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shinzo_husky

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PostPosted: Wed Sep 17, 2014 4:30 pm
KnightsRoyal


*sighs*

2 B-ranked moves only man. You have to pick 2 B ranked moves from all of your available movelists. Creation is included on that.

You can't have Risen yet because it requires you to have achieve Adept rank. Pick only 2 B ranked moves, remove Risen. And then we have the seal/deal thing.


I am so sorry dude :s I have taken risen out and left 2 B rank moves in the paladin section  
PostPosted: Wed Sep 17, 2014 5:36 pm
happywho06
KnightsRoyal


*sighs*

2 B-ranked moves only man. You have to pick 2 B ranked moves from all of your available movelists. Creation is included on that.

You can't have Risen yet because it requires you to have achieve Adept rank. Pick only 2 B ranked moves, remove Risen. And then we have the seal/deal thing.


I am so sorry dude :s I have taken risen out and left 2 B rank moves in the paladin section


Thank you and approved.  

KnightsRoyal

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shinzo_husky

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PostPosted: Sun Sep 21, 2014 2:40 pm
KnightsRoyal
happywho06
KnightsRoyal


*sighs*

2 B-ranked moves only man. You have to pick 2 B ranked moves from all of your available movelists. Creation is included on that.

You can't have Risen yet because it requires you to have achieve Adept rank. Pick only 2 B ranked moves, remove Risen. And then we have the seal/deal thing.


I am so sorry dude :s I have taken risen out and left 2 B rank moves in the paladin section


Thank you and approved.
do I post this profile in the other profile area ?  
PostPosted: Sun Sep 21, 2014 3:16 pm
happywho06
KnightsRoyal
happywho06
KnightsRoyal


*sighs*

2 B-ranked moves only man. You have to pick 2 B ranked moves from all of your available movelists. Creation is included on that.

You can't have Risen yet because it requires you to have achieve Adept rank. Pick only 2 B ranked moves, remove Risen. And then we have the seal/deal thing.


I am so sorry dude :s I have taken risen out and left 2 B rank moves in the paladin section


Thank you and approved.
do I post this profile in the other profile area ?


At least in the place he resides, if you want to make multiples you'll need your own profile thread which will help you keep track of the profiles themselves. But other than that, post them at the area where they belong.

He belongs in Pronta so he will be apart of the Soldiers in the Sky.  

KnightsRoyal

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The Wild Hunt

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PostPosted: Sun Sep 28, 2014 8:42 pm

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XXXXX▇▇ ▇▇ ┈┈┈ BASICS ▇▇X
X

XXXXXXXX generalXinfo
Full Name: Orion Kahana
Nicknames: The Red
Gender: Male
Age: 19
Birth date: 8/12
Sexuality: Homosexual

Culture: Geshani
Religion: The Bleeding Lords
Languages:
De Facto - Common
Fluent - Meritian
Basic - Demonica


Birth City: Lukhan's Landing
City of Residence: Geshan
Position: Court Spymaster
Caste: Nobility
Race: Human (Red-Wielding)
Alignment: Chaotic Neutral

XXXXXXXX appearance
Personality: Orion is manipulative, scheming, and utterly brutal. You could say that he acts as such because he does not know any better, but you can also say that a brighter path would not persuade him. He isn't necessarily evil. Instead, he is willing to do nearly anything to accomplish his goal. It's just that many times, his goals are best accomplished by the deposition and the death of others.

He is loyal to the Republic, though not necessarily its individual citizens. As a person, and with other people, he is fairly laid back. He likes to have fun, to enjoy himself. He likes to laugh and engage in banter. However, as a Red trained to expect enemies to be anywhere, he never allows himself to get close to people. He keeps them at a safe distance, and inquires as to whether they will choose to get close to him first. If they do, then he is perfectly willing to strike, if it will do him benefit.

