I made this class a long time ago, and it was approved, but I want to know what I have to do to have it re-approved now because this is old as ******** class="clear">
Class Bomber
Strength/speed: +4/+2
Soldiers that endure hard training over poisonous fumes, contamination, and fiery explosives. They are the class that can make anything blow up in a matter of seconds, or determine whether you get out alive from an area. Masters of mines and grenades, they always carry a missile launcher or a grenade launcher, but have no use of guns. They are fully equipped with explosives everywhere around their attire. Some of them wear gas masks for protection, but others don't need it because most of them have gotten used to fumes, smoke, and contaminations. Deadliest class when it comes down to explosives. They can even make some grenades, mines and missiles. They always wear heavy body armor.
Strengths -Can carry grenade launchers and missile launchers- -Are not affected by poisonous fumes, contamination, or smoke- -Are very resistant to fire- -Can withstand a good amount of bullets- -Have an energy boost of 100- -Can carry mines, and make their own grenades-
Weaknesses -Cannot use firearms, other than missile and grenade launchers- -Carry 1/4 of the ammo of your rank, since it's all mines and explosives - -Cannot learn any weapon styles- -Takes time for them to make explosives and cannot move while making them-
Skills
Explosive Creation Rank: E This is the basic technique of all bombers. By staying put, and concentrating energy into your equipment, you can make more bombs. It takes time though and you gotta stay still to concentrate on making them, so it takes 3 posts being absolutely concentrated and still.
Say Goodbye Rank: D This technique of the bombers is concentrating your energy on your eyesight and arms to have more accuracy shooting your grenades or throwing them. The concentration of energy on your arms is to prevent as much possible recoil from the gun or missile launcher.
Click Click Boom Rank: D The user can set a trap inside any place that a grenade fits into, then he hides, and with his own energy, he can choose when the grenade explodes. You have to be in the same area for this to work, and if you leave, the grenade ceases to work at all.
Minefield Rank: C This technique requires 20 mines at the very least. The user sets up an entire area full of mines that can be activated by either metal, movement, or just heat. This technique serves it's good purpose when you don't want to get followed by anyone.
Light stepping Rank: B This technique doesn;t require energy once it is learned. You can walk over mines, or other explosives without activating them. It requires training for the feet, and concentration.
Heat Seeker Rank: C When using your missile launcher, you can concentrate your enermy upon the missile with data coding to follow heat signals. This makes your missile go for any signal of heat. Though if your opponent is fire element and does a technique, this doesn't work much, or can be easily used against you.
Sticky Bomb Rank: C By concentrating your energy upon a single grenade, you can make the grenade sticky, so your opponent, or anyone whom it has fallen upon has trouble taking it out. This works great in enclosed or metal areas where the sticky bombs actually bounce against metal. If your opponent blocks with a metallic substance, the sticky bomb bounces, and explodes elsewhere or even right back at you.
Smokescreen Rank: B This techniques lasts 5 posts once it's activated. You may concentrate your energy upon a single grenade or multiple ones to cover a large area with smoke. This type of smoke is poisonous and affects the lungs, and affects proper eyesight. This doesn't hurt your opponent physically, and they may feel better after the smoke is gone, but it's great to cover up your trail when escaping.
Hasta la Vista Rank: B This technique requires at least 10 grenades and 10 mines all around you. It need a fair distance, so the user does not get hurt. Once this technique is activated, you choose with your own energy when the grenades you lay or throw n the ground along with the mines are activated. This renders any opponent in an area at least with a 2 post hearing disorder from the blast, or hurt your opponent critically if he is within the area of explosion.
Nuka Grenade Rank: A This technique requires 5 grenades. By concentrating your energy upon 5 grenades, you can mix them all together, and make one hell of a grenade. This specific grenade causes an area of 20 feet to blow up in flames, and have a contamination period of 10 posts, that may affect the opponent's hearing, eyesight, health, or other things. Anyone caught within the area should be treated to a doctor immediately. The only one not affected by this grenade is the user.
Mini Nuke Rank: S The deadliest technique of the bombers. It may even blow the user up if he's not careful. This technique needs at least 2 mines, 2 grenades, and 2 missiles. By concentrating your energy and combining them both, you make a 2 foot wide and long bomb, shaped like a nuke. This bomb is truly devastating and can destroy an entire area, and also leaves it with a large amount of radiation even if the area is so hard that it's no affected. It may even hurt the user, if he's not careful The radiation affects people's health, stamina, and a lot more physical things. The radiation should be treated immediately. The area is also left with a heat sensation that causes burns to anyone near. This technique requires a 50 post cooldown before it can be used again. The massive contamination lasts 10 posts wherever it is thrown. .
XSK Ambrosia
Posted: Wed Dec 11, 2013 3:35 pm
xxxxxxxxxxTHE INCUBUS [ A monster among men. ]
xxxxxHISTORY It must be a curse meant for mothers, that the Incubi exist. In the dark of night, when locked in sleep, a person's fantasies can come to life. Every adolescent with interest in exploring sexuality can find themselves locked in a world that isn't quite the same world as their peers. Like a beacon, an Incubus seeks out pleasure and wishes to accommodate it. The dance for that person's innocence will begin with images and dreams, then physical manifestations of their lust. The Incubus will take a spiritual form, circling around the desired and alarming them with sensuality. Then, when they've weakened themselves, they will manifest their physical body and a long night will ensue.
This is what the most glamorous storytellers would help you picture. They'd want you to believe that the Incubi are charmers, mystical men who desire solely to please the bodies of young men and women. Sometimes, this is the case, but many times it's something quite different. Young people will find their objects possessed, their dreams shifting to nightmares. They'll feel unnatural sexual urges at strange times, and will sometimes even feel a form of possession; they'll wrongfully make sexual maneuvers on their friends and sometimes even family. They'll do whatever they can possibly do to please the sudden longing in their bodies.
And when they can no longer take it, that is when the Incubus will come. That is when that man, who is both beautiful and terrifying, sensual and wretched, will come to capture your body. The dance will last a lifetime, whether you enjoy it or not. Sometimes it's a mutual thing between the two. Sometimes it's rape, or abuse. Either way, he will leave you when you are done, and that will be the last time you ever see him. From that point on, you are marked. You will never attract another Incubus again, as you are defiled. Succubi will shy away from you, disgusted by what's been done to your body; the Incubus has explored every bit of you, and claimed it. If you're a woman, this can lead to something fearsome and often unwanted. Indeed, you will give birth to an Incubus son, and there is no way to avoid that. Cut your own throat, he will live. Remove your womb from your chest, he will live. Roll down a hill, fall off a cliff, he'll live. And he will always know where you are, and he'll always want to come find you. His father's mark was a sign of matrimony between you two; this Incubus, your son, will be with you forever.
And he'll be heartless. Your child will be more sought after than all other humans. He'll be handsome, to the level of song and story. He'll be smart like the point of a quill. And yet around him, for his whole life, will be broken hearts; yours, the boys and girls of the neighborhood. He'll detest them, and rain the sun down on them from his magnifying glass, like insects. You, like them, are just a human woman. You will be abused and in the end, when he's ready to face the world, left alone in shambles.
xxxxxDESCRIPTION Ancient tales say that the Incubus and Succubus were conceived from one special union; Lust and one of the most powerful demons of hell bonded, creating the first Incubus, Eklopyter. The first of his kind, Eklopyter contained all of the powers of both demon and sin, a man of extreme power, beauty, and mystique. He bewitched cities and left nations drooling over him, and with time impregnated many women, creating many of his kind. With time, he changed the bodies of girls into Succubi to spread his blood outwards, and so began the first generation of Incubi and Succubi. However, there was always a difference between the two.
First of all, Incubi are closer to their demon side. While they possess the powers of both fallen and sin, the demonic half of their coin glimmers ever-brighter. They lust and desire more for their own pleasure rather than for self-defense, their strength stemming from other things. However, you cannot count out the Incubi's ability to please. From their great matron, they have gathered the ability to manifest in the most sensual ways, and can bewitch others as they seek. Much of their power lies in what others perceive of them. They turn their foes into their own enemies.
xxxxxSTRENGTHS • Extremely seductive. Like Succubi, you possess the ability to instantly seduce others as long as they're two ranks below you. It's said that this becomes possible only due to their astounding beauty, but that is only a supplement. The Incubi are indeed far more handsome than all other races, but their seduction lies in the magical energy they are born with. This energy flows around them and into the air like cells into a vein, bewitching any they seek. • Extremely high amounts of energy (1.5X the regular pool). • Ability to manifest aspects of the demon at will. They can extend a tail, wings, sharp fingernails, as well as horns when they please.
xxxxxWEAKNESS • Many problems with interaction. They are extremely arrogant and self-loving, often cruel to others. They will find far more enemies than friends, even those who lust for them. They are the type of people to believe that they can do everything by themselves, and become detached from others for their whole lives. • Unholy creatures, one rank weaker to holy magic. When you become full demon, you are then two ranks weaker to holy magic. • Incubi can get caught up in the game. They can destroy themselves lusting over others. When a particular target is challenging or especially attractive, they will lose their minds trying to capture their affections. This is more of a vanity thing than actual love for that person, but it can result in ruinous penalties. Anyone who is close to that person will become your enemy. You will find yourself extremely jealous of people approaching them, and this will often lead to physical violence.
xxxxxPASSIVE ABILITIES • The Demon's Dance The way the Incubus seduces others with their charms. Regardless of rank, the affected will find it very difficult to deny them. If the subject is two ranks lower then the user, they're automatically seduced. The higher ranks can be seduced as well, but it'll be more difficult. Once captured the target focuses only on the Incubus, sort of like tunnel vision blocking out the surroundings. To clarify, seduction is energy. It is not eye-sight or hearing based. It's an aura that pushes outwards and seduces people. It can't be blocked by barriers/etc. People seduced will not attack you, and you can basically force them to do things depending on what you say. They won't hurt/kill themselves or attack another person.
• The Game This can only be applied to someone the Incubus has met before. Since Incubi appear simply as men, it's impossible to tell them apart from others. The moment you interact with them, they can register your desires. They'll remember you, and discover the aches and wants of your body. They'll know what sort of kinks you're into, and what type of person you like. They can use this to seduce you in person, or they can use it to manifest in your dreams. They'll send a little fraction of themselves to wherever you lay your head at night, and corrupt your body with their touch. When a victim is stronger and more able to resist them, they'll stick to beautiful and elated imagery to keep you hooked on your fantasy world. Timid and fearful victims will often be tormented with their desires, controlled by them rather than gifted them.
When a victim is truly infatuated with their fantasies, or crippled into submission by them, the Incubus has the power to manifest their spirit completely. They will then loom over them, and please their bodies however they want. This is most often used simply for the personal satisfaction of an Incubus, but can also be used for assassination purposes; ie, if the Incubus has reason to kill the target he's seduced, he will. The Incubi cannot use this ability to teleport to people while in combat, or to teleport to people who are in combat. The opponent will not suddenly be alarmed by the Incubi, but worked into it. They'll know they're coming, and will eagerly await them.
xxxxxTECHNIQUES • CloudsD Usually, an Incubi's wings can only glide and help reduce the impact from falling. With this ability, though, you coat your wings in energy and allow for full flight, for a time. This energy will remain on your wings for three posts, at which point you will have to re-apply it. You gain +2 speed while flying.
• ThroatsC With a bite deep into their neck, the target will lose all ability to resist your seduction. They will immediately go under heat, lusting and desiring for you. This feeling is described as being extremely sensual, for both the Incubi and the bitten. However, consecutive bites can quickly drain the target's energy away and leave them completely immobilized.
• ClawsB Your nails will grow momentarily, and then you will swipe both of your hands, causing ten waves of energy to arc out. These waves will press forward in collaboration, smashing through projectiles, and picking up in speed the longer they're present. They will then begin to track down the opponent, and will hunt him/her for the next two posts. As stated, the longer they continue, the faster they get. Eventually, on the second post, they will all merge together to form one great blast of red energy.
• HornsB-S This ability can only be sustained for one post, but will block techniques of a rank higher. Manifesting your horns, you will create a force field of energy around you to nullify incoming attacks. When the force field dissipates, it will sink into the ground and leave a satanic circle around the Incubus. This circle, while he is inside of it, will slow incoming opponents by one point for the next five posts.
• RingsA A demonic power. Circling around you will be two rings, coming over your torso from your waist to a bit above your shoulder. The rings themselves are see-through and can be passed through easily. However, on each ring will be three beads. During any time since activation, you may fling one or more of these beads, and they will explode into a chaotic blast that extends about twelve feet outwards. Flinging them is as simple as throwing their energy at a target. These beads may also be glued to parts of your body, and if these beads are directly hit, they will explode and damage only whoever impacts them.
• EmblemsA A shield of demonic energy will cover you in a complete field of protection. Everything within ten feet of you, for the next post, will be immune to damage from things A rank and below. The power of higher-ranked techniques will still harm you, but will deal you a fair amount less in damage.
• DemonsS Requires Master Rank, Requires Self-Performed Mission of 5000+ words in length. The mission should describe the process: 1. The inquisition of how to turn into a demon 2. Searching for a demon that has entered the mortal world 3. Finding the demon, gaining their trust. This can be done verbally, sexually, or even by showing them your power 4. Killing the demon and harvesting their remains. Just as Azazel drank a demon's blood and ate his flesh to become the first vampire, Incubi can master their demonic power by killing demons and using their bodies. Eklopyter, grossly, performed necrophilia on the dead demon. The other Incubi after him (of which there have only been 1-2 to undergo this transformation) have eaten the dead corpse
This is the final step. Once you take this leap, you won't be able to go back to the way you were. Your demon half will eclipse your sinful half, and your power will multiply. First of all, your appearance will change. Incubi who turn into demons tend to take back from their development cycle, growing taller, more intelligent; a superior, more apex predator. Their skin goes paler and sometimes greyer. Usually, your teeth will grow sharper, and your eyes will begin to turn silvery. The process of turning into a demon usually takes days. For Incubi who are physically weak (such as mages, necromancers, etc) will take much longer (weeks, months) to integrate the demonic power through their body, as they will be overwhelmed with pain when they try to rush the process. When the process is finished, your body will begin to more rapidly change, and eventually you'll become a pure demon. Your sinful side will completely vanish, and so will your connection to the matron, Lust. However, surprisingly, not all that much changes about you.
Lucius was a very sexual demon. He, as well, had the power to control the hearts of others. Like him, you will grow brutally strong, but may also be charming and seductive. It is impossible for an Incubi to escape from their true roots; they will always be immersed in passion and sexual desire.
• TonguesB Requires that you've become a full demon
Locking lips with someone and letting your tongues dance, you can then begin to channel your power. This sweet kiss then becomes a curse on their body, and whether they lay egg or seed, their child will become someone much like you. This is another way Incubi create Incubi; they can assure that a child of their own kind is created, with just this kiss. That person will always feel the need to watch over and protect their Incubi child, regardless of how they may find themselves treated by them. Then, in time, they will give birth to more and more Incubus children.
• FeelingsA Requires that you've become a full demon
The Incubi can perform something paramount to telepathy. This is actually a form of demonic possession, but weakened. Channeling your energy into their body, you can make the target feel all sorts of things. Pleasure, elation, arousal, pain, sadness, anguish. There is only one specific feeling you can make any target feel at one time. You cannot make them feel multiple things. Combined with your seduction and charm, this can make people fall on their knees for you. Or, combined with your ability in battle, the pain or irritation can really make a difference.
• LashesA Requires that you've become a full demon
You manifest (bring out) a certain aspect of the demon; your tail. The tail, as an Incubus, was fairly short and basically useless. It was only good for aesthetics, and sometimes bondage, really. This tail has far more usage. The tail is now extremely large, as if from the body of a dragon. There is not only one tail, but three. They start off camouflaged, barely visible as if to not take away from the demon's desirable appearance. However, once they've first made a swift movement, they will become visible again. They are good for attacking opponents, catching projectiles (they are capable of lashing out, grabbing projectiles and then absorbing them; obviously ones too large/too strong can't be eaten), and when they make contact with the ground, they sense things within the immediate area. They can be destroyed, and must be regenerated by performing this skill again.
This costs high energy to activate, but will remain active until you decide to turn it off. With this ability, your skin becomes extremely cold to foreign touch, far below zero. Making contact with an Incubi at this point is like dashing into the world's most horrific blizzard, with hail and frostbite coming upon you. However, contrary to what you might believe, this experience is extremely pleasurable for whoever feels it. They will, rather than flinch, want more and crave more. It is said in ancient lore that the most powerful of Incubi could seduce a dozen people, lay with them, then make an ice sculpture of them all. While that seems a little far-fetched, it may not be out of spectrum for a practitioner of this ability.
• FuturesS Requires that you've become a full demon
This is a powerful ability that the Incubi may perform on someone they are having sexual relations with, and only during the act. It's so subtle that you won't notice it; a tiny, faint glow against the palms that may brush against your skin. This ability ensures that people they've made love to will not betray them. How? It sets up a certain calendar event within their body. For example, the Incubi will whisper to their heart: on the twenty-eighth of the final month, you will be unable to control yourself and will come find me. You will lust for me and need me, and I will be there. These appointments are not to be taken lightly, and the Incubi will always deliver on their word. Until this day, however, the recipient of this spell will never desire to hurt or kill the Incubi. They will instead feel a closeness with them, something similar to a blossoming love. They'll often think about the Incubi, and it will slowly build up until, on the promised day, they will want to see them again.
This promised day can only be within a few months of the current day. So, you cannot set the date to a hundred years later or something. This ability is actually commonly used by Incubi who legitimately wish for someone to love them, and they will slowly guarantee their target's love with visits every so often, with the blossoming feelings growing like a weed into their heart. For the most part, though, this is used to remove potential threats.
The date can be up to three months later. If you miss the appointment and don't meet them, then you miss the chance to safely reapply the spell.
• WintersS Requires that you've become a full demon
An advanced version of "rings". This ability coats your body in an energy shield that, upon being struck, devour whatever hits it, and explode if it is impacted with something beyond its power. It will not hurt the demon. Similarly to Rings, you may launch shards from the energy barrier around your body at foes, and they will explode for a freezing blast of about fifteen feet. There are ten shards. You must specify from which part of your body these thrown shards have come from.
