumbered or overwhelemed, they can become "Cornered" for twenty energy points a post, giving them the ability to move and talk faster. - The Whole Truth: Everybody finds it difficult to lie to a Diplomat as soon as they open their mouths...everybody. - Lying Coldly: You may not be able to lie to a Diplomat, but he can lie to you! This allows the Diplomat to forge almost fake bonds in order to get a leg up on all competition. - Heated Debates: As law-bringers, the more Diplomats on the field, the less effective every magic attack is thanks to the constant flying of words between the Diplomats and their enemies. As before, this makes Diplomats very powerful mage hunters.
Weaknesses - Covering your mouth stops all of your skills - Physical weakness limits their ability to fight anything other than mages - One melee weapon style only, no matter the rank - Lying too often may end up getting a Diplomat in to trouble...like execution trouble - No Shield Skills - No Hand to Hand - Some skills take time to fire off, leaving you open to attack
The Veritas, I mean the Diplomats, don't really make sense in Axiom. They... fight... by talking. And yelling? And talking. And somehow this breaks magic?
Also, we already have a ton of anti-magic stuff. If you want to be a mage hunter, go Paladin or Seul. The Diplomats are an interesting idea, but let's not get ahead of ourselves. xD