He's somewhat immature, even so. He greatly admires simple things that many other Reds have no care for; art, culture, nature. He does not necessarily advocate to protect them, but there is a certain pang whenever he must make the decision to further their demise.
Take on warfare: Necessary.
Loyalty to the Red Masters- Disloyal
Theme song: https://www.youtube.com/watch?v=lOTgSBG_Mp0
Height: 6'2"
Weight: 214 LBs
Build: Athletic/Muscular
Hair Color: Blonde
Eye Color: Blue
Complexion: Fair

XXXXXXXX personalXinfo
Relationships:
XXXXL I K E S
City: Lukhan's Landing
Species: Angels
Culture: South Fraxonite

XXXXD I S L I K E S
City: Dathan
Species: Most Monsters

XXXXXXXX backgroundXstory
Orion was born to the sister family of the Komana (lit. Blessed Kom or sisters to the Komoni), the Kahana. These two families were of extreme prominence in Aramil, vastly Mer and with strong ties to Los Anthos. They had been united for hundreds of years; through marriage, through creed. However, it only took an instant for all of that to end, although it allowed for Orion's life to begin. A Red of great power had fallen in love with his mother, and she with him. The result was Orion, a boy naturally magical and interested in magic and thus of great interest to his father. This man was a Red Master, Zakash in name. Through political strategy and influence with the Bleeding Lords, he managed to stay close to the Kahana and maneuver his way into a marriage with Orion's mother. Of course, this caused great strife within the family, but this was before the rise of Geshan had hit international attention, and so the Organa did not directly take action.

As Orion grew older, his father taught him more and more of the Red Anecdotes, and how to live by them. Peace is a lie, there is only passion. He took those words to heart; and further, he took his father's lifestyle to heart. Soon enough, his mother had died from a sudden and strange illness. This was when he was around eight years old.

He didn't care.

He had become bewitched by his father, his power, his carefree way of life. He didn't care if he'd killed his mother, because she never meant anything to Orion after his father had entered the fray. He learned to use the Red, and he was damn good at it. His father detected his potential. He honed his skills for his entire life, teaching him through practical experience more than anything; he was forced into kill-or-be-killed situations time and time again. He always chose "kill". He was never afraid.

Eventually, his father was slain by a Duke of the Flame that had been threatened by his rising power. He didn't care about that either. His father was too weak.

He came to Geshan, and found a master, a temporary little thing. Since then, he has resolved to slay her and take her authority as his own.

XXXXX▇▇ ▇▇ ┈┈┈ POWER ▇▇X
X

XXXXXXXX abilityXinfo
Class: Mage
Rank: Novice
Energy: 1000
Primary Element: Wind

Talent:

Speed: 6
Strength: 4


XXXXR E L A T I V E P O W E R
Allied With:
Master:

Completed Missions:

XXXX S-Rank:
XXXX A-Rank:
XXXX B-Rank:
XXXX C-Rank:
XXXX D-Rank:

xxxSKILLS

          Wind

          All up to E rank
          All up to D rank

          Fire

          All up to E rank
          All up to D rank

          The Red

          All up to E rank
          All up to D rank

          Earth

          All up to E rank
          All up to D rank

          Water

          All up to E rank
          All up to D rank

          Arcane: Mage

          All up to E rank
          All up to D rank
 
PostPosted: Sun Sep 28, 2014 8:45 pm
The Law of Constantinople

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▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇

XXXXX▇▇ ▇▇ ┈┈┈ BASICS ▇▇X
X

XXXXXXXX generalXinfo
Full Name: Orion Kahana
Nicknames: The Red
Gender: Male
Age: 19
Birth date: 8/12
Sexuality: Homosexual

Culture: Geshani
Religion: The Bleeding Lords
Languages:
De Facto - Common
Fluent - Meritian
Basic - Demonica


Birth City: Lukhan's Landing
City of Residence: Geshan
Position: Court Spymaster
Caste: Nobility
Race: Human (Red-Wielding)
Alignment: Chaotic Neutral

XXXXXXXX appearance
Personality: Orion is manipulative, scheming, and utterly brutal. You could say that he acts as such because he does not know any better, but you can also say that a brighter path would not persuade him. He isn't necessarily evil. Instead, he is willing to do nearly anything to accomplish his goal. It's just that many times, his goals are best accomplished by the deposition and the death of others.