• HeightsS Requires that you've become a full demon
This can be used in conjunction with Clouds, as it requires for your wings to be manifested. Wherever you run, and wherever you fly, your wings will leave a trail of energy. This energy will be extremely thick and molten hot, as if you were creating a fiery maze around the opponent. And in a way, you are. For the next three posts, this energy will exist, and be present. On the second post, it will start to radiate, and the vision of it will blur. On the beginning of the third post, it will begin to dramatically shake, it will become brighter and brighter, then it will ignite; it will become a thick blast of demonic energy, incinerating whatever is too close to it (about 20 feet). Usually, upon casting this ability, the demon will continue to run and fly around for the next three posts. The blast does not hurt the demon.
xxxxxADDITIONAL COMMENTS Explaining the Incubi's power The Incubi draw their power from their father, Eklopyter, and his father, Lucius. This demon, Lucius, was one of the greatest demons of hell. So powerful was he that the gates split open and allowed him into the mortal world at a whim. He hunted for the sins, curious as to their power; they were like demons, supernaturals and humans, but at the same time separated from them. They were a new power, on a league of their own, and they rocked the mortal world. He desired to obtain them, usurp their power. He desired to become the King of Hell, using them as his conduit. Unfortunately for him, he learned that pure demons could not contain these creatures, but that didn't change anything. He wanted to at least understand what they were.
So, he continued to look, and he found. Deep in the ruin of an ancient city, he found a tribe of people hailing a red headed woman as their Goddess and Queen. They were exhausted on the floor, all of them spent and lusting for more. This sight brought him great curiosity, as well as excitement. He wanted to know just what was waiting for him deeper in the ruins. However, all he found was a note; she had known he was coming, and wished to avoid him for her own safety. Lust did not want to be made into a demon's hag, or a demon's coat of skin. She realized the difference in their power: that if he willed it, he could crumble her to dust on a whim. However, because of this difference, he eventually caught her anyway. In the chase, he felt passion, and he let this out when he claimed her body. From his seed, the child was born. The new race was at hand.
Yes, as it has been told, the Incubi are closest to their father. Eklopyter, a loving son, was even said to have become a demon in his last days on the planet. He then joined his father in hell, leaving the mortal world forever behind. But with his leaving, he left his sons great knowledge of how to use the power of the demons. Lucius, in particular, was a demon whose power was built on brutality. He was a fighter, not a lover, not a contractor, not a liar. It is because of their connection to their demon half that, even while they have the potential to be wily and charming, they tend to be more straight-up and honest. They do not attempt to soothe and seduce people, but rather they make them feel as if they're just that much better. They will allow the people surrounding them to have a taste of their beauty that is both demonic and sinful, and leave them wanting for more.
That, however, is just a part of their power. What really lies within the Incubi's arsenal is a whole load of demonic spells. It's even said that, in the height of their power, they can surpass their limits and become much like Eklopyter, something far from Incubus. With this, they give up a majority of their sinful side, and embrace complete harmony with their other half.
Once you've become a demon Because there are different types of demons, you can consider yourself far separated from the Diabolus and Dreadnoughts. You are a completely different creature, from a different sect of hell, and with a different intention. Of course, it will be easiest to simply describe the changes inside of you.
1. You may now set up waypoints in areas. Using these waypoints, you can travel through the gates of hell and appear all over the world. The only way a waypoint can be used in combat is if you have already set up that waypoint in the thread far prior. Waypoints are massive red stones. The only way to connect a waypoint to hell is to bed a virgin against the stone, then sacrifice them when they've lost their innocence. You may only own six waypoints at any time.
2. Each demon has their own weapon that brings them great pride. Incubi who already owned powerful weapons can apply to enchant them with special effects in the custom area. These effects are fairly strong, but don't get ahead of yourself. These weapons will be named after the demon who you killed to become a demon, as they are from the remainder of their parts.
3. When you've become a demon, you will not lose your ability to seduce people. In fact, your type of demon is even more alluring than an Incubi. Your pheromones are intense, bringing people towards you. You will be more attractive and exotic than ever before, making you the awe of many eyes. However, this doesn't actually increase the rank of seduction or anything of the like.
4. You unlock the final abilities of the demon. These are the powers that Incubi can never obtain unless they surpass their sin.
xxxxxRESTRICTIONS • Your stats are 6/6 • You must be a male to be an Incubus. You must be a female to be a Succubus.
Sorry but I am putting my two cents into this, Bombers were removed as they were slightly integrated into the mechanists, or so that is what I think I read. I get bored as ******** a read stuff even the forms moved to a closed area.
Posted: Thu Dec 26, 2013 1:35 am
KnightsRoyal
Soothsayer Class
The Oracles are the mystery of the classes. They can take you on up close or from far away though this should be enough for you to take them seriously. Their knowledge, words, and even their own specialized Weapon can be dangerous.
+0/+4
Strengths - The fastest of attack of all classes. - They have a large variety of skills compared to most, all depending on their luck. - Fast thoughts: You think faster than others, thus allowing you to strike much faster with your own little variety of surprises. - No Holding Back: As stated, you can let loose a storm of attacks without yourself getting weary. - Words of Power: Just speaking your mind and thoughts activate something inside of you. This can be used as a force of nature, the subtlety of deceit, or fake out of an escape. - The Numbers Game: You can take on armies if you get the right chance. - You can learn two elements instead of one right at the start.
Weaknesses - No weapons, you are just someone who is smart, you have no need for such drivelry. - No armor, you have no need for something that would slow you down. This makes you heavily supsceptible to damage and thus you are easily knock outable. - Can only Sub-class to Mages - Words of Power Pt. II: While you may affect your enemies, you can also effect your allies with your voice. - All of this Class' skills require a chance(Number Pick) - You can only use once skill per post, no stacking skills or using multi-skills. - Only 1 Hand to Hand Fighting Style allowed. - You have to carry a book with you everywhere, for it is your knowledge. - All your tarot summons only last for 3 posts unless stated otherwise.
Soothsayer Skill
Words of Power: Rank: Passive Requires: Rank Equivalent Description: The user learns the stance of which their words have as much power as an earthquake, with the cunning to cut through armor. The user is able to persuade any NPC into doing most of the things. Once such word is being let go, but the user will have to rely on their logic, and the foolishness of the guard. (Roll a d20: 1 is a found out lie, 2-10 caught and failed, 11-19 is a success, 20 makes the guard your temporary ally)
Wand: Rank: E-A E to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-14 to decide the following effects. The higher the number, the more energy required, but the stronger the skill gets. All of them vanish after they reach a limit. ((Trainees can only start at 1-5 in a number generator)) E Energy 1: Summons up a single wand as it aims at the foe and shoots off a single fireball. 2: Summons up two wands as they aim at two foes, one shooting off a ball of fire while the other shoots off a bolt of ice. D Energy 3: Summons up 3 wands as they form a triangle before the user and become a levitating shield for a single post. They can block all kinds of elemental attacks of D rank or lower or can be used to project a triangle beam at their foe. Lasts for 2 posts. 4: Summons up 4 wands as they form a diamond before the user and become a levitating turret. Lasts for 2 posts as it fires off a spinning whirl of physical power. Holds a total of two whirl shots, only one firing per post it lasts. 5: Summons up 5 wands that become a spinning whirlwind, creating an instance shield that covers the user. Protects them the entire time until hit by a skill of D power, disrupting the shield, but protecting the user. Skills C or higher break through and harm the user in question of the attack. C Energy/Requires Novice Level to access 6: Summons up a long wand, consisting of six wands being infused into the skill. They can be shot off like magical bolts, physically hurting the enemy in question until all 6 have been fired. The user can create a ring around them instead of a long wand, protecting them from having enemies getting too close to them. 7: Rains 7 wands down onto the field, landing in a V-shape style. This creates an electrical field on the floor as it shocks those who step on it, or those who were caught in it. No damage done, but it stuns for a single post. 8: Summons up 8 wands, surrounding the left hand of the user while they hold their book on their right hand. The user can fire off 8 wands as they form a small wand cannon around the user's hand. Once all 8 have been shot, one comes back to the user's hand and restores 10 energy to him. 9: Summons up 9 wands in total that surround the user in a circle, creating a beam of light that can withstand a C-rank magic attack. Lasts until it's broken by three C ranked Elemental attacks. 10: Summons up 10 wands that form a shield before the user. It takes a while for all 10 to appear and make a shield, but it creates a small shield that can last 10 hits from anything, but the user must keep their focus on this shield, and will not be able to use anything else. B Energy: 11: Summons up a female with a wand that fights beside the user for 3 posts, but the user is unable to use any other summoning tricks of their class. The female heals them of minor wounds until they vanish from the time limit. 12: Summons up a knight with a long wand in their hand, floating around as a familiar. They aim to protect the user of them by firing off 6 wands from their long wand. Once it is out, they vanish, same rules apply though, the user cannot summon another one. A Energy Requires Adept to Access 13: Summons the Queen of Wands as she stands tall and behind the user, constantly firing off blasts of fire balls. She requires a constant roll of a d6 to remain on the area, if it hits 1-3, she will vanish. 14: Summons the King of Wands as he appears for one post and summons down a rain of Ice, Fire, and Lightning bolts. Though the pattern is off, the enemies have to roll a d10, anything higher than a 4 is a dodge of the strike. This lasts only the post the man was summoned.
Chalice: Rank: E-A E to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-14 to decide the following effects. The higher the number, the more energy required, but the stronger the skill gets. All of them vanish after they reach a limit. ((Trainees can only start at 1-5 in a number generator)) E Energy 1: Summons up a hole in the ground, big enough for a body, but deep enough where it requires the user to climb out. 2: Summons two holes, one on the ground and one in the air pointing onto a flat surface. Those who fall through, will end up falling through the aerial hole onto the floor. D Energy 3: Summons a large hole behind the user, allowing them to enter it while two more holes appear in the air and on the ground. The user will pop out of the ground while his book falls out of the sky's hole back to him. 4: Summons two pairs of holes, one beside the user as three appear beside the enemy, one at each side and one at behind. The user can punch the enemy through one of the holes to force them into another hole, shooting them out through the back hole. 5: The user summons up 5 holes in the air, summoning gusts of wind out to disrupt the enemies in the sky, and blowing back their foes. While this does no damage, it helps in playing keep away as they vanish instantly after the small gust of wind. C Energy/Requires Novice Level to access 6: The user creates a large ring in the air before bringing it down on their foe, transporting them high into the air. It drops them down to the floor behind the user, and can be used on multiple enemies if the hole is big enough. 7: The user summons up 7 holes, three on the ground, and 4 in the air. The enemy must roll a d6 when they enter a hole on the ground or the air. If they roll a 6, they will reach the portal near the user, but any other number sends them to another part of the area. 8: The user conjures up two large portals and slams them both down on him and his foes, switching places of him and the rest of the group. This also brings any objects in the vincinity with the user or the foes to confuse them on their placement. 9: The user conjures up a bracelet to equip onto their left hand. A single punch creates one of 9 portals, or can be used to punch the foe to send them into another portal to send them away. 10: The user conjures up 5 holes onto the ground and 5 holes in the air, making it hard to reach him for close range, even magic can go through this level of holes now, sending them elsewhere. B Energy 11: Summons up a maid wearing a star robe, creating 3 portals around her master before she vanishes. The three portals are not connected, and instead send people to 8 other locations. Gunslingers can see where these portals can send them and are able to avoid them with ease. 12: Summons a Knight weilding a celestial blade. The man will slash at foes and send them into a break dimension before they appear elsewhere in a split second to them, but longer in the real world. A Energy Requires Adept to Access 13: The user conjures up the queen of portals, switching places of all her foes, and dressing them up in eachother's clothing for cosmetic change. 14: The user summons up a maze of portals that lasts for 4 posts, the walls consisting of only portals as does the ceiling. The floor is safe to walk on, but this is a maze of portals, meaning one can get lost, or stuck elsewhere. Going through any of these portals sends the foe back to the start of the maze.
Pentacles: Rank: E-A E to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-14 to decide the following effects. The higher the number, the more energy required, but the stronger the skill gets. All of them vanish after they reach a limit. ((Trainees can only start at 1-5 in a number generator)) E Energy 1: Summons up a single pentacle before the user, merely as a wind guard as it pushes forward with air if stricken by a physical blow. 2: Summons up two pentacles as the user flings them both like discs towards their opponents. They release a windful impact to those it hits, but does no damage, merely pushes them away. D Energy 3: The user summons up three pentacles as they create a reflective surface, protecting the user from elemental attacks. 4: The user summons up four pentacles as they break apart into two pieces each, firing off at their foe to send them flying back with some cuts now. 5: The user summons up to 5 pentacles as they form one large pentacle as it spins, creating a whirlwind forward tornado that sends their foes away as quickly as it can. C Energy/Requires Novice Level to access 6: Summons up three large pentacles in the sky as they each shoot one pentacle down at their foes. Until all 6 have been shot, two per pentacle. 7: The user summoned up a bracelet to summon up 7 pentacles at will. The bracelet lasts for 4 posts and the 7 pentacles are used to create a reflective shield before the user. Very effective against beam attacks as it rebounds it all towards the source as a much powerful Laser. 8: The user places 4 pentacles onto the ground while four pentacles hover above him. They create a small wind that sends the foe up into the air slightly, to put them out of balance. The ones above the user's head turn into the element themselves to strike out with. 9: The user summons up three larger pentacles into the sky like in the Six of Pentacles, but instead shoot up to 9 times, three per pentacle now. 10: Summons up a coin purse for the user, with 10 pentacle coins inside. The user may throw all of them out as they roll onto the ground, getting bigger as they continue to roll on. B Energy: 11: Summons the valet of Pentacles as he is equipped with the Ten of Pentacles to aid in running foes away. 12: Summons the Knight of Pentacles as she is equipped with a pentacle covered blade. Her slashes, shoot out pentacle coins out to pelt her foes about 6 times per coin. A Energy Requires Adept to Access 13: Summons the Queen of pentacles as she raises her hand and makes it rain storming coins, all super heated now due to the descent. 14: Summons the small King of pentacles as he rants and raves for a moment before healing the user in the next post.
Epée Rank: E-A E to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-14 to decide the following effects. The higher the number, the more energy required, but the stronger the skill gets. All of them vanish after they reach a limit. ((Trainees can only start at 1-5 in a number generator)) E Energy 1: The user summons a single rapier before thrusting it out into the air towards their foe, a small stab technique. 2: The user summons two rapiers before going for a cross slash in dual X formations. D Energy 3: The user summons three rapiers into the air as they charge in to stab at their foe's neck quickly. 4: The user summons four rapiers around him as they all charge in towards the center to stab the chest of their foe quickly. 5: The user summons up to 5 rapiers around them as they each shoot out at once towards the foe in the next post one at a time. C Energy/Requires Novice Level to access 6: The user summons 6 rapiers as they spin around them quickly, not going anywhere as they keep spinning for the next 2 posts. 7: The user summons 5 rapiers before them before summoning the next two. They each have a rose at the tip that dies in the next post, causing a small burst from each of the rapiers. 8: The user claps their hands before them as they summon 8 rapiers around him. They all shoot out in a random direction, piercing the foes around him. 9: The user summons a bow in their hand as they get a quiver of 9 rapiers on their back. They can shoot them one at a time, two at a time, or three at a time. This can last up to 7 posts before it vanishes. 10: The user summons down a rain of 10 rapiers, one at a time down onto the foe as it happens in a single post. They stick to one spot, so it is easily avoidable. B Energy: Adept Required 11: Summons up two valets of Epées as they charge in one at a time towards the foe for a bop on the foe's head. They return to the user's sides as guides and act upon an enemy's hostile movements. 12: Summons up the Knight of Epées, but instead of wielding a rapier, he wields a sword in his name as he gets ready to fight. He lasts for 3 posts, and stays with the user at the time of his summon. He uses Cross Slash with the single sword, making it quite unorthadox. A Energy Requires Expert to Access 13: Summons up the Queen of Epées as she requires a charge post first. In the next post, if she isn't interrupted, she summons down a storm of blades onto the field before her, reaching 30 yards from where she stands. 14: Summons up a King before the user, as he stares at the foes with a dark grimace. In the next moment, he charges, splitting into 14 versions of himself as they all charge for a stab. This doesn't hurt physically, but it hurts mentally.
Magician/Hangman Rank: D or B D to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, D Energy: 1: Magician: Your voice twists the world around you, creating a psycho-like barrier of seals. While it may seem it protects the user, it does not block, but intimidates the foes as it shoots various elemental missiles all over the place. B Energy: 2: Hangman: The user draws the hangman card and throws it out from the book. The card turns into a noose as it tries to grab onto the enemy's neck. This is a simple rope, lined with ice-energy to keep it immune from fire. But this can be diced to bits even when it grabs ahold of either a neck or a ligament. The ice works as an anesthetic to numbness on where it grabs, the neck being the worse.
Strength/Fool: Rank: D or B D to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, D Energy: 1: Strength: The user gives up their own strength, going down to 1 point of strength to weaken a foe's own strength by 5 points. Their reduction lasts for only 3 posts, but the user's reduction lasts for 6 posts, making them highly vulnerable if they aren't fast. B Energy: 2: The Fool: The user is inflicted with Energy Zero for 4 posts, but all skills D and below are free to use.until the three posts are up. The user is then given back full energy, but all skills now cost double for 4 posts.
Judgement/World: Rank: C or A C to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, C Energy: 1: The World: The user summons up a small gravitational ball 5 yards away from the user. It pulls in anything except the user towards it before rupturing and sending everything in to be sent flying away. People hit by this before the suction can be compressed badly before being released. A Energy: 2: Judgement: The user begins to condense energy into the card of Judgement as it begins to glow. Slowly the energy begins to build up at a violent rate before being released at the foes in a shotgun like style before they all fire forward.
Sun/Moon: Rank: C or A B to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, C Energy: 1: The Moon: Inflicts blindness on the foe that lasts for 3 posts while the user gains a speed boost. The user is capable of summoning a small light in a pitch black sky, mimicking the moon's own light. A Energy: 2: The Sun: Inflicts blindness and searing pain on the foe for 5 posts. The user gains flame resistance for 5 minutes(2 posts) and a small boost to their strength. The strength boost lasts for 2 posts as well, but also engulfs the entire user in flames.
High Priestess/Empress/Emperor/Heirophant: Rank: D-A B to learn Requires: Words of Power, Energy, Luck, Adept Description: Random number, generate between 1-4 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, D Energy: 1: High Priestess: Summons up a black ball of fire as it causes small corrosion for a single post. Body parts turn pitch black when effected by the flames of the high priestess ability. C Energy: 2: Emperor: Summons up a white ball of fire as it causes a forceful impact burst. Body parts effected by this skill can be broken on impact of the attack. B Energy: 3: Heirophant: Summons up a crown ring, maxed out at 8 crown rings, upon a hostile enemy's skull. Once effected, the enemy becomes peaceful and memory dulled, making them technical vessels. A Energy: 4: Empress: The user generates a small bubble around oneself while the coloring shifts from clear to green. It becomes a toxic bubble that can harm those who touch it, or can be used to gas up on the inside.
Lovers/Devil: Rank: B or A B to Learn Requires: Words of Power, Energy, Luck, Adept Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, B Energy: 1: The Lovers: A dual barrier appears around the user, but with a dual effect, keeping the user in a single place, but keeps attacks up to B rank out up to 6 hits. The user is unable to attack from the inside except using the basic techniques up to the number 5 amount. A Energy: 2: The Devil: The user is inflicted with half health for the rest of the fight, but gains double damage for their basic rank techniques.
Hermit/Chariot: Rank: C or A B to Learn Requires: Words of Power, Energy, Luck, Adept Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, C Energy: 1: The Chariot: A quick dash technique as it summons up a spike shield before the user. They slowly float up with the shield till their feet are off the ground before they dash through the air towards the foe. On connection, there is a chance to impale foes, most of the time it just knocks them away. A Energy: 2: The Hermit: Summons up a shelled man in the air before he pulls out a clock that swings back and forth. For 2 posts, everyone is inflicted with forced slumber and cannot make a move besides the user. They are able to stay awake but can only use the pentacle technique.
Death/Temperance: Rank: A or S A to Learn Requires: Words of Power, Energy, Luck, Expert Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, A Energy: 1: Temperance: An attack of all four elements that come one after another, beginning with a strong gust of wind to blow their foes away. Those who aren't able to comprehend the wind will end up being sent into a stone wall that locks them in place with stone vices. The technique continues with searing heat emanating from the earthy wall and stonr vices to continue the damage. Soon, the heated earth becomes quickly chilled with an eruption of water, causing a small explosion to send the foes away. S Energy: 2: Death: Death appears and slashes forward with his scythe while the hood keeps his skeletal skull out of sight. If the slash connects, all those struck by the blade will be put on the verge of death. This can be used against the used by the effects of a full body mirror as Death has no reflection. The user will be sent flying back and put under a doom timer, lasting for 4 posts.as any attacks deal double damage to the user.
Wheel of Fortune/Tower: Rank: C or D A to Learn Requires: Words of Power, Energy, Luck, Expert Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, C Energy: 1: Tower: Summons up a large energy shield that proves to be impenetrable by any physical technique. Any physical attacks that come in contact with this tower are immediately absorbed and pushes back the foe that attacked with it. D Energy: 2: Wheel of Fortune: Summons up a large energy shield that proves to be impenetrable by any magical technique. Any energy attacks that come in contact with this tower are immediately absorbed and pushes back the foe that attacked with it.
Justice: Rank: S Requires: Words of Power, Energy, Luck, Master Description: Roll a d100 5 times, 5 effects will happen when the rolls are done, but it depends on what the roll is in during the 10s area. All the effects last for 7 posts unless stated otherwise. 1-10: Creates a black sludge rain down onto the area, causing slowed movements and forced rests. 11-20: The floor turns into ice, nullifying any speed skills due to the lack of traction for the running. 21-30: Blindness is inflicted on everyone that lasts for 5 posts before their vision finally fades back into view. 31-40: Summons up a rain of various weapons, over half being arrows and shurikens rigged with explosions. Battle Axes, Greatswords, and poisoned needles are rare occurrences. 41-50: Turns the air around the foes into hot air, slowly engulfing places on the foe's body on fire. 51-60: Summons up bubbles of pure water into the air, 25 ranging from big to small, big enough to engulf a whole body, including a full-grown dragon. Small ones can engulf single body parts. 61-70: An electrical storm occurs, striking towards the foes quickly before vanishing after loosing 3 charges. 71-80: No reason at all, everyone is oiled up completely, making balance for walking impossible. 81-90: Everyone is sent flying due to explosions occurring near them. 91-100: Everyone is inflicted with the doom effect, allowing double damage from all skills to occur.
Interject: Skills below can only be learned by training underneath Tempest Azura
That is Enough!: Rank: A Requires: Words of Power, Energy, Luck, Master Description: The user yells, with all their might to create visible soundwaves that travel before them. It spreads out slowly, creating a visible light blue area as it travels, and when it echos, the sounds can travel even longer. The user can only use this skill once per month, both in rp and in real life. Those caught in the light blue area are slowed down, cutting speed and strength in half. The user can be effected, but only decreased in speed by 2 points, allowing them to move normally amongst the others. This effect lasts for 4 posts on each person that has been effected by it. The skill spread stops after going 30 yards, even with all the echoing.
Objection!: Rank: B Requires: Words of Power, Energy, Luck, Expert Description: The user yells Objection, with all their might to create visible soundwaves that travel before them. It spreads out slowly, creating ripples in the air, breaking glasses and breaking wood as it goes through. The skill spread stops after going 30 yards, even with all the echoing. The shout sends those it effects backwards and then down to the ground. The user is not effected by this skill due to them being the source of the shout.
Story of the Darkness: Rank: SS Requires: Words of Power, Energy, Luck, Sage Description: The user opens up their book and reads up on the Story of the darkness. This projects a field of darkness around the user that is complete at a 15 yard radius after a post of reading, those who hear it are slowly sunk into the dark field and transported to a field of black grass and permanent sunset-type sky. They will then have to take down a mimic of a 100ft Iron Golem as it attacks them. They have to take down the golem within a 6 post effect range on each of the people who hear the story. Once the story is done, the user will close the book, jettisoning the captured people out of the ground back into the real world, dealing A ranked damage from the forceful ejection. Those with the ability to fly are immune.
Story of Light: Rank: SS Requires: Words of Power, Energy, Luck, Sage Description: The user opens up their book and reads up on the Story of the Light. This projects a field of bright light around the user that is complete at a 15 yard radius after a post of reading, those who hear it are slowly levitated up above the light field and transported to a field of blue grass and permanent green sky. They have to take down a Dragon and its Rider within a 7 post effect range on each of the people who hear the Story. Once the story is done, the user will close the book, jettisoning the captured people out of the air back into the ground of the real world, dealing A ranked damage from the forceful ejection. Those with the ability to stop a fall or are able to land on their hands and feet like a cat sustain no damage.
Hiro Allday Errday
Here is the biggest problem with this class. It relies too much on rolling dice. If you want a class, I need solid skills. If you want a card to have an effect, make a skill based around that card being used. Like... a fire card causes a torrent of fire to rain down or some s**t.
xxxxxxxxxxTHE SIRENS [ I'm not who you think I am. ]
xxxxxHISTORY Even the sweetest things can be made to destroy. Song, for example, was meant for enjoyment; it could bring life into a village, and establish a culture for the people. And yet, even the sweetest of things . . . can be made to destroy.
Within the history of Axiom, there was one especially beautiful and talented individual. It was Kohana, the younger sister of Kaminae. She was a Mer, like her sister, and she projected the beauty of her voice all across the sea. It was from her lips that the whales learned how to sing to another, as well as the dolphins and all the rest. She taught them how sound could form harmony, and from her guidance, they flourished. She was sought after by all of the Mer in the realm, desiring to witness her beauty and let her voice nourish their ears. She was the darling of Los Anthos. However, this did not last forever, only for a while. When Kaminae and Kohana were still young, the older sister discovered the gate of hell at the bottom of the ocean floor. With the whispers of a demon, she opened it, and unleashed a curse upon her family. Kohana was stripped of her scales and her connection to the ocean, and all she sung to would last for only a time before succumbing to some horrible fate or another.
She then decided that she would never sing again. She met a handsome Mer on the coasts of Amaranthine, and they eventually grew to raise children together. She made sure to teach those children to never, ever use their voice. To never let them sing. Her partner found this very strange, and she quickly grew defensive about it. She noticed that the children did not have scales, but rather the same aspects as her; feathered arms, and sharp nails. She realized that they, like her, had been cursed. Even so, she resolved to keep them alive and raise them, and taught them to never let the voice overcome them. However, forbidden from them, this aspiration grew in their hearts. They wanted to sing, and to see just why it was forbidden. They would then do so in secret, and actually turned out to possess beautiful voices. Some people overheard them, and praised and cheered. One of the old women of their village even approached their mother, Kohana, and informed her of their beautiful voices.
That night, the Siren senselessly beat her children, and told them to never do it again. A month later, a large portion of the villagers died, struck with a sudden illness. She made sure to let the children know that they were the cause. In guilt and grief, they never again sung. In fact, the girl didn't even speak again, fearing what her voice could do. It was only the son, the oldest of the two, that allowed the shame to eventually heal. When he grew older, he vowed to begin his own life. He took his sister with him, though she profusely refused, kicking and groaning as he took her. He realized, though, that they were special. He wanted to eventually refine his voice, and make it so that he could sing freely and to the benefit of the villagers, without them all dying and him being at fault.
However, he was wrong. No matter what he did, he could not refine his voice. Many died around him, and eventually he was rumored to be a witch, and cast away from society. His younger sister was pursued, and was to be slain by pitchforks and torches, for she was a beast with feathered arms and sharp nails. However, before her death, she opened her lips and allowed her voice to flow through. Rather than all of the villagers dying, they all became calm. And that was the first step to peaceful coexistence.
xxxxxDESCRIPTION When it comes to their personalities, the Siren are an open book. However, they tend to enjoy the coastline, and many of them even reside in Los Anthos. They retain a close relationship with their kin, and many of them often consider themselves simply as Mer.
Sirens possess two types of magic: Magic to destroy, and magic to recreate. These two may not coexist however, and upon changing the frequency of your voice to fit the situation, all effects of the other side will cease. For example, if you were to curse an enemy with a stat debuff, upon switching to the more gentle magic, that would disappear.
xxxxxSTRENGTHS • You can breathe underwater, and are an exceptional swimmer. Furthermore, the feathers on your arms can sprout at any time, and allow you to fly through the air at high speeds. This means you are capable at land, sea, and aerial combat. • Amazing at survival. The voice of a siren (with certain spells) can easily lull even the most vicious of opponents into disarmament. • You must subclass into bard, but can completely master that subclass.
xxxxxWEAKNESS • Weak offense. The sirens tend to focus on protecting themselves rather than killing enemies. Even with their destructive magic, they can usually not secure a kill. • The more people you kill, the less resolve you have. Sirens are naturally weak in spirit, as a part of the curse. They can retain guilt for their whole lives, and the more guilt that racks up, the weaker your decision making becomes. Once you've killed enough, you will find yourself unable to finish people off, or even fight people. The pacing of this progress is up to the discretion of the RPer. However, if you are ignoring or highly downplaying this weakness, you will be corrected. • Like Mer, you are weak to lightning. It is one rank stronger against you, meaning it will severely hurt your body.
xxxxxPASSIVE ABILITIES • The Voice Sirens have naturally beautiful voices, and have a knack for all languages. They can understand every language fluently, including monster and animal languages. Furthermore, their voice is literally beyond the mortal imagination. They are capable of going from the highest to lowest notes seamlessly, and possess powerful vocal chords. They could hold a strong pitch for an hour before tiring themselves. People will naturally find their voices extremely enjoyable, and will often choose to avoid altercation with the wielder of the voice.
• The Song of the Sea Sirens voices can possess certain magical qualities. Usually these have to be applied for, but there are some that you can simply pick up from the bloodline if you so desire. These are passives and there are three slots. Some examples (you may choose to have these) are:
The Song of Psychics - The ability to read the forefront of someone's mind while they are hearing your voice.
The Song of Movements - The ability to accurately detect the movements around you while you project your voice (within 100 feet).
The Song of Swords - The ability to levitate weapons and other inorganic objects within five feet of you while you project your voice. These can then be flung or what have you.
Note: Projecting your voice can even be a mumble, you don't have to start singing Adele. Usually, Sirens will hum to activate these abilities.
xxxxxTECHNIQUES XXXXXXXXXXXXXRECREATIONAL SONG
• D Ability description here
• rank Ability description here
• rank Ability description here
• rank Ability description here
• The Song of TimeS This can only be done once in a fight. With only a pitch, this can be performed. You will turn back the scales of time, sending yourself back to a little while prior. The basic effect of this ability is that it nullifies your opponent's post, while they retain the energy costs. Of course, this can both get you out of death and really damage their chances in battle, but it is best to use this extremely carefully. Note that while this does null their post, since it simply turns back time, if their post was defending themselves, they are not auto-hit. They will still have the chance to go back and defend. This ability also instinctively occurs if a Siren is to die. Even without the frequency, it will play out if the Siren is just about to take fatal damage, though not if it has already been used in that same battle.
• The Voice of HeroesSS This ability requires a deep amount of resolve on the Siren's part. They all acknowledge that this will be their last song, and it will be the last time their voice is ever heard. Because of this, they all find a common interest; to make this one of the most beautiful melodies the world has ever heard. This ability will revive a dead spirit, and bring them back to life in a restored form. When the song is complete, and the one sung for back to life, the curse will be lifted from the Siren, and they will be free to pursue happiness and not bind their voice to negative connotations. It is a sweet fate for them, though they are weakened severely.
XXXXXXXXXXXXXDESTRUCTIVE SONG
• The AttractionC With this song, you can compel people from many hundreds of meters away to come to your direction. You will use the strength of your vocal chords to let out as loud and yet beautiful a theme as possible, and anyone who hears it will not be able to resist coming to your general vicinity. This is the spell that sirens have often used to lure ships onto the rocks in order to loot and murder the crew.
• The Razors Ability description here
xxxxxADDITIONAL COMMENTS anything goes here
xxxxxRULES/RESTRICTIONS • Your stats are 6/6 • restriction here • restriction here
[ Bloodline created by Shane ]
Posted: Thu Dec 26, 2013 7:47 am
Hiro Really Hates PMs
KnightsRoyal
Soothsayer Class
The Oracles are the mystery of the classes. They can take you on up close or from far away though this should be enough for you to take them seriously. Their knowledge, words, and even their own specialized Weapon can be dangerous.
+0/+4
Strengths - The fastest of attack of all classes. - They have a large variety of skills compared to most, all depending on their luck. - Fast thoughts: You think faster than others, thus allowing you to strike much faster with your own little variety of surprises. - No Holding Back: As stated, you can let loose a storm of attacks without yourself getting weary. - Words of Power: Just speaking your mind and thoughts activate something inside of you. This can be used as a force of nature, the subtlety of deceit, or fake out of an escape. - The Numbers Game: You can take on armies if you get the right chance. - You can learn two elements instead of one right at the start.
Weaknesses - No weapons, you are just someone who is smart, you have no need for such drivelry. - No armor, you have no need for something that would slow you down. This makes you heavily supsceptible to damage and thus you are easily knock outable. - Can only Sub-class to Mages - Words of Power Pt. II: While you may affect your enemies, you can also effect your allies with your voice. - All of this Class' skills require a chance(Number Pick) - You can only use once skill per post, no stacking skills or using multi-skills. - Only 1 Hand to Hand Fighting Style allowed. - You have to carry a book with you everywhere, for it is your knowledge. - All your tarot summons only last for 3 posts unless stated otherwise.
Soothsayer Skill
Words of Power: Rank: Passive Requires: Rank Equivalent Description: The user learns the stance of which their words have as much power as an earthquake, with the cunning to cut through armor. The user is able to persuade any NPC into doing most of the things. Once such word is being let go, but the user will have to rely on their logic, and the foolishness of the guard. (Roll a d20: 1 is a found out lie, 2-10 caught and failed, 11-19 is a success, 20 makes the guard your temporary ally)
Wand: Rank: E-A E to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-14 to decide the following effects. The higher the number, the more energy required, but the stronger the skill gets. All of them vanish after they reach a limit. ((Trainees can only start at 1-5 in a number generator)) E Energy 1: Summons up a single wand as it aims at the foe and shoots off a single fireball. 2: Summons up two wands as they aim at two foes, one shooting off a ball of fire while the other shoots off a bolt of ice. D Energy 3: Summons up 3 wands as they form a triangle before the user and become a levitating shield for a single post. They can block all kinds of elemental attacks of D rank or lower or can be used to project a triangle beam at their foe. Lasts for 2 posts. 4: Summons up 4 wands as they form a diamond before the user and become a levitating turret. Lasts for 2 posts as it fires off a spinning whirl of physical power. Holds a total of two whirl shots, only one firing per post it lasts. 5: Summons up 5 wands that become a spinning whirlwind, creating an instance shield that covers the user. Protects them the entire time until hit by a skill of D power, disrupting the shield, but protecting the user. Skills C or higher break through and harm the user in question of the attack. C Energy/Requires Novice Level to access 6: Summons up a long wand, consisting of six wands being infused into the skill. They can be shot off like magical bolts, physically hurting the enemy in question until all 6 have been fired. The user can create a ring around them instead of a long wand, protecting them from having enemies getting too close to them. 7: Rains 7 wands down onto the field, landing in a V-shape style. This creates an electrical field on the floor as it shocks those who step on it, or those who were caught in it. No damage done, but it stuns for a single post. 8: Summons up 8 wands, surrounding the left hand of the user while they hold their book on their right hand. The user can fire off 8 wands as they form a small wand cannon around the user's hand. Once all 8 have been shot, one comes back to the user's hand and restores 10 energy to him. 9: Summons up 9 wands in total that surround the user in a circle, creating a beam of light that can withstand a C-rank magic attack. Lasts until it's broken by three C ranked Elemental attacks. 10: Summons up 10 wands that form a shield before the user. It takes a while for all 10 to appear and make a shield, but it creates a small shield that can last 10 hits from anything, but the user must keep their focus on this shield, and will not be able to use anything else. B Energy: 11: Summons up a female with a wand that fights beside the user for 3 posts, but the user is unable to use any other summoning tricks of their class. The female heals them of minor wounds until they vanish from the time limit. 12: Summons up a knight with a long wand in their hand, floating around as a familiar. They aim to protect the user of them by firing off 6 wands from their long wand. Once it is out, they vanish, same rules apply though, the user cannot summon another one. A Energy Requires Adept to Access 13: Summons the Queen of Wands as she stands tall and behind the user, constantly firing off blasts of fire balls. She requires a constant roll of a d6 to remain on the area, if it hits 1-3, she will vanish. 14: Summons the King of Wands as he appears for one post and summons down a rain of Ice, Fire, and Lightning bolts. Though the pattern is off, the enemies have to roll a d10, anything higher than a 4 is a dodge of the strike. This lasts only the post the man was summoned.