He is loyal to the Republic, though not necessarily its individual citizens. As a person, and with other people, he is fairly laid back. He likes to have fun, to enjoy himself. He likes to laugh and engage in banter. However, as a Red trained to expect enemies to be anywhere, he never allows himself to get close to people. He keeps them at a safe distance, and inquires as to whether they will choose to get close to him first. If they do, then he is perfectly willing to strike, if it will do him benefit.

He's somewhat immature, even so. He greatly admires simple things that many other Reds have no care for; art, culture, nature. He does not necessarily advocate to protect them, but there is a certain pang whenever he must make the decision to further their demise.
Take on warfare: Necessary.
Loyalty to the Red Masters- Disloyal
Theme song: https://www.youtube.com/watch?v=lOTgSBG_Mp0
Height: 6'2"
Weight: 214 LBs
Build: Athletic/Muscular
Hair Color: Blonde
Eye Color: Blue
Complexion: Fair

XXXXXXXX personalXinfo
Relationships:
XXXXL I K E S
City: Lukhan's Landing
Species: Angels
Culture: South Fraxonite

XXXXD I S L I K E S
City: Dathan
Species: Most Monsters

XXXXXXXX backgroundXstory
Orion was born to the sister family of the Komana (lit. Blessed Kom or sisters to the Komoni), the Kahana. These two families were of extreme prominence in Aramil, vastly Mer and with strong ties to Los Anthos. They had been united for hundreds of years; through marriage, through creed. However, it only took an instant for all of that to end, although it allowed for Orion's life to begin. A Red of great power had fallen in love with his mother, and she with him. The result was Orion, a boy naturally magical and interested in magic and thus of great interest to his father. This man was a Red Master, Zakash in name. Through political strategy and influence with the Bleeding Lords, he managed to stay close to the Kahana and maneuver his way into a marriage with Orion's mother. Of course, this caused great strife within the family, but this was before the rise of Geshan had hit international attention, and so the Organa did not directly take action.

As Orion grew older, his father taught him more and more of the Red Anecdotes, and how to live by them. Peace is a lie, there is only passion. He took those words to heart; and further, he took his father's lifestyle to heart. Soon enough, his mother had died from a sudden and strange illness. This was when he was around eight years old.

He didn't care.

He had become bewitched by his father, his power, his carefree way of life. He didn't care if he'd killed his mother, because she never meant anything to Orion after his father had entered the fray. He learned to use the Red, and he was damn good at it. His father detected his potential. He honed his skills for his entire life, teaching him through practical experience more than anything; he was forced into kill-or-be-killed situations time and time again. He always chose "kill". He was never afraid.

Eventually, his father was slain by a Duke of the Flame that had been threatened by his rising power. He didn't care about that either. His father was too weak.

He came to Geshan, and found a master, a temporary little thing. Since then, he has resolved to slay her and take her authority as his own.

XXXXX▇▇ ▇▇ ┈┈┈ POWER ▇▇X
X

XXXXXXXX abilityXinfo
Class: Mage
Rank: Novice
Energy: 1000
Primary Element: Wind

Talent:

Speed: 6
Strength: 4


XXXXR E L A T I V E P O W E R
Allied With:
Master:

Completed Missions:

XXXX S-Rank:
XXXX A-Rank:
XXXX B-Rank:
XXXX C-Rank:
XXXX D-Rank:

xxxSKILLS

          Wind

          All up to E rank
          All up to D rank

          Fire

          All up to E rank
          All up to D rank

          The Red

          All up to E rank
          All up to D rank

          Earth

          All up to E rank
          All up to D rank

          Water

          All up to E rank
          All up to D rank

          Arcane: Mage

          All up to E rank
          All up to D rank
apprioved  

___youwillknownihilism
Captain


The Monster of the Mist

Hygienic Genius

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PostPosted: Mon Oct 13, 2014 10:33 am
            User Image


                                              MAIN INFORMATION


                                          Full Name: Anastasia Tepes
                                          Nicknames: None given to her yet
                                          Age: 20
                                          Birthdate: October 11th
                                          Gender: Female

                                          Culture: Lumarian
                                          Religion: Doesn't have a religion or a god
                                          Languages:

                                          De Facto - Demonica
                                          Fluent - Elvish
                                          Basic - Common

                                          Nation: Nocturne
                                          Rank: Novice
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Vampire
                                          Class: Knight
                                            Sub-Class: Not unlocked

                                          Strength: 10
                                          Speed: 5
                                          Sin: None
                                          Gene Mods: None

                                          Energy Color: Various depending on her mood
                                          Energy Meter: 550
                                          Element: Water
                                          Battle Strength:
                                          Class Strengths
                                          • Strength with Blades: Though not as strong as Berzerkers, Knights have the strongest sword arm. They can cut through stone without using any energy.