Chalice: Rank: E-A E to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-14 to decide the following effects. The higher the number, the more energy required, but the stronger the skill gets. All of them vanish after they reach a limit. ((Trainees can only start at 1-5 in a number generator)) E Energy 1: Summons up a hole in the ground, big enough for a body, but deep enough where it requires the user to climb out. 2: Summons two holes, one on the ground and one in the air pointing onto a flat surface. Those who fall through, will end up falling through the aerial hole onto the floor. D Energy 3: Summons a large hole behind the user, allowing them to enter it while two more holes appear in the air and on the ground. The user will pop out of the ground while his book falls out of the sky's hole back to him. 4: Summons two pairs of holes, one beside the user as three appear beside the enemy, one at each side and one at behind. The user can punch the enemy through one of the holes to force them into another hole, shooting them out through the back hole. 5: The user summons up 5 holes in the air, summoning gusts of wind out to disrupt the enemies in the sky, and blowing back their foes. While this does no damage, it helps in playing keep away as they vanish instantly after the small gust of wind. C Energy/Requires Novice Level to access 6: The user creates a large ring in the air before bringing it down on their foe, transporting them high into the air. It drops them down to the floor behind the user, and can be used on multiple enemies if the hole is big enough. 7: The user summons up 7 holes, three on the ground, and 4 in the air. The enemy must roll a d6 when they enter a hole on the ground or the air. If they roll a 6, they will reach the portal near the user, but any other number sends them to another part of the area. 8: The user conjures up two large portals and slams them both down on him and his foes, switching places of him and the rest of the group. This also brings any objects in the vincinity with the user or the foes to confuse them on their placement. 9: The user conjures up a bracelet to equip onto their left hand. A single punch creates one of 9 portals, or can be used to punch the foe to send them into another portal to send them away. 10: The user conjures up 5 holes onto the ground and 5 holes in the air, making it hard to reach him for close range, even magic can go through this level of holes now, sending them elsewhere. B Energy 11: Summons up a maid wearing a star robe, creating 3 portals around her master before she vanishes. The three portals are not connected, and instead send people to 8 other locations. Gunslingers can see where these portals can send them and are able to avoid them with ease. 12: Summons a Knight weilding a celestial blade. The man will slash at foes and send them into a break dimension before they appear elsewhere in a split second to them, but longer in the real world. A Energy Requires Adept to Access 13: The user conjures up the queen of portals, switching places of all her foes, and dressing them up in eachother's clothing for cosmetic change. 14: The user summons up a maze of portals that lasts for 4 posts, the walls consisting of only portals as does the ceiling. The floor is safe to walk on, but this is a maze of portals, meaning one can get lost, or stuck elsewhere. Going through any of these portals sends the foe back to the start of the maze.
Pentacles: Rank: E-A E to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-14 to decide the following effects. The higher the number, the more energy required, but the stronger the skill gets. All of them vanish after they reach a limit. ((Trainees can only start at 1-5 in a number generator)) E Energy 1: Summons up a single pentacle before the user, merely as a wind guard as it pushes forward with air if stricken by a physical blow. 2: Summons up two pentacles as the user flings them both like discs towards their opponents. They release a windful impact to those it hits, but does no damage, merely pushes them away. D Energy 3: The user summons up three pentacles as they create a reflective surface, protecting the user from elemental attacks. 4: The user summons up four pentacles as they break apart into two pieces each, firing off at their foe to send them flying back with some cuts now. 5: The user summons up to 5 pentacles as they form one large pentacle as it spins, creating a whirlwind forward tornado that sends their foes away as quickly as it can. C Energy/Requires Novice Level to access 6: Summons up three large pentacles in the sky as they each shoot one pentacle down at their foes. Until all 6 have been shot, two per pentacle. 7: The user summoned up a bracelet to summon up 7 pentacles at will. The bracelet lasts for 4 posts and the 7 pentacles are used to create a reflective shield before the user. Very effective against beam attacks as it rebounds it all towards the source as a much powerful Laser. 8: The user places 4 pentacles onto the ground while four pentacles hover above him. They create a small wind that sends the foe up into the air slightly, to put them out of balance. The ones above the user's head turn into the element themselves to strike out with. 9: The user summons up three larger pentacles into the sky like in the Six of Pentacles, but instead shoot up to 9 times, three per pentacle now. 10: Summons up a coin purse for the user, with 10 pentacle coins inside. The user may throw all of them out as they roll onto the ground, getting bigger as they continue to roll on. B Energy: 11: Summons the valet of Pentacles as he is equipped with the Ten of Pentacles to aid in running foes away. 12: Summons the Knight of Pentacles as she is equipped with a pentacle covered blade. Her slashes, shoot out pentacle coins out to pelt her foes about 6 times per coin. A Energy Requires Adept to Access 13: Summons the Queen of pentacles as she raises her hand and makes it rain storming coins, all super heated now due to the descent. 14: Summons the small King of pentacles as he rants and raves for a moment before healing the user in the next post.
Epée Rank: E-A E to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-14 to decide the following effects. The higher the number, the more energy required, but the stronger the skill gets. All of them vanish after they reach a limit. ((Trainees can only start at 1-5 in a number generator)) E Energy 1: The user summons a single rapier before thrusting it out into the air towards their foe, a small stab technique. 2: The user summons two rapiers before going for a cross slash in dual X formations. D Energy 3: The user summons three rapiers into the air as they charge in to stab at their foe's neck quickly. 4: The user summons four rapiers around him as they all charge in towards the center to stab the chest of their foe quickly. 5: The user summons up to 5 rapiers around them as they each shoot out at once towards the foe in the next post one at a time. C Energy/Requires Novice Level to access 6: The user summons 6 rapiers as they spin around them quickly, not going anywhere as they keep spinning for the next 2 posts. 7: The user summons 5 rapiers before them before summoning the next two. They each have a rose at the tip that dies in the next post, causing a small burst from each of the rapiers. 8: The user claps their hands before them as they summon 8 rapiers around him. They all shoot out in a random direction, piercing the foes around him. 9: The user summons a bow in their hand as they get a quiver of 9 rapiers on their back. They can shoot them one at a time, two at a time, or three at a time. This can last up to 7 posts before it vanishes. 10: The user summons down a rain of 10 rapiers, one at a time down onto the foe as it happens in a single post. They stick to one spot, so it is easily avoidable. B Energy: Adept Required 11: Summons up two valets of Epées as they charge in one at a time towards the foe for a bop on the foe's head. They return to the user's sides as guides and act upon an enemy's hostile movements. 12: Summons up the Knight of Epées, but instead of wielding a rapier, he wields a sword in his name as he gets ready to fight. He lasts for 3 posts, and stays with the user at the time of his summon. He uses Cross Slash with the single sword, making it quite unorthadox. A Energy Requires Expert to Access 13: Summons up the Queen of Epées as she requires a charge post first. In the next post, if she isn't interrupted, she summons down a storm of blades onto the field before her, reaching 30 yards from where she stands. 14: Summons up a King before the user, as he stares at the foes with a dark grimace. In the next moment, he charges, splitting into 14 versions of himself as they all charge for a stab. This doesn't hurt physically, but it hurts mentally.
Magician/Hangman Rank: D or B D to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, D Energy: 1: Magician: Your voice twists the world around you, creating a psycho-like barrier of seals. While it may seem it protects the user, it does not block, but intimidates the foes as it shoots various elemental missiles all over the place. B Energy: 2: Hangman: The user draws the hangman card and throws it out from the book. The card turns into a noose as it tries to grab onto the enemy's neck. This is a simple rope, lined with ice-energy to keep it immune from fire. But this can be diced to bits even when it grabs ahold of either a neck or a ligament. The ice works as an anesthetic to numbness on where it grabs, the neck being the worse.
Strength/Fool: Rank: D or B D to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, D Energy: 1: Strength: The user gives up their own strength, going down to 1 point of strength to weaken a foe's own strength by 5 points. Their reduction lasts for only 3 posts, but the user's reduction lasts for 6 posts, making them highly vulnerable if they aren't fast. B Energy: 2: The Fool: The user is inflicted with Energy Zero for 4 posts, but all skills D and below are free to use.until the three posts are up. The user is then given back full energy, but all skills now cost double for 4 posts.
Judgement/World: Rank: C or A C to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, C Energy: 1: The World: The user summons up a small gravitational ball 5 yards away from the user. It pulls in anything except the user towards it before rupturing and sending everything in to be sent flying away. People hit by this before the suction can be compressed badly before being released. A Energy: 2: Judgement: The user begins to condense energy into the card of Judgement as it begins to glow. Slowly the energy begins to build up at a violent rate before being released at the foes in a shotgun like style before they all fire forward.
Sun/Moon: Rank: C or A B to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, C Energy: 1: The Moon: Inflicts blindness on the foe that lasts for 3 posts while the user gains a speed boost. The user is capable of summoning a small light in a pitch black sky, mimicking the moon's own light. A Energy: 2: The Sun: Inflicts blindness and searing pain on the foe for 5 posts. The user gains flame resistance for 5 minutes(2 posts) and a small boost to their strength. The strength boost lasts for 2 posts as well, but also engulfs the entire user in flames.
High Priestess/Empress/Emperor/Heirophant: Rank: D-A B to learn Requires: Words of Power, Energy, Luck, Adept Description: Random number, generate between 1-4 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, D Energy: 1: High Priestess: Summons up a black ball of fire as it causes small corrosion for a single post. Body parts turn pitch black when effected by the flames of the high priestess ability. C Energy: 2: Emperor: Summons up a white ball of fire as it causes a forceful impact burst. Body parts effected by this skill can be broken on impact of the attack. B Energy: 3: Heirophant: Summons up a crown ring, maxed out at 8 crown rings, upon a hostile enemy's skull. Once effected, the enemy becomes peaceful and memory dulled, making them technical vessels. A Energy: 4: Empress: The user generates a small bubble around oneself while the coloring shifts from clear to green. It becomes a toxic bubble that can harm those who touch it, or can be used to gas up on the inside.
Lovers/Devil: Rank: B or A B to Learn Requires: Words of Power, Energy, Luck, Adept Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, B Energy: 1: The Lovers: A dual barrier appears around the user, but with a dual effect, keeping the user in a single place, but keeps attacks up to B rank out up to 6 hits. The user is unable to attack from the inside except using the basic techniques up to the number 5 amount. A Energy: 2: The Devil: The user is inflicted with half health for the rest of the fight, but gains double damage for their basic rank techniques.
Hermit/Chariot: Rank: C or A B to Learn Requires: Words of Power, Energy, Luck, Adept Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, C Energy: 1: The Chariot: A quick dash technique as it summons up a spike shield before the user. They slowly float up with the shield till their feet are off the ground before they dash through the air towards the foe. On connection, there is a chance to impale foes, most of the time it just knocks them away. A Energy: 2: The Hermit: Summons up a shelled man in the air before he pulls out a clock that swings back and forth. For 2 posts, everyone is inflicted with forced slumber and cannot make a move besides the user. They are able to stay awake but can only use the pentacle technique.
Death/Temperance: Rank: A or S A to Learn Requires: Words of Power, Energy, Luck, Expert Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, A Energy: 1: Temperance: An attack of all four elements that come one after another, beginning with a strong gust of wind to blow their foes away. Those who aren't able to comprehend the wind will end up being sent into a stone wall that locks them in place with stone vices. The technique continues with searing heat emanating from the earthy wall and stonr vices to continue the damage. Soon, the heated earth becomes quickly chilled with an eruption of water, causing a small explosion to send the foes away. S Energy: 2: Death: Death appears and slashes forward with his scythe while the hood keeps his skeletal skull out of sight. If the slash connects, all those struck by the blade will be put on the verge of death. This can be used against the used by the effects of a full body mirror as Death has no reflection. The user will be sent flying back and put under a doom timer, lasting for 4 posts.as any attacks deal double damage to the user.
Wheel of Fortune/Tower: Rank: C or D A to Learn Requires: Words of Power, Energy, Luck, Expert Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, C Energy: 1: Tower: Summons up a large energy shield that proves to be impenetrable by any physical technique. Any physical attacks that come in contact with this tower are immediately absorbed and pushes back the foe that attacked with it. D Energy: 2: Wheel of Fortune: Summons up a large energy shield that proves to be impenetrable by any magical technique. Any energy attacks that come in contact with this tower are immediately absorbed and pushes back the foe that attacked with it.
Justice: Rank: S Requires: Words of Power, Energy, Luck, Master Description: Roll a d100 5 times, 5 effects will happen when the rolls are done, but it depends on what the roll is in during the 10s area. All the effects last for 7 posts unless stated otherwise. 1-10: Creates a black sludge rain down onto the area, causing slowed movements and forced rests. 11-20: The floor turns into ice, nullifying any speed skills due to the lack of traction for the running. 21-30: Blindness is inflicted on everyone that lasts for 5 posts before their vision finally fades back into view. 31-40: Summons up a rain of various weapons, over half being arrows and shurikens rigged with explosions. Battle Axes, Greatswords, and poisoned needles are rare occurrences. 41-50: Turns the air around the foes into hot air, slowly engulfing places on the foe's body on fire. 51-60: Summons up bubbles of pure water into the air, 25 ranging from big to small, big enough to engulf a whole body, including a full-grown dragon. Small ones can engulf single body parts. 61-70: An electrical storm occurs, striking towards the foes quickly before vanishing after loosing 3 charges. 71-80: No reason at all, everyone is oiled up completely, making balance for walking impossible. 81-90: Everyone is sent flying due to explosions occurring near them. 91-100: Everyone is inflicted with the doom effect, allowing double damage from all skills to occur.
Interject: Skills below can only be learned by training underneath Tempest Azura
That is Enough!: Rank: A Requires: Words of Power, Energy, Luck, Master Description: The user yells, with all their might to create visible soundwaves that travel before them. It spreads out slowly, creating a visible light blue area as it travels, and when it echos, the sounds can travel even longer. The user can only use this skill once per month, both in rp and in real life. Those caught in the light blue area are slowed down, cutting speed and strength in half. The user can be effected, but only decreased in speed by 2 points, allowing them to move normally amongst the others. This effect lasts for 4 posts on each person that has been effected by it. The skill spread stops after going 30 yards, even with all the echoing.
Objection!: Rank: B Requires: Words of Power, Energy, Luck, Expert Description: The user yells Objection, with all their might to create visible soundwaves that travel before them. It spreads out slowly, creating ripples in the air, breaking glasses and breaking wood as it goes through. The skill spread stops after going 30 yards, even with all the echoing. The shout sends those it effects backwards and then down to the ground. The user is not effected by this skill due to them being the source of the shout.
Story of the Darkness: Rank: SS Requires: Words of Power, Energy, Luck, Sage Description: The user opens up their book and reads up on the Story of the darkness. This projects a field of darkness around the user that is complete at a 15 yard radius after a post of reading, those who hear it are slowly sunk into the dark field and transported to a field of black grass and permanent sunset-type sky. They will then have to take down a mimic of a 100ft Iron Golem as it attacks them. They have to take down the golem within a 6 post effect range on each of the people who hear the story. Once the story is done, the user will close the book, jettisoning the captured people out of the ground back into the real world, dealing A ranked damage from the forceful ejection. Those with the ability to fly are immune.
Story of Light: Rank: SS Requires: Words of Power, Energy, Luck, Sage Description: The user opens up their book and reads up on the Story of the Light. This projects a field of bright light around the user that is complete at a 15 yard radius after a post of reading, those who hear it are slowly levitated up above the light field and transported to a field of blue grass and permanent green sky. They have to take down a Dragon and its Rider within a 7 post effect range on each of the people who hear the Story. Once the story is done, the user will close the book, jettisoning the captured people out of the air back into the ground of the real world, dealing A ranked damage from the forceful ejection. Those with the ability to stop a fall or are able to land on their hands and feet like a cat sustain no damage.
Hiro Allday Errday
Here is the biggest problem with this class. It relies too much on rolling dice. If you want a class, I need solid skills. If you want a card to have an effect, make a skill based around that card being used. Like... a fire card causes a torrent of fire to rain down or some s**t.
Finally some criticism on this class. XD Hm.... with the way the class is set up, it is suppose to rely on luck, though I can give it some solid skills so that way the user won't be so heavily reliant on the the luck cards... how's about 10 solid skills sound? I can easily pull them off. XD
I made this class a long time ago, and it was approved, but I want to know what I have to do to have it re-approved now because this is old as ******** class="clear">
Class Bomber
Strength/speed: +4/+2
Soldiers that endure hard training over poisonous fumes, contamination, and fiery explosives. They are the class that can make anything blow up in a matter of seconds, or determine whether you get out alive from an area. Masters of mines and grenades, they always carry a missile launcher or a grenade launcher, but have no use of guns. They are fully equipped with explosives everywhere around their attire. Some of them wear gas masks for protection, but others don't need it because most of them have gotten used to fumes, smoke, and contaminations. Deadliest class when it comes down to explosives. They can even make some grenades, mines and missiles. They always wear heavy body armor.
Strengths -Can carry grenade launchers and missile launchers- -Are not affected by poisonous fumes, contamination, or smoke- -Are very resistant to fire- -Can withstand a good amount of bullets- -Have an energy boost of 100- -Can carry mines, and make their own grenades-
Weaknesses -Cannot use firearms, other than missile and grenade launchers- -Carry 1/4 of the ammo of your rank, since it's all mines and explosives - -Cannot learn any weapon styles- -Takes time for them to make explosives and cannot move while making them-
Skills
Explosive Creation Rank: E This is the basic technique of all bombers. By staying put, and concentrating energy into your equipment, you can make more bombs. It takes time though and you gotta stay still to concentrate on making them, so it takes 3 posts being absolutely concentrated and still.
Say Goodbye Rank: D This technique of the bombers is concentrating your energy on your eyesight and arms to have more accuracy shooting your grenades or throwing them. The concentration of energy on your arms is to prevent as much possible recoil from the gun or missile launcher.
Click Click Boom Rank: D The user can set a trap inside any place that a grenade fits into, then he hides, and with his own energy, he can choose when the grenade explodes. You have to be in the same area for this to work, and if you leave, the grenade ceases to work at all.
Minefield Rank: C This technique requires 20 mines at the very least. The user sets up an entire area full of mines that can be activated by either metal, movement, or just heat. This technique serves it's good purpose when you don't want to get followed by anyone.
Light stepping Rank: B This technique doesn;t require energy once it is learned. You can walk over mines, or other explosives without activating them. It requires training for the feet, and concentration.
Heat Seeker Rank: C When using your missile launcher, you can concentrate your enermy upon the missile with data coding to follow heat signals. This makes your missile go for any signal of heat. Though if your opponent is fire element and does a technique, this doesn't work much, or can be easily used against you.
Sticky Bomb Rank: C By concentrating your energy upon a single grenade, you can make the grenade sticky, so your opponent, or anyone whom it has fallen upon has trouble taking it out. This works great in enclosed or metal areas where the sticky bombs actually bounce against metal. If your opponent blocks with a metallic substance, the sticky bomb bounces, and explodes elsewhere or even right back at you.
Smokescreen Rank: B This techniques lasts 5 posts once it's activated. You may concentrate your energy upon a single grenade or multiple ones to cover a large area with smoke. This type of smoke is poisonous and affects the lungs, and affects proper eyesight. This doesn't hurt your opponent physically, and they may feel better after the smoke is gone, but it's great to cover up your trail when escaping.
Hasta la Vista Rank: B This technique requires at least 10 grenades and 10 mines all around you. It need a fair distance, so the user does not get hurt. Once this technique is activated, you choose with your own energy when the grenades you lay or throw n the ground along with the mines are activated. This renders any opponent in an area at least with a 2 post hearing disorder from the blast, or hurt your opponent critically if he is within the area of explosion.
Nuka Grenade Rank: A This technique requires 5 grenades. By concentrating your energy upon 5 grenades, you can mix them all together, and make one hell of a grenade. This specific grenade causes an area of 20 feet to blow up in flames, and have a contamination period of 10 posts, that may affect the opponent's hearing, eyesight, health, or other things. Anyone caught within the area should be treated to a doctor immediately. The only one not affected by this grenade is the user.
Mini Nuke Rank: S The deadliest technique of the bombers. It may even blow the user up if he's not careful. This technique needs at least 2 mines, 2 grenades, and 2 missiles. By concentrating your energy and combining them both, you make a 2 foot wide and long bomb, shaped like a nuke. This bomb is truly devastating and can destroy an entire area, and also leaves it with a large amount of radiation even if the area is so hard that it's no affected. It may even hurt the user, if he's not careful The radiation affects people's health, stamina, and a lot more physical things. The radiation should be treated immediately. The area is also left with a heat sensation that causes burns to anyone near. This technique requires a 50 post cooldown before it can be used again. The massive contamination lasts 10 posts wherever it is thrown. .
XSK Ambrosia
I removed it for a variety of reasons. The bomber class is simply OP. The anoint of damage they can do by just flinging one of their bombs is enough to destroy a city. The stats are ridiculous. +4 str and +2spd? Lolno. Sorry. No bomber class. Denied.
Posted: Thu Dec 26, 2013 10:11 am
TheWingsOfTheGods
So i realize this is kinda old now, but finished most of the skills, (Up to A-rank at least)
Life-Weaver The Ultimate support class, the mere presences of the Life-weaver in a group enhances the team as a whole, creating synergy between others and it's self through its unique passive skills. The People of this Class have two paths they can choose to take, the power of Life, and the power of Death. The Life Weaver makes the choice of which path to take at Expert, and can only learn the Expert or higher skills of their Chosen Path, with exception to the Life and Death skills.
Strengths - 75% of a normal Energy pool, but gains 25% more energy for every ally in battle, up to a cap of 125% bonus energy (Resulting in an Energy pool of 200% the normal when the user has 5 allies around him). - Can manipulate the Life energies of those around them, allowing them to Heal and buff friendlies, regardless of their class or Bloodline. - .When forced on the offensive, the Life-weaver has few in number, but also incredibly versatile Skills
Weaknesses - Due to the focus on Supporting, the Life-Weaver has very few direct damage skills, relying on their teammates to do the damage. - No Elements - No Directly Holy or Unholy Bloodlines - No Ranged Weapon Skills.
Class Str./Spd.
Life-Weaver: +1 - +1
[Skills]
The Essence Of Life and Death: Life-Weaver
Name Rank: Passive Description:
We are One Rank: Passive/Active Description: A Rather simple skill, the user creates a stronger bond between himself and a friendly target. This in turn combines their energy pools together, creating a Single energy pool between the User and the Target. The number of people that can share a Single energy pool increases with Rank. This Technique doesn't have a limit in time, but if the user and the target extend too far from one another, the skill will deactivate. When deactivated, the remaining energy is first reduced by 10%, then shared equally between all allies joined with this technique, and then requires a 5 post cool-down between uses. (These numbers shown include the user)
Whats yours is Mine Rank: Passive Description: A Life-Weaver Passively connects the spiritual energies of those around him to himself with single thread of energy, too thin to normally notice, acting as a conduit between them and creating a Network between himself and all those connected. This Allows for Reduced energy costs on skills for Allies. The energy saved is based on the rank of the Life Weaver. (This Skill can Stack with multiple Life Weavers, but can never exceed a Hard cap of 50%) The Life weaver can choose who is connected to this network, and can break connections as he sees fit to do so. Trainee/Novice:10% Adept:20% Expert:30% Master:40% Sage:50%
Power of Life, Shared Emotions Rank: E Description: By strengthening the bond between allies, the Life-weaver allows all allies linked to be aware of the emotional state of others. This allows them to react faster to others by noting the emotional state of each member of the team. This lasts for 5 posts, but can be reapplied again for 50% of the original skills cost. This can only be done one additional time before full cost must be payed again.
The Power of Death, Negativity Rank: E Description: By distorting the Life energies around the user and his allies, the Life Weaver creates a field that creates a feeling of doubt in those not connected to the Life Weavers network. This creates hesitation in those effected, making getting the timing right on attacks or combos difficult as the tiniest thought of 'what if i miss? what if i fail?' Flashes across their minds. Those of 2 ranks higher than the user can shrug this off without any effect, and the technique is half as effective against those of 1 rank higher. This lasts for 5 posts, but can be reapplied again for 50% of the original skills cost. This can only be done one additional time before full cost must be payed again.
The Power of Life, Life Share Rank: D Description: By Drawing from the life forces of the group, the Life-weaver can heal minor wounds on a nearby target Ally by increasing their life energy reserves, with the excess life energy generating a Regeneration effect in the target ally. This Regeneration only lasts for 2 posts, and its level of regeneration is based on the rank of the Life-weaver.
The Power of Death, Cold Touch of the Lifeless Rank: D Description: A Contact based skill, the Life Weaver can reverse the flow of life through an object they touch with their hands or fingers. While ineffective on lifeless objects, plant life, will Wither and die, and animals or people will feel a coldness spread across their body while Energy is drained from their body. The energy drain is equal to the users rank divided by 2, and is capped after 5 posts of absorption. Requires 5 posts of cool-down after use.
The Power of Life and Death, Life Leach Rank: C Description: One of the first, and Few, of the 'Power of Life and Death' skills available to a Life-weaver, the User first gathers energy in between their hands, this energy taking the form similar to a Pulsating stream of water that weaves around their body the same color of the users Energy, This Energy stream is then directed at the target. If it connects, the techniques costs 50% of its normal cost a post to keep the line connected and creates a link between the Life-weaver and the target, that then drains them of life energy. This will stop any active regeneration in the target, even causing recent wounds to reopen and drains the target of energy equal to 50% of the users rank equivalent for energy. Prolonged connection to this technique (5 posts) will cause the regeneration negation to prolong for an additional post for each post it remains active.
The Power of Death, Wither Rank: C Description: An Offensive Skill, designed for use against foes rather than allies, the user Manipulates life energy around them, creating a visible 'barrier' made of what looks like a river of energy. While originally only a few feet in diameter, this river expands in radius quickly, up to a radius of around 10ft. Those not currently linked to the user who step in inside this barrier will find visible streams of energy raise from the floor to grasp their feet. If contact is made, their energy is drained for energy equal to half the cost of this technique until the technique expires. This Technique lasts for 5 posts, but can be reapplied again for 50% of the original skills cost. This can only be done one additional time before full cost must be payed again.
Power of Life, Shared Thoughts Rank: C Description: An improvement on the 'Power of Life, Shared Emotions' technique, the user can now focus the life energy in a new way, allowing the user to share the thoughts of all connected to the 'network' of energy. This allows the people in the network to rely instructions without any vocal or visual cues, granting enhanced performance in combat. This Technique lasts for 5 posts, but can be reapplied again for 50% of the original skills cost. This can only be done one additional time before full cost must be payed again.
The Power of Death, Corruption Rank: B Description: A New style of technique, and one of the staple skills of those that Follow the Path of Death. Creating a pulsating orb of Energy in their palms, the Life Weaver then throws this orb at the target. Upon hitting something, the ball explodes, soaking all it touches with it's corrupted life energy. This corrupt life energy infects all it touches, spreading and corrupting all that's around it. At this level, the corruption only negates regeneration and reverses all healing effects used on those effects, while also temporarily removing a portion of the targets base energy reserve from use for a period of time (10%). This lasts for 5 posts.
The Power of Life, Enhanced Life Share Rank: B Description: An Enhanced version of the previous skill, By Drawing on Greater amounts of life forces of the group, the Life Weaver can heal Major wounds on nearby Allies by increasing their life energy reserves, with the excess life energy generating either a Regeneration effect in up to 2 target allies or Regeneration in 1 target and also a minor energy regeneration (2% of their base per post). This Regeneration only lasts for 5 posts, and its level of regeneration is based on the Rank of the Life-weaver.
The Power of Death, Enhanced Cold Touch of the Lifeless Rank: A Description: An Enhancement of the Previous skill, the Life Weaver can reverse the flow of life through an object they touch with their hands or fingers at an enhanced rate. With the increased power and precision, the user can reverse previously hidden life energies, making the technique now not only effective on lifeless objects. but also causing plant life to die almost instantly, and animals or people will feel a freezing sensation spread across their body, as if they were in cased in ice. The energy drain is also increased, equaling to 75% of the users rank of Energy, and is capped after 5 posts of absorption. Requires 5 posts of cool-down after use.
The Power of Life, Energy Sharing Rank: A Description: A Simple Skill, By making contact with an Ally, the Life Weaver can transfer energy between themselves and the target. This however, is a one way stream, and cannot be used to drain energy. Energy given is energy cost of the technique.
The Power of Life and Death, We will Not Fall Rank: A Description: The Second of the Few 'Power of Life and Death' skills available to a Life-weaver, It first requires a single post (1) of unmoving concentration, during which the life energy threads connected to each of the Life-weavers allies pulsate and thicken, slowly growing from a small, fishing line like thread to a rope like thickness while additional strings erupt from the earth and latch onto the Life-weaver's lower half. Once this is done, the technique is 'activated' and lasts for 5 posts. During these 5 posts, all connected to the Life-weavers network effectively become the perfect team force, each one able to use each others sight, hearing, smell, touch or Taste to coordinate their offensive or defensive strategies. Along side this, the Life-weaver can use any connected to his network as a medium for any A-rank or lower Life-weaver skill, allowing him to offer support where needed at the moment he is needed, without having to move. While this technique is in effect, the Life-weaver is physically unable to move until he deactivates it, and will be unable to perform the technique again until the battle ends. This technique costs A-rank energy per post it is active.
The Card Masters are the mystery of the classes. They can take you on up close or from far away though this should be enough for you to take them seriously. Their knowledge, words, and even their own specialized Weapon can be dangerous. This class has a large variety of classes, but they have a two deck use, meaning that they have two types of techniques to use.
+0/+3
Strengths - The fastest of attack of all classes. - Tarot Mode: They have a large variety of skills compared to most, all depending on their luck. - Fast thoughts: You think faster than others, thus allowing you to strike much faster with your own little variety of surprises. - No Holding Back: As stated, you can let loose a storm of attacks without yourself getting weary. - Tarot Mode: Words of Power: Just speaking your mind and thoughts activate something inside of you. This can be used as a force of nature, the subtlety of deceit, or fake out of an escape. - The Numbers Game: You can take on armies if you get the right chance. - You can learn two elements instead of one right at the start. - Twin Mode: The user has two decks at his disposal, tarot, and a special card set. - Twin Mode(Status Ailments): Your effects have a large variety and can be beneficial to you.
Weaknesses - No weapons, you are just someone who is smart, you have no need for such drivelry. - No armor, you have no need for something that would slow you down. This makes you heavily supsceptible to damage and thus you are easily knock outable. - Can only Sub-class to Mages - Tarot Mode: Words of Power Pt. II: While you may affect your enemies, you can also effect your allies with your voice. - Tarot Mode: All of this Class' skills require a chance(Number Pick) - You can only use once skill per post, no stacking skills or using multi-skills. - Only 1 Hand to Hand Fighting Style allowed. - You have to carry a book with you everywhere, for it is your knowledge. - All your tarot summons only last for 3 posts unless stated otherwise. - Twin Mode Reload: Once you switch decks, you cannot switch back in the same post, you must wait for 3 posts before you can switch back. - Twin Mode(Rebuttle): Some attacks can affect your allies, but all of the status effects only work on those of the same rank and below.
Tarot Mode Skill List
Words of Power: Rank: Passive Requires: Rank Equivalent Description: The user learns the stance of which their words have as much power as an earthquake, with the cunning to cut through armor. The user is able to persuade any NPC into doing most of the things. Once such word is being let go, but the user will have to rely on their logic, and the foolishness of the guard. (Roll a d20: 1 is a found out lie, 2-10 caught and failed, 11-19 is a success, 20 makes the guard your temporary ally)
Wand: Rank: E-A E to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-14 to decide the following effects. The higher the number, the more energy required, but the stronger the skill gets. All of them vanish after they reach a limit. ((Trainees can only start at 1-5 in a number generator)) E Energy 1: Summons up a single wand as it aims at the foe and shoots off a single fireball. 2: Summons up two wands as they aim at two foes, one shooting off a ball of fire while the other shoots off a bolt of ice. D Energy 3: Summons up 3 wands as they form a triangle before the user and become a levitating shield for a single post. They can block all kinds of elemental attacks of D rank or lower or can be used to project a triangle beam at their foe. Lasts for 2 posts. 4: Summons up 4 wands as they form a diamond before the user and become a levitating turret. Lasts for 2 posts as it fires off a spinning whirl of physical power. Holds a total of two whirl shots, only one firing per post it lasts. 5: Summons up 5 wands that become a spinning whirlwind, creating an instance shield that covers the user. Protects them the entire time until hit by a skill of D power, disrupting the shield, but protecting the user. Skills C or higher break through and harm the user in question of the attack. C Energy/Requires Novice Level to access 6: Summons up a long wand, consisting of six wands being infused into the skill. They can be shot off like magical bolts, physically hurting the enemy in question until all 6 have been fired. The user can create a ring around them instead of a long wand, protecting them from having enemies getting too close to them. 7: Rains 7 wands down onto the field, landing in a V-shape style. This creates an electrical field on the floor as it shocks those who step on it, or those who were caught in it. No damage done, but it stuns for a single post. 8: Summons up 8 wands, surrounding the left hand of the user while they hold their book on their right hand. The user can fire off 8 wands as they form a small wand cannon around the user's hand. Once all 8 have been shot, one comes back to the user's hand and restores 10 energy to him. 9: Summons up 9 wands in total that surround the user in a circle, creating a beam of light that can withstand a C-rank magic attack. Lasts until it's broken by three C ranked Elemental attacks. 10: Summons up 10 wands that form a shield before the user. It takes a while for all 10 to appear and make a shield, but it creates a small shield that can last 10 hits from anything, but the user must keep their focus on this shield, and will not be able to use anything else. B Energy: 11: Summons up a female with a wand that fights beside the user for 3 posts, but the user is unable to use any other summoning tricks of their class. The female heals them of minor wounds until they vanish from the time limit. 12: Summons up a knight with a long wand in their hand, floating around as a familiar. They aim to protect the user of them by firing off 6 wands from their long wand. Once it is out, they vanish, same rules apply though, the user cannot summon another one. A Energy Requires Adept to Access 13: Summons the Queen of Wands as she stands tall and behind the user, constantly firing off blasts of fire balls. She requires a constant roll of a d6 to remain on the area, if it hits 1-3, she will vanish. 14: Summons the King of Wands as he appears for one post and summons down a rain of Ice, Fire, and Lightning bolts. Though the pattern is off, the enemies have to roll a d10, anything higher than a 4 is a dodge of the strike. This lasts only the post the man was summoned.