                                          • Blade Mastery: You are by far the best at the usage of bladed weapons. (Takes 1 post less to learn for all bladed weapons)

                                          • Tough bodies: You are trained to withstand lots of damage and keep moving.

                                          • Limitless: Knights can learn all bladed weapon styles, regardless of not meeting speed or strength requirements.

                                          • Can learn three different melee weapon styles, not including bladed weapons.

                                          • Three hand to hand combat styles.

                                          Bloodline Strengths
                                          • Regeneration: You're constantly regenerating, and this regeneration is quite amazing at high ranks.

                                          • Reaction: You reaction is faster than a normal humans. You can easily anticipate attacks.

                                          • Energy Gain: When you drink blood you gain energy. Depending on amount if its less than a tea spoon its a D less than a cup C around two cups B half a liter A a liter S.

                                          • The Elder State: At expert rank, you unlock a whole new realm of powers.

                                          • Shadow Magic: Whether you're a magic-user or not, this type of magic is very useful in a variety of situations. Despite the fact that it's shadows, it can be used without a light source and without the sun more specifically.

                                          Battle Weakness: Other things
                                          Class Weakness
                                          • Range: You have to get close to your target to do anything.

                                          • Mortality: You can take a lot of hits but you don't regenerate those wounds.

                                          • You don't do too well against projectile based skills.

                                          • Can have only 1 ranged weapon style.

                                          Bloodline Weakness
                                          • Light: Paladins or clerics who hit you with light/holy attacks will burn you.

                                          • THE SUN: no you wont sparkle no, you won't burn (at least not immediately), but you're weakened and it hurts to be in the light.
                                          Trainee/Novice- stats down by half, in 7 posts you catch on fire
                                          Adept- stats down to 2/3rds, produce dark smoke off from body
                                          Expert- stats down to 3/4, you're still steaming and people can tell that it's painful for you to be in the sun
                                          Master/Sage- No stat decrease, though it still stings (not quite as much, however enough to hurt your concentration)

                                          • You cannot regenerate a missing head. An arm yes but only at Sage rank.

                                          • You will die with no way to be resurrected if hit in the heart with a Wooden Stake.

                                          Fights Won: 0
                                          Fights Lost: 0

                                          Completed Quests
                                            S Rank: 0
                                            A Rank: 0
                                            B Rank: 0
                                            C Rank: 0
                                            D Rank: 0
                                            E Rank: 0


                                          Talent: Currently None


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                                              EQUIPMENT INFORMATION


                                          Weapons: A normal kite shield, sword, dagger, and a spear.

                                          Armor: A light armor suit.


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                                              SKILL INFORMATION


                                          Water

                                            Streaming Water - E
                                            Water Spout - D
                                            Water Whips - D
                                            Water Shields - C
                                            Water Jet - C
                                            Wave - C
                                            Kirigakure - C


                                          Bloodline

                                            Passive:
                                            Regeneration
                                            Telepathy
                                            The Rite of Blood

                                            Standard:
                                            Nightshade - D
                                            The First Shadow - D
                                            Dreadmist - D
                                            The Shadow of Pain - C
                                            Feeling Batty? - C


                                          Class

                                            The Claim - Unranked
                                            The Oath - E
                                            Return - E
                                            Aura of Tolerance - E
                                            Shockwave - D
                                            Endure - D
                                            Commander's Call - D
                                            Rev - C
                                            Sword Break - C
                                            Piercing Strike - C