Chalice: Rank: E-A E to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-14 to decide the following effects. The higher the number, the more energy required, but the stronger the skill gets. All of them vanish after they reach a limit. ((Trainees can only start at 1-5 in a number generator)) E Energy 1: Summons up a hole in the ground, big enough for a body, but deep enough where it requires the user to climb out. 2: Summons two holes, one on the ground and one in the air pointing onto a flat surface. Those who fall through, will end up falling through the aerial hole onto the floor. D Energy 3: Summons a large hole behind the user, allowing them to enter it while two more holes appear in the air and on the ground. The user will pop out of the ground while his book falls out of the sky's hole back to him. 4: Summons two pairs of holes, one beside the user as three appear beside the enemy, one at each side and one at behind. The user can punch the enemy through one of the holes to force them into another hole, shooting them out through the back hole. 5: The user summons up 5 holes in the air, summoning gusts of wind out to disrupt the enemies in the sky, and blowing back their foes. While this does no damage, it helps in playing keep away as they vanish instantly after the small gust of wind. C Energy/Requires Novice Level to access 6: The user creates a large ring in the air before bringing it down on their foe, transporting them high into the air. It drops them down to the floor behind the user, and can be used on multiple enemies if the hole is big enough. 7: The user summons up 7 holes, three on the ground, and 4 in the air. The enemy must roll a d6 when they enter a hole on the ground or the air. If they roll a 6, they will reach the portal near the user, but any other number sends them to another part of the area. 8: The user conjures up two large portals and slams them both down on him and his foes, switching places of him and the rest of the group. This also brings any objects in the vincinity with the user or the foes to confuse them on their placement. 9: The user conjures up a bracelet to equip onto their left hand. A single punch creates one of 9 portals, or can be used to punch the foe to send them into another portal to send them away. 10: The user conjures up 5 holes onto the ground and 5 holes in the air, making it hard to reach him for close range, even magic can go through this level of holes now, sending them elsewhere. B Energy 11: Summons up a maid wearing a star robe, creating 3 portals around her master before she vanishes. The three portals are not connected, and instead send people to 8 other locations. Gunslingers can see where these portals can send them and are able to avoid them with ease. 12: Summons a Knight weilding a celestial blade. The man will slash at foes and send them into a break dimension before they appear elsewhere in a split second to them, but longer in the real world. A Energy Requires Adept to Access 13: The user conjures up the queen of portals, switching places of all her foes, and dressing them up in eachother's clothing for cosmetic change. 14: The user summons up a maze of portals that lasts for 4 posts, the walls consisting of only portals as does the ceiling. The floor is safe to walk on, but this is a maze of portals, meaning one can get lost, or stuck elsewhere. Going through any of these portals sends the foe back to the start of the maze.
Pentacles: Rank: E-A E to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-14 to decide the following effects. The higher the number, the more energy required, but the stronger the skill gets. All of them vanish after they reach a limit. ((Trainees can only start at 1-5 in a number generator)) E Energy 1: Summons up a single pentacle before the user, merely as a wind guard as it pushes forward with air if stricken by a physical blow. 2: Summons up two pentacles as the user flings them both like discs towards their opponents. They release a windful impact to those it hits, but does no damage, merely pushes them away. D Energy 3: The user summons up three pentacles as they create a reflective surface, protecting the user from elemental attacks. 4: The user summons up four pentacles as they break apart into two pieces each, firing off at their foe to send them flying back with some cuts now. 5: The user summons up to 5 pentacles as they form one large pentacle as it spins, creating a whirlwind forward tornado that sends their foes away as quickly as it can. C Energy/Requires Novice Level to access 6: Summons up three large pentacles in the sky as they each shoot one pentacle down at their foes. Until all 6 have been shot, two per pentacle. 7: The user summoned up a bracelet to summon up 7 pentacles at will. The bracelet lasts for 4 posts and the 7 pentacles are used to create a reflective shield before the user. Very effective against beam attacks as it rebounds it all towards the source as a much powerful Laser. 8: The user places 4 pentacles onto the ground while four pentacles hover above him. They create a small wind that sends the foe up into the air slightly, to put them out of balance. The ones above the user's head turn into the element themselves to strike out with. 9: The user summons up three larger pentacles into the sky like in the Six of Pentacles, but instead shoot up to 9 times, three per pentacle now. 10: Summons up a coin purse for the user, with 10 pentacle coins inside. The user may throw all of them out as they roll onto the ground, getting bigger as they continue to roll on. B Energy: 11: Summons the valet of Pentacles as he is equipped with the Ten of Pentacles to aid in running foes away. 12: Summons the Knight of Pentacles as she is equipped with a pentacle covered blade. Her slashes, shoot out pentacle coins out to pelt her foes about 6 times per coin. A Energy Requires Adept to Access 13: Summons the Queen of pentacles as she raises her hand and makes it rain storming coins, all super heated now due to the descent. 14: Summons the small King of pentacles as he rants and raves for a moment before healing the user in the next post.
Epée Rank: E-A E to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-14 to decide the following effects. The higher the number, the more energy required, but the stronger the skill gets. All of them vanish after they reach a limit. ((Trainees can only start at 1-5 in a number generator)) E Energy 1: The user summons a single rapier before thrusting it out into the air towards their foe, a small stab technique. 2: The user summons two rapiers before going for a cross slash in dual X formations. D Energy 3: The user summons three rapiers into the air as they charge in to stab at their foe's neck quickly. 4: The user summons four rapiers around him as they all charge in towards the center to stab the chest of their foe quickly. 5: The user summons up to 5 rapiers around them as they each shoot out at once towards the foe in the next post one at a time. C Energy/Requires Novice Level to access 6: The user summons 6 rapiers as they spin around them quickly, not going anywhere as they keep spinning for the next 2 posts. 7: The user summons 5 rapiers before them before summoning the next two. They each have a rose at the tip that dies in the next post, causing a small burst from each of the rapiers. 8: The user claps their hands before them as they summon 8 rapiers around him. They all shoot out in a random direction, piercing the foes around him. 9: The user summons a bow in their hand as they get a quiver of 9 rapiers on their back. They can shoot them one at a time, two at a time, or three at a time. This can last up to 7 posts before it vanishes. 10: The user summons down a rain of 10 rapiers, one at a time down onto the foe as it happens in a single post. They stick to one spot, so it is easily avoidable. B Energy: Adept Required 11: Summons up two valets of Epées as they charge in one at a time towards the foe for a bop on the foe's head. They return to the user's sides as guides and act upon an enemy's hostile movements. 12: Summons up the Knight of Epées, but instead of wielding a rapier, he wields a sword in his name as he gets ready to fight. He lasts for 3 posts, and stays with the user at the time of his summon. He uses Cross Slash with the single sword, making it quite unorthadox. A Energy Requires Expert to Access 13: Summons up the Queen of Epées as she requires a charge post first. In the next post, if she isn't interrupted, she summons down a storm of blades onto the field before her, reaching 30 yards from where she stands. 14: Summons up a King before the user, as he stares at the foes with a dark grimace. In the next moment, he charges, splitting into 14 versions of himself as they all charge for a stab. This doesn't hurt physically, but it hurts mentally.
Magician/Hangman Rank: D or B D to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, D Energy: 1: Magician: Your voice twists the world around you, creating a psycho-like barrier of seals. While it may seem it protects the user, it does not block, but intimidates the foes as it shoots various elemental missiles all over the place. B Energy: 2: Hangman: The user draws the hangman card and throws it out from the book. The card turns into a noose as it tries to grab onto the enemy's neck. This is a simple rope, lined with ice-energy to keep it immune from fire. But this can be diced to bits even when it grabs ahold of either a neck or a ligament. The ice works as an anesthetic to numbness on where it grabs, the neck being the worse.
Strength/Fool: Rank: D or B D to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, D Energy: 1: Strength: The user gives up their own strength, going down to 1 point of strength to weaken a foe's own strength by 5 points. Their reduction lasts for only 3 posts, but the user's reduction lasts for 6 posts, making them highly vulnerable if they aren't fast. B Energy: 2: The Fool: The user is inflicted with Energy Zero for 4 posts, but all skills D and below are free to use.until the three posts are up. The user is then given back full energy, but all skills now cost double for 4 posts.
Judgement/World: Rank: C or A C to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, C Energy: 1: The World: The user summons up a small gravitational ball 5 yards away from the user. It pulls in anything except the user towards it before rupturing and sending everything in to be sent flying away. People hit by this before the suction can be compressed badly before being released. A Energy: 2: Judgement: The user begins to condense energy into the card of Judgement as it begins to glow. Slowly the energy begins to build up at a violent rate before being released at the foes in a shotgun like style before they all fire forward.
Sun/Moon: Rank: C or A B to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, C Energy: 1: The Moon: Inflicts blindness on the foe that lasts for 3 posts while the user gains a speed boost. The user is capable of summoning a small light in a pitch black sky, mimicking the moon's own light. A Energy: 2: The Sun: Inflicts blindness and searing pain on the foe for 5 posts. The user gains flame resistance for 5 minutes(2 posts) and a small boost to their strength. The strength boost lasts for 2 posts as well, but also engulfs the entire user in flames.
High Priestess/Empress/Emperor/Heirophant: Rank: D-A B to learn Requires: Words of Power, Energy, Luck, Adept Description: Random number, generate between 1-4 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, D Energy: 1: High Priestess: Summons up a black ball of fire as it causes small corrosion for a single post. Body parts turn pitch black when effected by the flames of the high priestess ability. C Energy: 2: Emperor: Summons up a white ball of fire as it causes a forceful impact burst. Body parts effected by this skill can be broken on impact of the attack. B Energy: 3: Heirophant: Summons up a crown ring, maxed out at 8 crown rings, upon a hostile enemy's skull. Once effected, the enemy becomes peaceful and memory dulled, making them technical vessels. A Energy: 4: Empress: The user generates a small bubble around oneself while the coloring shifts from clear to green. It becomes a toxic bubble that can harm those who touch it, or can be used to gas up on the inside.
Lovers/Devil: Rank: B or A B to Learn Requires: Words of Power, Energy, Luck, Adept Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, B Energy: 1: The Lovers: A dual barrier appears around the user, but with a dual effect, keeping the user in a single place, but keeps attacks up to B rank out up to 6 hits. The user is unable to attack from the inside except using the basic techniques up to the number 5 amount. A Energy: 2: The Devil: The user is inflicted with half health for the rest of the fight, but gains double damage for their basic rank techniques.
Hermit/Chariot: Rank: C or A B to Learn Requires: Words of Power, Energy, Luck, Adept Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, C Energy: 1: The Chariot: A quick dash technique as it summons up a spike shield before the user. They slowly float up with the shield till their feet are off the ground before they dash through the air towards the foe. On connection, there is a chance to impale foes, most of the time it just knocks them away. A Energy: 2: The Hermit: Summons up a shelled man in the air before he pulls out a clock that swings back and forth. For 2 posts, everyone is inflicted with forced slumber and cannot make a move besides the user. They are able to stay awake but can only use the pentacle technique.
Death/Temperance: Rank: A or S A to Learn Requires: Words of Power, Energy, Luck, Expert Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, A Energy: 1: Temperance: An attack of all four elements that come one after another, beginning with a strong gust of wind to blow their foes away. Those who aren't able to comprehend the wind will end up being sent into a stone wall that locks them in place with stone vices. The technique continues with searing heat emanating from the earthy wall and stonr vices to continue the damage. Soon, the heated earth becomes quickly chilled with an eruption of water, causing a small explosion to send the foes away. S Energy: 2: Death: Death appears and slashes forward with his scythe while the hood keeps his skeletal skull out of sight. If the slash connects, all those struck by the blade will be put on the verge of death. This can be used against the used by the effects of a full body mirror as Death has no reflection. The user will be sent flying back and put under a doom timer, lasting for 4 posts.as any attacks deal double damage to the user.
Wheel of Fortune/Tower: Rank: C or D A to Learn Requires: Words of Power, Energy, Luck, Expert Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, C Energy: 1: Tower: Summons up a large energy shield that proves to be impenetrable by any physical technique. Any physical attacks that come in contact with this tower are immediately absorbed and pushes back the foe that attacked with it. D Energy: 2: Wheel of Fortune: Summons up a large energy shield that proves to be impenetrable by any magical technique. Any energy attacks that come in contact with this tower are immediately absorbed and pushes back the foe that attacked with it.
Justice: Rank: S Requires: Words of Power, Energy, Luck, Master Description: Roll a d100 5 times, 5 effects will happen when the rolls are done, but it depends on what the roll is in during the 10s area. All the effects last for 7 posts unless stated otherwise. 1-10: Creates a black sludge rain down onto the area, causing slowed movements and forced rests. 11-20: The floor turns into ice, nullifying any speed skills due to the lack of traction for the running. 21-30: Blindness is inflicted on everyone that lasts for 5 posts before their vision finally fades back into view. 31-40: Summons up a rain of various weapons, over half being arrows and shurikens rigged with explosions. Battle Axes, Greatswords, and poisoned needles are rare occurrences. 41-50: Turns the air around the foes into hot air, slowly engulfing places on the foe's body on fire. 51-60: Summons up bubbles of pure water into the air, 25 ranging from big to small, big enough to engulf a whole body, including a full-grown dragon. Small ones can engulf single body parts. 61-70: An electrical storm occurs, striking towards the foes quickly before vanishing after loosing 3 charges. 71-80: No reason at all, everyone is oiled up completely, making balance for walking impossible. 81-90: Everyone is sent flying due to explosions occurring near them. 91-100: Everyone is inflicted with the doom effect, allowing double damage from all skills to occur.
Creature Mode Skill List
Deck Master Reload Rank: D You 'reload' your deck with all of your used cards, all of them have a number of uses, and will run out, having to be reloaded. Doesn't matter what cards you have, you have a limit of 3 uses with each of them, but all of them are very useful in almost any tight situation. This is a must cause all of these techniques can only be used 3 times except this skill, meaning that once it's out, you cannot use the techniques anymore.
Mandragora Card Rank: D You throw your card up into the air, cover your ears and let it fall as a plant is pulled out with a face. It stays in the air before shouting itself apart, the scream is so powerful that those who don't cover their ears are damaged with D rank power and are inflicted with Vertigo for 2 posts. It is recommended best used when surrounded by enemies, as anything that uses hearing will be hit by this. The damage radius is 25 ft. Status Effect: Vertigo, inflicts confusion and requires a coin toss(RNG 1 to 2, 1 being success 2 being failure) for any skill action.
Ghoul Card Rank: D Summons two ghoul heads, one from below and one from the side that stride up and to the other side respectively. They trail blood that is soon shot 5 feet forward from the user, if the heads come in contact with something, they will bite and cause an infection. Status Effect: Infection, inflicts -1/-1 on the enemy. Cannot be stacked.
Ghost Card Rank: D The user thrusts this card into an ally, projecting their spirit out for reconnaissance. This is a very useful card as the ghosted Ally is literally invisible so long as the card remains in them. The card can be taken out by force to bring back the spirit, albeit painfully. If this is used on a foe, the spirit CAN be damaged permanently if brought back in an instant the moment it comes out. Status Effect: Ghosted, you leave your body as a ghost, doesn't matter what you are... unless you are already dead and are either a spirit, or a soulless being.
Lilith Card Rank: C The user throws the card down to before them, watching it grow big into the ground as a trap. The size is 10ft by 20ft and affects everyone except the user, those that touch it anyways. The unfortunate soul to set foot on this card, becomes encased in a loving trance, which lasts for 1 posts. This can even afflict succubi/incubi due to it being a succubus card itself. The drawback to using this, is that it costs the user to use double energy for it to be capable to afflict Succubi/incubi with the effects. Status Effect: Tranced Love, for a single post after the initial touch, the user will merely stay in place, looking at the first thing or person they set their sights on with lovey dovey eyes.
Mer Card Rank: C This card as a variety of effects, two of them are the most useful in both battle and travel. This can disguise the user as a mer creature, so long as the card is in hand, they are also given the ability to speak the Mer's language. The two main uses this card has however, is that this card can be used as a water manipulator, and give the user the ability to travel at The Mer's speed underwater, while breathing of course. The only skill that comes with the water manipulation, is Wave. Status Effect: Mer Power, The user can manipulate water, speak their language, appear as one underwater, and even breath underwater. But once the technique Wave is used, the effect is gone.
Dragon Card Rank: B The user holds up a card of a dragon, the face coming to life as it spews a stream of perfect fire out, as if it was a jet stream of water. This has a knockback of the a baseball bat with the status ailment of perfect burning. This is something to be avoided at all costs, because if the user chooses to use double the mana for this technique, it can burn Dragons as well. Status Ailment: Perfect Burning, the enemies stricken with this, can be afflicted with D rank damage each post for 10 posts, or until the fire is put out by having dirt thrown on it.
Reaper Card Rank: A The card summons up a ghost of the reaper at the foe, causing fright and amnesia of what happened in the past 5 posts. While this card is useful in scare tactics and manipulation of the memory, it can only be done in combat. But this technique has two uses, one being the fear ability, the other being much more dangerous. The 2nd ability is known as Reap, which causes Doom and weakness in the foe to make them vulnerable to attacks. Status Effects: Fear, the enemy is stuck in place for a single post, or interrupts a charge technique. Forget, the enemy forgets what they were doing in the past 5 posts, which also includes what happened to them if they were fighting someone. Fear lasts for the initial post if it works. Skill 2 Status Effects: Doom, the enemy is vulnerable to more damage(Rank Increased in damage done to foe.). Weakness, the enemy gets a -1/-1 status modifier to person. Doom/Weakness Last for 3 posts each.
Black Knight Rank: AS(Special A rank Technique, requires A rank energy + an additional 100) The user summons up a single Black Knight armor suit as it is equipped with a Blood Steel Greatsword. While this may be good in appearance, this requires the user to remain still, summoning up a black knight shield barrier around the user. The Black Knight fights for the user for 7 posts, with all of the Greatsword Techniques up to one S rank technique(Dealing Embers). This technique is very good incase the user is running low on energy, recommended to be Adept rank to use. While in the Black Knight's Barrier, the user is protected from almost any skill, but the barrier can be broken by 3 A rank attacks, but once the barrier is broken, the Knight is destroyed along with it. If the barrier is left untouched, the user gains 100 Energy per post while remaining still. Status Effects: Protection from B and below skills, Increased Energy recovery, Ally: The Black Knight
The Martyr of Hatred Rank: S This card is a special use only, allowing the user to purge half of their energy to inflict that much damage to both the enemy and their energy pool. This technique can only be used if the user is willing to use the card's bladed end to cut their palm. This cannot be used as well, unless the user is Above Adept Rank as it does considerably less at Novice and Trainee rank. The skill shoots a lightning bolt beam at the enemy to damage them. Status Effect: Energy Drain, the enemy loses energy equal to half the amount of damage done to the enemy.