                                          Sub-Class




                                          Hand-to-Hand/Weapon

                                            Claw Gauntlet
                                            Possessed Demon Style
                                            Phantom Knee - D
                                            Jade Strike - D
                                            Double Death Fist - D
                                            Shadow Slicer - C
                                            Quick Revenge - C
                                            Midnight Launcher - C
                                            Double Death Thrust - C
                                            Cannonball Splitter - C

                                            Dagger
                                            Fast Hands - E
                                            Fake Out - E
                                            Gut Hook - D
                                            High and Low - C
                                            Arm Wrestle - C

                                            Devil's Suicide
                                            Footwork - E
                                            Nudge - D
                                            Devil Sweep - C
                                            Devilish Lie - C
                                            Weaving Strikes - C
                                            Redoubted Twirl - C

                                            Longsword
                                            Twisting Talon - C

                                            Defiance Style
                                            Double Slash - D
                                            Hit Hit - D
                                            Dual Edged Defense - D
                                            Thruster - D
                                            O'l One Two - D
                                            Full Commit - C
                                            Crowning - C
                                            Thruster - C
                                            Braver - C
                                            Sword Flash - C
                                            Lateral Moon - C

                                            Longsword and Shield
                                            Swift Judgment
                                            Imprint - D
                                            Go Down - D
                                            Comet - C

                                            Impregnale Wall
                                            Determination - C
                                            Outline - C


                                            Longsword and Spear
                                            Inheritance Stance
                                            Flashing Dismantle - D
                                            Dumb Flash - E
                                            Direct Flicker - C

                                            Shield
                                            Shield Bash - D
                                            Feint - D
                                            Shield Charge - D
                                            Shield Boomerang - D
                                            Magic Mirror - C

                                            Iron Defense
                                            Iron Wall - E
                                            Iron Ceiling - E
                                            Forward! - E
                                            Reflex Blocking - E
                                            Iron Wall Closing - D
                                            Iron Wall Rotation - D
                                            Wall Planter - D
                                            Wall Perfection Stance - D
                                            Iron Wall Advancing - C
                                            Wall Deflection - E through B
                                            Iron Wall Clipping - D
                                            Iron Wall Halving Stance - C

                                            Spear and Shield
                                            The Spartan's Right Hand
                                            Viper's Bite V1 - D
                                            Cobra's Bite - C
                                            Python's Bite - C
                                            Wall Breaker - C
                                            Shield of the Epic - C
                                            Spear of the Mighty - C
                                            Vault Kick - C

                                            Staff/Spear
                                            Divine Storm
                                            Pole Vault - E
                                            Pole Thrusts - D
                                            Innocuous Strikes - E through S
                                            Sky Splitter - D
                                            Floor Sweep - D
                                            Guarded Spin - C
                                            Rising Strike - C
                                            Breaker - C

                                            Boxing
                                            Side Step - E
                                            Null - D
                                            Double Jab - D
                                            One, Two - D
                                            Double Hook - D
                                            Duck - E
                                            Sway - E
                                            Bob and Weave - D
                                            Surprise! Rising Uppercut - C
                                            Surprise! Disemboweling Hook - C
                                            Endless Onslaught - C

                                            Eye for an Eye
                                            Rude Introduction - D
                                            Super Mega Brofist of Doom - D through S
                                            Between the Lines - C
                                            Violent Oppression - C




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                                              CHARACTER INFORMATION


                                          Personality: She is herself and that's all that needs to be said.
                                          Sexuality: Lesbian
                                          Quote: "That which doesn't kill us makes us stronger."
                                          Height: 5'7"
                                          Weight: 128 lbs
                                          Eye Color: Depends on her mood

                                          Theme Song: Depends
                                          Battle Theme: Depends


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                                              BACKGROUND INFORMATION


                                          xxxxx Most of Anastasia's life remains a mystery other than her life was a cover up. Mainly due to the fact of who she's related to. As she grew up within the country sides of Yuran she came to love her new family. Until one day while roaming the forests a vampire nearly drank her dry. Grabbing a branch she managed to thrust it into the being's heart saving her own life. Yet not without a cost as she found out. Upon returning home her thirst was great and she consumed her entire family. Fearing for her life she fled to the only country that might accept what creature she turned out to be. Nocturne. Upon arriving to the country she was quickly confused for a normal soldier of the country she was swept up in a formation. One that was being readied to fight along Lilith's side.