Interject: Skills below can only be learned by training underneath Tempest Azura
That is Enough!: Rank: A Requires: Words of Power, Energy, Luck, Master Description: The user yells, with all their might to create visible soundwaves that travel before them. It spreads out slowly, creating a visible light blue area as it travels, and when it echos, the sounds can travel even longer. The user can only use this skill once per month, both in rp and in real life. Those caught in the light blue area are slowed down, cutting speed and strength in half. The user can be effected, but only decreased in speed by 2 points, allowing them to move normally amongst the others. This effect lasts for 4 posts on each person that has been effected by it. The skill spread stops after going 30 yards, even with all the echoing.
Objection!: Rank: B Requires: Words of Power, Energy, Luck, Expert Description: The user yells Objection, with all their might to create visible soundwaves that travel before them. It spreads out slowly, creating ripples in the air, breaking glasses and breaking wood as it goes through. The skill spread stops after going 30 yards, even with all the echoing. The shout sends those it effects backwards and then down to the ground. The user is not effected by this skill due to them being the source of the shout.
Story of the Darkness: Rank: SS Requires: Words of Power, Energy, Luck, Sage Description: The user opens up their book and reads up on the Story of the darkness. This projects a field of darkness around the user that is complete at a 15 yard radius after a post of reading, those who hear it are slowly sunk into the dark field and transported to a field of black grass and permanent sunset-type sky. They will then have to take down a mimic of a 100ft Iron Golem as it attacks them. They have to take down the golem within a 6 post effect range on each of the people who hear the story. Once the story is done, the user will close the book, jettisoning the captured people out of the ground back into the real world, dealing A ranked damage from the forceful ejection. Those with the ability to fly are immune.
Story of Light: Rank: SS Requires: Words of Power, Energy, Luck, Sage Description: The user opens up their book and reads up on the Story of the Light. This projects a field of bright light around the user that is complete at a 15 yard radius after a post of reading, those who hear it are slowly levitated up above the light field and transported to a field of blue grass and permanent green sky. They have to take down a Dragon and its Rider within a 7 post effect range on each of the people who hear the Story. Once the story is done, the user will close the book, jettisoning the captured people out of the air back into the ground of the real world, dealing A ranked damage from the forceful ejection. Those with the ability to stop a fall or are able to land on their hands and feet like a cat sustain no damage.
Hiro Allday Errday
Changed the class name, description, strengths and weaknesses, and gave it a solid skill deck so it wouldn't have to rely on using a Luck deck for everything. Hope it looks good. XD
Posted: Sat Feb 08, 2014 8:39 am
Skills for the Shadowknight
Deathscythe Rite Rank: - Description:
A more advanced form of the Aura of Despair technique that is learned by all Shadowknights. By utilizing their despair, they can condense it to where it appears as a sphere of chaotic dark energy in their hands. The user then throws the sphere of darkness onto the ground before them, summoning up a circle of darkness and death that is 6ft in diameter. This has a variety of effects, and a special type of Death effect. Skeletons the Shadowknight summons in the specific area are well armed for fight, being more useful and more resilient the entire time they remain in the field.
At higher ranks, this field begins to grow, and it begins to gain a darker power over the foe. Novice: The field reaches out 8ft and has a darkly feel for it. Adept: The field reaches out 10ft diameter and begins to make any neutral being feel uncomfortable to be even in the area. Expert: The field now reaches 12 ft diameter and any neutral being entering the area will begin to feel a bit dizzy with their discomfort. Master: The field extends to 14 ft diameter and RPC's of 3 ranks below of neutral powers will begin to feel sick just by entering the area itself. Sage: The field maxes out at 16 ft diameter and RPC's of 2 ranks and below that enter this area foolishly will be feeling a different, much heavier form of darkness that acts like gravity, pulling them down into a stasis.
Note: This is an aura, lasting for 10 posts upon activation, extended use will cause the inability to use any other skill besides Deathscythe skills. All deathscythe skills are now empowered a rank higher for each post, as long as the user stays in this aura. It is recommended that the user takes a 3 post cool-off before using this aura safely. Any scythe blade summoned, is only a maximum of 3 ft.
Deathscythe: Side Arm Rank: D Limits: Can only be used if the user is in the Deathscythe Aura. Description:
The user thrusts their arm out to the side, from the side of their forearm, a scythe blade will come out, a small one hand handle at the center of the blunt side. The Scythe blade is reversed, so cuts will be from any back hand swings with it. The user performs a double spin towards the opponent, their hand in the back hand swing formation.
Deathscythe: Scythe guard Rank: C Limits: Can only be used if the user is in the Deathscythe Aura. Description: The user summons up the side arm of the Deathscythe form, using it to block any NORMAL weapon attack due to blade meeting other weapon. It can only be used to guard with the arm the side arm is on, and side arm cannot be used for both arms. Blocking one side, will leave your other areas exposed if you do not use a shield.
--> Deathscythe: Scissor Disarm Rank: C Limits: Can only be used if the user is in the Deathscythe Aura. Description: If a weapon were to hit the scythe blade guard, the user can chain it to summon another scythe blade. The user will force their arm forward, the blades clutching onto the weapon like a pincer. The surprise will be used for the shadowknight to kick or punch their opponent away and force them to leave behind whatever weapon was taken by the scythes.
Deathscythe: Full Gore Killer Rank: B Limits: Can only be used if the user is in the Deathscythe Aura. Description: The Shadowknight forces their arms out to the sides, two scythe blades appearing, one on each opposing side of the wrist. The handles appear near the 'beard' of the scytheblades and can be held like scissor blades. The user charges forward with both arms at their side before hopping into the air. Infusing their aura within the body, the shadowknight enters a sort of 'gliding' form to try and thrust the toes of the scythe into the enemy. On contact, the toes will only goe 3 inches deep before the turns the blads to where they face away from eachother and tear them out to the sides. This is not fatal, but it can cause fainting by bleed out.
Deathscythe: Onslaught formation Rank: A Limits: Can only be used if the user is in the Deathscythe Aura. Description:
The user channels all deathscythe energy into their body to force an overload. They soon transfer the overloaded energy into their fist, sliding forward with a swift uppercut with an extension of energy coming out, 2 ft max at extension of energy. If the energy were to touch the foe, a shocking sensation of guilt would distract the opponent as the user steps back, summoning a pole with a red bladed scythe at the top end. The user soon strikes and stabs the opponent 4 times, once in the back, pull it out, step back, once in the chest, pull it out, step back, again at the lower back, pull it out, step back, and finally in the abdomen. The user uses the agony remaining in the scythe to lift up the foe into the air before slamming them into the ground, scythe there to keep them pinned for a bit before it is removed.
Shadow Skull: Projection Rank: C Description:
Their deathly nature to the skeleton proves more powerful than the Necromancer's affiliation with skeletons. The shadowknight is capable of summoning up their colored aura to a sphere of negative life energy. The user will soon fling the energy out as it sends a tracking skull up to 9 feet in distance towards the foe. On contact, with the jaw, the skull with bite on the enemy and infect them with an energy jam, draining their energy 5 points for 3 posts. On the skull head, the skull will explode and knock the opponent back 3 feet.
Shadow Skull: Large Projection Rank: A Description:
An advanced version of Shadow Skull, except it only works in a distance of 3 ft from where the user's left hand is. A large skull appears in a flash, contact with anything will cause it to burst forward, sending skull fragments a distance of 5 ft. If this is summoned directly onto the opponent, it will force the opponent onto their back from the shock of energy rushed onto them.
Skeletal Uppercut Rank: C Description:
The user summons a body sized Skeletal arm, with fist clenched, up before the user(4 ft away). The arm jettisons straight up until it appears at the shoulder in the ground. As quickly as this comes, it can be blocked like any normal uppercut, except the fist is the size of the human torso. This can be summoned, however, to act as a footstool for the user out of battle for those hard to reach areas.
Skeleton Grasp Rank: B Description: The user summons a green energy skeletal arm, much like the skeletal uppercut. This reaches out for the enemy's face, with the desire to grasp it and lift them up. It's range is a full human body with a torso sized hand, aiming to only grab at the head. If it succeeds, the foe must have a strength of 9 to break the energy bones of the skeleton's fingers to get away. If they do not, they will be held there for one of two things. One, the skeleton hand will keep them airborne for a single post like a punching bag. Two, the hand will charge up energy and release it's grip the moment it releases the built up energy.
Soul Art: Dying Knight Rank: S Limits: Can only be used prior to a death blow & must be Master Rank. Description:
The shadowknight who is in a near death state, can choose to embrace the closeness of the Grim reaper himself. The user will vanish from sight, re-appearing afterwards in a dodged state. The shadowknight will be stripped of their armor, with only their dark energy and an ancient looking scythe in their hands. The user quickly strikes the abdomen of the foe harshly to force them to bend over, rising up for a shadow knee and sending themselves, with the enemy, into the air. The user will then reach out and grab the face of the opponent, their dark energy transferring the user's life force with the opponent's own life force. They land with the back of the enemy's skull first into the ground before the user releases the grip. Due to the life force change, a choice comes to mind for the now revitalized Shadowknight, mercy or none. If the shadowknight chooses no mercy, he will simply raise the grim Reaper's scythe up and bring it down, splitting the skull of the enemy in two and sending their weak soul to the underworld along with the energy of the scythe.
A more advanced form of the Aura of Despair technique that is learned by all Shadowknights. By utilizing their despair, they can condense it to where it appears as a sphere of chaotic dark energy in their hands. The user then throws the sphere of darkness onto the ground before them, summoning up a circle of darkness and death that is 6ft in diameter. This has a variety of effects, and a special type of Death effect. Skeletons the Shadowknight summons in the specific area are well armed for fight, being more useful and more resilient the entire time they remain in the field.
At higher ranks, this field begins to grow, and it's darkness even outcasts those of Holy birth and rite two ranks or below, depending on the rank difference. If the rank difference is only one, novice's effect is in play then. Novice: The field reaches out 8ft and has a darkly feel for it, letting those of the holy nature know it is there. Adept: The field reaches out 10ft diameter and begins to make any of the holy nature feel uncomfortable to be even in the area. Expert: The field now reaches 12 ft diameter and any holy being entering the area will begin to feel a bit dizzy with their discomfort. Master: The field extends to 14 ft diameter and RPC's of 3 ranks below of holy powers will begin to feel sick just by entering the area itself. Sage: The field maxes out at 16 ft diameter and RPC's of 2 ranks and below that enter this area foolishly will be feeling a different, much heavier form of darkness that acts like gravity, pulling them down into a stasis.
Note: This is an aura, lasting for 10 posts upon activation, extended use will cause the inability to use any other skill besides Deathscythe skills. All deathscythe skills are now empowered a rank higher for each post, as long as the user stays in this aura. It is recommended that the user takes a 3 post cool-off before using this aura safely. Any scythe blade summoned, is only a maximum of 3 ft.
Deathscythe: Side Arm Rank: D Limits: Can only be used if the user is in the Deathscythe Aura. Description:
The user thrusts their arm out to the side, from the side of their forearm, a scythe blade will come out, a small one hand handle at the center of the blunt side. The Scythe blade is reversed, so cuts will be from any back hand swings with it. The user performs a double spin towards the opponent, their hand in the back hand swing formation.
Deathscythe: Scythe guard Rank: C Limits: Can only be used if the user is in the Deathscythe Aura. Description: The user summons up the side arm of the Deathscythe form, using it to block any NORMAL weapon attack due to blade meeting other weapon. It can only be used to guard with the arm the side arm is on, and side arm cannot be used for both arms. Blocking one side, will leave your other areas exposed if you do not use a shield.
--> Deathscythe: Scissor Disarm Rank: C Limits: Can only be used if the user is in the Deathscythe Aura. Description: If a weapon were to hit the scythe blade guard, the user can chain it to summon another scythe blade. The user will force their arm forward, the blades clutching onto the weapon like a pincer. The surprise will be used for the shadowknight to kick or punch their opponent away and force them to leave behind whatever weapon was taken by the scythes.
Deathscythe: Full Gore Killer Rank: B Limits: Can only be used if the user is in the Deathscythe Aura. Description: The Shadowknight forces their arms out to the sides, two scythe blades appearing, one on each opposing side of the wrist. The handles appear near the 'beard' of the scytheblades and can be held like scissor blades. The user charges forward with both arms at their side before hopping into the air. Infusing their aura within the body, the shadowknight enters a sort of 'gliding' form to try and thrust the toes of the scythe into the enemy. On contact, the toes will only goe 3 inches deep before the turns the blads to where they face away from eachother and tear them out to the sides. This is not fatal, but it can cause fainting by bleed out.
Deathscythe: Onslaught formation Rank: A Limits: Can only be used if the user is in the Deathscythe Aura. Description:
The user channels all deathscythe energy into their body to force an overload. They soon transfer the overloaded energy into their fist, sliding forward with a swift uppercut with an extension of energy coming out, 2 ft max at extension of energy. If the energy were to touch the foe, a shocking sensation of guilt would distract the opponent as the user steps back, summoning a pole with a red bladed scythe at the top end. The user soon strikes and stabs the opponent 4 times, once in the back, pull it out, step back, once in the chest, pull it out, step back, again at the lower back, pull it out, step back, and finally in the abdomen. The user uses the agony remaining in the scythe to lift up the foe into the air before slamming them into the ground, scythe there to keep them pinned for a bit before it is removed.
Shadow Skull: Projection Rank: C Description:
Their deathly nature to the skeleton proves more powerful than the Necromancer's affiliation with skeletons. The shadowknight is capable of summoning up their colored aura to a sphere of negative life energy. The user will soon fling the energy out as it sends a tracking skull up to 9 feet in distance towards the foe. On contact, with the jaw, the skull with bite on the enemy and infect them with an energy jam, draining their energy 5 points for 3 posts. On the skull head, the skull will explode and knock the opponent back 3 feet.
Shadow Skull: Large Projection Rank: A Description:
An advanced version of Shadow Skull, except it only works in a distance of 3 ft from where the user's left hand is. A large skull appears in a flash, contact with anything will cause it to burst forward, sending skull fragments a distance of 5 ft. If this is summoned directly onto the opponent, it will force the opponent onto their back from the shock of energy rushed onto them.
Skeletal Uppercut Rank: C Description:
The user summons a body sized Skeletal arm, with fist clenched, up before the user(4 ft away). The arm jettisons straight up until it appears at the shoulder in the ground. As quickly as this comes, it can be blocked like any normal uppercut, except the fist is the size of the human torso. This can be summoned, however, to act as a footstool for the user out of battle for those hard to reach areas.
Skeleton Grasp Rank: B Description: The user summons a green energy skeletal arm, much like the skeletal uppercut. This reaches out for the enemy's face, with the desire to grasp it and lift them up. It's range is a full human body with a torso sized hand, aiming to only grab at the head. If it succeeds, the foe must have a strength of 9 to break the energy bones of the skeleton's fingers to get away. If they do not, they will be held there for one of two things. One, the skeleton hand will keep them airborne for a single post like a punching bag. Two, the hand will charge up energy and release it's grip the moment it releases the built up energy.
Soul Art: Dying Knight Rank: S Limits: Can only be used prior to a death blow & must be Master Rank. Description:
The shadowknight who is in a near death state, can choose to embrace the closeness of the Grim reaper himself. The user will vanish from sight, re-appearing afterwards in a dodged state. The shadowknight will be stripped of their armor, with only their dark energy and an ancient looking scythe in their hands. The user quickly strikes the abdomen of the foe harshly to force them to bend over, rising up for a shadow knee and sending themselves, with the enemy, into the air. The user will then reach out and grab the face of the opponent, their dark energy transferring the user's life force with the opponent's own life force. They land with the back of the enemy's skull first into the ground before the user releases the grip. Due to the life force change, a choice comes to mind for the now revitalized Shadowknight, mercy or none. If the shadowknight chooses no mercy, he will simply raise the grim Reaper's scythe up and bring it down, splitting the skull of the enemy in two and sending their weak soul to the underworld along with the energy of the scythe.
Hiro Hates Nothing
Deathscythe Rite: Denied. Darkness is weak against light, but strong against neutral.
By default, all skills that need the Rite are also denied until it's fixed.
For the skeleton skills, these actaully belong to the Necromancers. The shadowknights have some form of manipulation over the dead, but their minions are used for other methods. The Necromancer is physically weak and requires his minions to do everything for him/her.
Posted: Sun Feb 09, 2014 7:53 am
Skills for the Shadowknight
Deathscythe Rite Rank: - Description:
A more advanced form of the Aura of Despair technique that is learned by all Shadowknights. By utilizing their despair, they can condense it to where it appears as a sphere of chaotic dark energy in their hands. The user then throws the sphere of darkness onto the ground before them, summoning up a circle of darkness and death that is 6ft in diameter. This has a variety of effects, and a special type of Death effect. Skeletons the Shadowknight summons in the specific area are well armed for fight, being more useful and more resilient the entire time they remain in the field.
At higher ranks, this field begins to grow, and it begins to gain a darker power over the foe. Novice: The field reaches out 8ft and has a darkly feel for it. Adept: The field reaches out 10ft diameter and begins to make any neutral being feel uncomfortable to be even in the area. Expert: The field now reaches 12 ft diameter and any neutral being entering the area will begin to feel a bit dizzy with their discomfort. Master: The field extends to 14 ft diameter and RPC's of 3 ranks below of neutral powers will begin to feel sick just by entering the area itself. Sage: The field maxes out at 16 ft diameter and RPC's of 2 ranks and below that enter this area foolishly will be feeling a different, much heavier form of darkness that acts like gravity, pulling them down into a stasis.