 
PostPosted: Mon Oct 13, 2014 11:35 am
The Monster of the Mist


Good to go!
 

A faint smile

Dedicated Friend


shinzo_husky

Man-Hungry Man-Lover

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PostPosted: Sat Nov 22, 2014 12:56 pm
A faint smile


            User Image


                                              MAIN INFORMATION


                                          Full Name: Ren
                                          Nicknames: none
                                          Age: 25
                                          Birthdate: 25th September
                                          Gender: Male

                                          Culture: Lumirian
                                          Religion: Vangelist
                                          Languages:

                                          De Facto - Common
                                          Fluent - Demonica
                                          Basic - Meritia

                                          Nation: Nocturne
                                          Rank: Novice
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Human
                                          Class: Shadow knight
                                            Sub-Class: n/a

                                          Strength: 8
                                          Speed: 3
                                          Sin: none
                                          Gene Mods: Aint-Mage Revolt: All magical (whether holy, class, elemental, etc) magic does one rank of reduced damage to you. Your machines/summons/etc will receive about half of this bonus, taking fairly reduced damage from all magic.

                                          Energy Color: Purple
                                          Energy Meter: 550
                                          Element: Fire
                                          Battle Strength:
                                          • Superior technology to all other races. Your custom weapons are something out of sci-fi; your guns can shoot laser rounds, gauntlets can send magnetic or electric shockwaves, etc. Humans of the mechanist class will have highly advanced machines, often capable of force-fields and similar technological feats. These technological advancements can be applied to any class, not just mechanists; weapon users have almost science fiction level weaponry, necromancers and biochemists can implant tech into their soldiers, and bards can have supersonic weaponry. Some humans can even use their tech to amplify their magic.
                                          • Humans, being great leaders, both wise and cunning, apply a boost of +1 strength to all of their allies (not including themselves). This applies to summons, machines, necromantic minions, tamed animals, and RPCs
                                          Battle Weakness:
                                          • Humans have weak immune systems compared to the other humanoid races. They're susceptible to illness, disease, and poison.
                                          • They have average bodies, making them physically inferior to most of the supernatural races. Humans are more prone to injury than other races; a good reason why they tend to rely on machinery. It doesn't take much to fracture their bones and do internal damage to them, so they should always be careful with how they go about combating the enemy.
                                          • Machines (including advanced custom weapons) are often prone to explosion when hit with enough fire. Fire of the same rank as your machine/weapon will instantly explode it, if it makes direct impact.

                                          Fights Won: 0
                                          Fights Lost: 0

                                          Completed Quests
                                            S Rank:
                                            A Rank: 0
                                            B Rank: 0
                                            C Rank: 0
                                            D Rank: 0
                                            E Rank:0


                                          Talent: He can piss people off very easily


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                                              EQUIPMENT INFORMATION


                                          Weapons:
                                          Chain and sickle


                                          Armor:

                                          • Armour plated leather jacket
                                          • Steel cap leather boots
                                          • Black gauntlets




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                                              SKILL INFORMATION


                                          Elemental

                                            • Fireball E
                                            Prerequisite for all abilities
                                            A basic ability; jabs and punches produce miniature fireballs and missiles of flame.

                                            • Flame Deflection E
                                            This spell uses energy equivalent to the power of the deflected fire-based attack.

                                            • Flame Dagger D
                                            Creating blowtorch-like jets from the fist or fingertips to use as close range attacks within meters. These lack the actual ability to block physical objects.

                                            • Flame Launch D
                                            The caster builds a ball of fire in their hands hands, capable of launching it at their target at high speeds. This can easily ignite clothing.

                                            • Flame Punch/Kick D
                                            As the caster attacks with either their fist or foot a jet of flame will shoot out for a short distance of 1 foot.

                                            • Flame Whip D
                                            Requires Fire stream
                                            An extension of a fire stream, this continuous stream of flame can be used as a whip. This has a range of 4 meters.