Note: This is a field, lasting for 10 posts upon activation, extended use will cause the inability to use any other skill besides Deathscythe skills. All deathscythe skills are now empowered a rank higher for each post, as long as the user stays in this field. It is recommended that the user takes a 3 post cool-off before using this aura safely. Any scythe blade summoned, is only a maximum of 3 ft.
Deathscythe: Side Arm Rank: D Limits: Can only be used if the user is in the Deathscythe Rite. Description:
The user thrusts their arm out to the side, from the side of their forearm, a scythe blade will come out, a small one hand handle at the center of the blunt side. The Scythe blade is reversed, so cuts will be from any back hand swings with it. The user performs a double spin towards the opponent, their hand in the back hand swing formation.
Deathscythe: Scythe guard Rank: C Limits: Can only be used if the user is in the Deathscythe Rite. Description: The user summons up the side arm of the Deathscythe form, using it to block any NORMAL weapon attack due to blade meeting other weapon. It can only be used to guard with the arm the side arm is on, and side arm cannot be used for both arms. Blocking one side, will leave your other areas exposed if you do not use a shield.
--> Deathscythe: Scissor Disarm Rank: C Limits: Can only be used if the user is in the Deathscythe Rite. Description: If a weapon were to hit the scythe blade guard, the user can chain it to summon another scythe blade. The user will force their arm forward, the blades clutching onto the weapon like a pincer. The surprise will be used for the shadowknight to kick or punch their opponent away and force them to leave behind whatever weapon was taken by the scythes.
Deathscythe: Full Gore Killer Rank: B Limits: Can only be used if the user is in the Deathscythe Rite. Description: The Shadowknight forces their arms out to the sides, two scythe blades appearing, one on each opposing side of the wrist. The handles appear near the 'beard' of the scytheblades and can be held like scissor blades. The user charges forward with both arms at their side before hopping into the air. Infusing their colored aura within the body, the shadowknight enters a sort of 'gliding' form to try and thrust the toes of the scythe into the enemy. On contact, the toes will only goe 3 inches deep before the turns the blads to where they face away from eachother and tear them out to the sides. This is not fatal, but it can cause fainting by bleed out.
Deathscythe: Onslaught formation Rank: A Limits: Can only be used if the user is in the Deathscythe Rite. Description:
The user channels all deathscythe energy into their body to force an overload. They soon transfer the overloaded energy into their fist, sliding forward with a swift uppercut with an extension of energy coming out, 2 ft max at extension of energy. If the energy were to touch the foe, a shocking sensation of guilt would distract the opponent as the user steps back, summoning a pole with a red bladed scythe at the top end. The user soon strikes and stabs the opponent 4 times, once in the back, pull it out, step back, once in the chest, pull it out, step back, again at the lower back, pull it out, step back, and finally in the abdomen. The user uses the agony remaining in the scythe to lift up the foe into the air before slamming them into the ground, scythe there to keep them pinned for a bit before it is removed.
Mirror Shield Rank: C Description:
The Shadowknight swipes the air before them, before thrusting their shield forward. The shield gains a very reflective surface, capturing the image of a single foe the user chooses. The Mirror lasts for 3 posts, but it can only reflect E rank projectile attacks back at the person who attacked it. This mirror serves a much darker purpose instead of using it to block weak attacks. If it comes in contact with D rank attacks or C rank attacks, the mirror will shatter, the fragments firing out of the shield towards the opponent, causing C rank damage.
Reaping Steed Charge Rank: A Description:
As an envoy of the deathscythe skillset, the shadowknight gains access to an eternally damned hell horse. Upon the skills use, the shadowknight will jump up as a horse comes riding out from underneath them. The shadowknight lands on the back of the horse while the horse charges forward with a death energy surrounding it. The death energy does not kill, but it is a physical priority that protects the hell horse itself. The shadowknight is NOT protected by the death energy and can be knocked off the horse.
Tendrils of Darkness Rank: B Description:
The user summons up a pair of tendrils of pure darkness out of their back. The tendrils will soon lash out from the user's back all at once with a reach of 8ft aiming to grab ahold of the foe. If it works, each tendril will be holding a wrist or an ankle to hold the foe up, bringing them close to the user. This is to keep the enemy in place for 2 posts, unless they have a strength of 8 or above. This can also be used to hold an opponent off to the side to keep them out of a fight.
Soul Art: Dying Knight Rank: S Limits: Can only be used prior to a death blow & must be Master Rank. Description:
The shadowknight who is in a near death state, can choose to embrace the closeness of the Grim reaper himself. The user will vanish from sight, re-appearing afterwards in a dodged state. The shadowknight will be stripped of their armor, with only their dark energy and an ancient looking scythe in their hands. The user quickly strikes the abdomen of the foe harshly to force them to bend over, rising up for a shadow knee and sending themselves, with the enemy, into the air. The user will then reach out and grab the face of the opponent, their dark energy transferring the user's life force with the opponent's own life force. They land with the back of the enemy's skull first into the ground before the user releases the grip. Due to the life force change, a choice comes to mind for the now revitalized Shadowknight, mercy or none. If the shadowknight chooses no mercy, he will simply raise the grim Reaper's scythe up and bring it down, splitting the skull of the enemy in two and sending their weak soul to the underworld along with the energy of the scythe.
Hiro Hates Nothing
Edits done, the skeleton skills were replaced, and if you liked those skeleton skills, you can add them in for the Necromancer's skill set. XD
xxxxxHISTORY Hundreds of years ago, on the first day the sin Lust emerged from her former self, a demon named Lukhan hunted her across the world to discover what she was. He had an interest in her body, and her power. He had an interest in what she could do for him if he were to control her. However, she made his lust control him instead, and managed to escape with her life. It is from his lust that a child was born, Eklopyter, the father of all Incubi and Succubi. He seduced a thousand young ladies and with his sinful energy, changed their bodies into your kind. They then became the first generation of Succubi, and their impact on the world was great. They rocked the ideas of pleasure and sin, bewitching thousands of men and creating massive fractures within even the greatest Empires. Eventually, however, a great purge of the Succubus was called. It was a holy war to regain stability in the empire, which was completely severed. Many thousands of the winged women died, but many still lived. From that point on, like the Incubus, they began to work in the shadows, only making their own fun and their own factions. Some of the women would eventually conceive, and from that, they'd create you.
From the moment you were born until now, you were always taught that men are evil. The first words from your mother were "protect yourself", before she left you in the dust. Sometimes you would be sent to an orphanage, sometimes a bordello, even as a babe, so that you could be trained in the art seduction for your entire life. However, unlike the Incubi who often don't, you will understand who you are. Inside of your body is a fraction of Her; Lust. And because of that, you will lust for bodies, and lust for control. You will want to stand over the world with an army of a thousand, and have them all leap from the sky-tearing cliffs just for the hell of it. You revel in control.
And with just a little patience, you will have it.
xxxxxDESCRIPTION Your matron is Lust. Because of your closer connection to her, your seductive powers are not as demonic as the Incubi, but more sinful and far more similar to Lust's own powers. The Succubi possess magic akin to enthrallment, and will use anything at their disposal to obtain that. They will use illusions, spells, and other things all for the purpose of controlling you. This is their true power.
xxxxxSTRENGTHS • Extremely seductive. Like Incubi, you possess the ability to instantly seduce others as long as they're two ranks below you. It's said that this becomes possible only due to their astounding beauty, but that is only a supplement. The Succubi are indeed far more beautiful than all other races, but their seduction lies in the magical energy they are born with. This energy flows around them and into the air like cells into a vein, bewitching any they seek. • Extremely high amounts of energy (1.5X the regular pool). • Ability to manifest certain aspects of the demon at will. They can extend wings, sharp fingernails, as well as horns when they please.
xxxxxWEAKNESS • Unholy creatures. (+1 Rank Weakness vs Holy Magic, +2 Upon becoming pure sin) • Against foes too powerful or too clever to fall into your schemes, your powers can be rendered almost useless. • Selfish creatures. Since Succubi are more open with their race than Incubi, they also have a bad reputation and are known for being users and manipulators. It is best to give people the impression that you're a human unless absolutely paramount that you reveal yourself. • Extremely weak early. Your bloodline is far below the tier of others until Master rank, and it only truly shines at Sage.
xxxxxPASSIVE ABILITIES • The Sonnet of Sin The way the Succubus seduces others with their charms. Regardless of rank, the affected will find it very difficult to deny them. If the subject is two ranks lower then the user, they're automatically seduced. The higher ranks can be seduced as well, but it'll be more difficult. Once captured the target focuses only on the Incubus, sort of like tunnel vision blocking out the surroundings. To clarify, seduction is energy. It is not eye-sight or hearing based. It's an aura that pushes outwards and seduces people. It can't be blocked by barriers/etc. People seduced will not attack you, and you can basically force them to do things depending on what you say. They won't hurt/kill themselves or attack another person.
• The Dance It's raining. You meet a girl, standing somewhere in the center of the road. She doesn't bother with an umbrella, she sings in the rain and dances with the wind. A free spirit. You can either choose to approach her, seeing as she seems such an open and enjoyable person, or leave her to her own devices. If you choose the first option, then you're falling into her claws. There are three signs to true seduction with The Dance: a visual sign, an audible sign, and a physical sign. The visual sign was the rain, and the audible sign can be many things. It can be her voice, it can be the sound of birds chirping, as long as it's something that you can clearly hear, that clings to your mind. The physical sign can be simple; she can shake your hand, or give you a hug. Anything, really.
With these signs, she sets everything up for the next time you meet. She will perform three different signs. The only requirement is that one of the signs remains exactly the same. For example, if you see her again underneath the rain, then that sign is the same. If she hums the same tune, that sign is the same. When these requirements are complete, anyone, and of any rank, can be seduced. It is best to ease into this ability, so that someone doesn't notice the signs. It is not a requirement for a Succubus to state they are using signs, or this passive, even in-character.
Rules - 1. The physical sign must involve physical contact between the Succubus and the target. 2. The visual sign cannot be something directly connected to or relating to the Succubi's body or their attire.
xxxxxTECHNIQUES • CloudsD Usually, a Succubus' wings can only glide and help reduce the impact from falling. With this ability, though, you coat your wings in energy and allow for full flight, for a time. This energy will remain on your wings for three posts, at which point you will have to re-apply it. You gain +2 speed while flying.
• ThroatsC With a bite deep into their neck, the target will lose all ability to resist your seduction. They will immediately go under heat, lusting and desiring for you. This feeling is described as being extremely sensual, for both the Succubi and the bitten. However, consecutive bites can quickly drain the target's energy away and leave them completely immobilized.
• DreamsB This requires the succubus to be within touching range of their target. It is similar to The Dance in the way that there are certain requirements to fulfill in order to activate this ability. The succubus must give an auditory cue pertaining to resting or sleeping, and then caress their target in some manner. The target will then grow tired and promptly fall asleep.
• ChainsC-S The succubus has the ability to create manacles/ropes/chains out of their energy. These are launched out at an opponent and will immediately try to clasp onto them. The succubus can control how tight they are.
• SinsS Requires Master Rank, Requires Self-Performed Mission of 5000+ words in length. The mission should describe the process: 1. The inquisition of how to turn into a sin 2. Searching for a Succubus who has encountered lust, a man who has been controlled by lust, and a piece of the sin herself 3. Once you have gained all of the necessary information, you must go to the palace in Fraxen City. How you manage to infiltrate the palace is up to you. When you get there, wait. The creature known as Narathos will come, and create you. The eighth sin.
When you were born through a modest woman's womb, you must've found it unlikely that you could ever reach this point. The sins... they are creatures in power beyond all men and women, on a league of their own. They are deadly and terrifying, they are immortal and incomprehensible. And when you take this step, you become one of them. First of all, a Succubus who becomes a sin is capable of changing their features slowly, and outside of battle. They can change their hair, the color, their facial features, their body type. Second, they, like the Incubi who become demons, constantly emit an arousing scent that draws others desires to them.
When you become a sin, you give up what you once were. No longer are you that girl who was brought up into sex and need. You will become a creature far unlike your mother, one with ambitions only rivaled by their supreme power.
• AntonymsA Requires that you've become a full sin
After the succubus has managed to put someone underneath their seduction spell, they can instantly turn all pleasurable feelings into immense pain. Any form of pleasure the target was feeling would become so painful it could easily cause someone to pass out due to the stress.
• SoulsA Requires that you've become a full sin
Once their target is lulled into a state of unconsciousness or otherwise subdued the succubus can pull the energy out of their target. It will appear as if both the mouth of the succubus and the target open, and the succubus seems to almost rip out their soul through a thread of energy. This will take away 1/3 of the target's energy every post. During this time, you must save them, or they are gone.
• FeelingsA Requires that you've become a full sin
The Succubi can perform something paramount to telepathy. This is actually a form of demonic possession, but weakened. Channeling your energy into their body, you can make the target feel all sorts of things. Pleasure, elation, arousal, pain, sadness, anguish. There is only one specific feeling you can make any target feel at one time. You cannot make them feel multiple things. Combined with your seduction and charm, this can make people fall on their knees for you. Or, combined with your ability in battle, the pain or irritation can really make a difference.
• ThreadsA Requires that you've become a full sin
The succubus can create a link from their body to their opponents body. This link cannot be destroyed through any means other than removing oneself from its range. As long as the link is intact they will suck the life force out of their opponent. For each post they will siphon off 1 stat (speed/strength) point and it will be added to their own stat pool. Once the link is broken the succubus loses the added stats and the victim gains them back. The link has a range of 30 feet. The way to establish this link is through shooting a light beam that moves at the speed of a bullet. Once it pierces, it will connect you two.
• CharadesS Requires that you've become a full sin
This skill lasts for two posts. You don't have to say that you used it or even hint at it IRP. Instead, you must tell a VC or the Captain when you used it in a fight. If you did not tell either, then the skill never happened, and you can face the consequences of that in battle. This skill changes reality; the enemy will continue the fight as if all were regular, when it is not. It is an illusion, a fake world. Everything they do is meaningless. They could cut off your head, destroy you, it wouldn't matter. The energy they use in this dream world is still lost even though the spells were not performed. Anyone who enters this thread is also caught in the dream, including you. However, your spells do not cost you energy while this is active, meaning that you could easily pressure the opponent into defending themselves and blowing ridiculous amounts of energy without the same drawback. You can only use this once in a fight. If the enemy uses more than 500 energy within charades, it will end.
• EndingsS Requires that you've become a full sin
Sins are strange creatures. They can't be described by words, music, or even the minds of both angels and demons. Even the sins don't understand themselves. They don't get what type of creatures they are -- why they can't truly be killed, why they can be held inside of mortals like a weapon and a trophy. However, the most powerful and ingenuitive of sins can use this against another. This can only be done by forcibly opening another's mouth and then basically ejecting your soul into them. The result is the Succubus entering the body of another, like a sin into a vessel. And then they corrupt them, fast. It only takes an instant, and the harvesting of their body will take place. With this, the Succubus will essentially own their body, and it will be similar to a bond between a sin host and a sin. You will keep your Succubus abilities and stats, as well as your three sin abilities, but you will be the 'sin' and therefore can only sometimes be present. The regular body of the 'host' will become your new playing ground. This can only be done once. You can't hold another sin, or obtain a mark past one, after this has been completed. You may rank up with the sin host, like with regular sins.
xxxxxADDITIONAL COMMENTS Explaining the Succubi's power What Lust always desired, when she was simply known as Princess Judie of Fronta, was just to control the world. She manipulated the hearts of men and women to do her bidding, and truly she was the one who started it all; she was the Eve of Axiom, who helped to craft sin into seven bodies. She was the first one to be twisted, followed by her sister, men who desired her, and so on. What caused all of this strife was the obsession with Judie: she was a woman who was beautiful and desirable, and whether you liked her or hated her, you knew of her. And you would go to any lengths to either help her, or bring her harm. That was the effect she had on people. That is the effect that you have on people.
Lust was a woman born with the imperial regalia, a golden crown and a handful of pearls. That is what many who knew her would say of her; that she was always prestigious, a true Queen amongst regular men and women. Many who knew her were exalted, unable to fathom her. She was so far beyond everyone else. She had the beauty of the sun, the mind of a diamond, and a true understanding of her peers. Everyone knew she would be the best Queen to ever lead the nation. You have this same, exalting effect on people.
Your father is a demon, and one of the most powerful of hell. His name is Lukhan, and he is a true, free spirit. He doesn't care about armies, power, ambitions, fate, or anything. He simply uses his power to do whatever he pleases, and understands that more power means more freedom. He sought out Lust with the intention to imprison her within his body, which would essentially make his ability to control others unstoppable. Lukhan is a Desire Demon, one of the more prestigious species of demon. They are also one of the least malevolent of them, usually basing their actions on what brings them entertainment, rather than what brings misery to others. If they were ever to hold Lust, their power would be boundless, as they would be able to completely indoctrinate all other creatures. That is why this entire race began: Lukhan sought to become the ultimate creature, and when that seemed impossible, he sought to create it.
Once you've become a sin Like with other sins, you gain certain powers upon ascending to this elevated status. They are rare and amazing abilities, and with them come some interesting extra skills to guide you through life's challenges.
1. You may create a set of [3] custom skills, known as your Post-Sin powers, that are extremely powerful. These are similar to the actual sins abilities, like omniscience, erase, etc. They are ridiculous compared to regular skills in their base energy : base power.
2. To clarify - #1. Post-Sin Succubi can still hold other sins, just like sin hosts. This means that, their maximum capacity for sins is two, themselves and another. It also means that you can skip Lust if you are trying to gain the seven sins, and make the wish. You would be using your own body to make the wish, though surely such a sacrifice would be highly compensated. #2. If the sin dies, your time playing her is over. However, other RPCs may venture out to find her spiritual essence, and could perhaps try and integrate her into their being. The Captain will have to be contacted for this.
3. When you've become a sin, your connection to Lust grows ever stronger. You emit a pheromone, like the Desire Demons, and use it to draw people's hearts towards you. They will see you as a creature purely of beauty, a fragile spirit. They are wrong on this. This doesn't actually increase the rank of seduction or anything of the like.
4. You unlock the final abilities of the sin. These are the powers that Succubi can never obtain unless they surpass their demon half.