                                            • Fire Stream D
                                            Yet another basic ability. With a gesture the caster shoots continuous streams of fire for that post.

                                            • Blaze Arcs C
                                            Requires Fire Stream
                                            Spinning kicks or sweeping arm movements create rings and arcs to slice larger, more widely spaced, or evasive targets.

                                            • Fire Bomb C
                                            Requires Fire Stream
                                            A close range attack, maximum two meters. You create fire at the end of a limb and strike it at a close target. If the target is still close it hits with explosive force. If they move out of the two meter range it becomes a fire stream but still costs C rank.

                                            • Blaze Kick C
                                            When the user kicks at their opponent, their leg will be engulfed with searing hot flames, delivering a powerful kick with flames that increase the power of any other kicking technique used in the same post by 1 rank.

                                            • Shield of Flames C
                                            Requires:Flame Deflection
                                            Creates a protective fire shield around the front of, or the whole body of, an elementalist that can deflect attacks and explosions. This is only for deflecting the blow unless its water or wind.

                                            • Bomb Fist C
                                            Building up the fists with the burning energy, the user strikes a target with his fists. Upon impact the energy explodes, sending embers everywhere. Upon skin, it'll cause heavy burns but the explosion's power is very weak, only causing shallow wounds.


                                          Bloodline
                                            • Human Revolution
                                            All humans have augmentations. They are installed when you're born. Most of them are unnoticeable, as they're inside of your body. Some of them are very small, but that doesn't mean they're not powerful. All humans have the ability to choose one gene mod at the start of their creation.

                                            Lose Yourself
                                            A bit of cunning. A survival tactic. Humans know psychology very well, and are constantly looking for ways to gain an edge on someone. They're much less straightforward than other races, as they battle for psychological dominance, always. They can use this to their advantage. While speaking to people, you can use the assistance of your augmentations to discover their mental weaknesses, potentially even physical ones. You can put two and two together to discover their traits, even recognizing signs of a different type of troubled background. These can be used to work your way out of many situations, as well as potentially assassinate or indoctrinate people.

                                            • Unleashed Power
                                            Humans do not have supernatural energy. Indeed, they were not originally capable of magic, like the other races. It took hundreds of years of conformity, training, and even technological help to develop the ability to learn magic. However, when the goal was finally accomplished and settled, their physical augmentation turned out to be quite impressive. Their bodies gained the ability to contain and control magic, and also a unique other ability, gained through this augmentation: the power to pull magical energy from other sources. Just as humans often resort to solar power for electricity and whatnot, they can devise similar tactics when it comes to energy. Humans can pull solar power, whether gradual (meaning even if you're out of the sunlight, you can still do this) or present. This adds a scaling number to their energy pool:

                                            Novice - 300 energy


                                          Class

                                            •Deathly Aura C
                                            Rank: Passive
                                            Requires: Rank Equivalent

                                            A more advanced form of the Aura of Despair technique that is learned by all Shadowknights. They slowly transform their despair around them into a more putrid feeling of hatred and sadness. Skeletons the Shadowknight summons near them are well armed for fight, being more useful and more resilient the entire time they remain in the field.
                                            The stronger the user gets, the greater their aura becomes, soon overtaking the enemies with the duration the foes are in. Characters of lesser rank than the Shadowknight suffer various effects – when one rank below, they feel ill and off balance. Two ranks below, they feel like they are standing on the edge of a massive pillar and all around them is darkness and must fight the urge to run away in terror. Three or more ranks below and the character is rendered near comatose from despair.
                                            Limitations: Holy classes (Paladin and Cleric) can counter this Deathly Aura by using Holy Techniques. If they don’t, they feel it intensely (+1rank differential).
                                            Succubi, Dreadnoughts, and Vampires are unaffected by Deathly Aura, and occasionally take amusement from the reactions of other species to it.
                                            The Shadowknight CAN suppress their Deathly Aura– they do this to hide what they are if they are trying to be discreet.
                                            This advanced aura grants the user to release their full form, allowing access to a variety of Deathscythe abilities at their strongest power.


                                            •Death Bomb E
                                            A fairly weak skill of the necromancer it shoots a direct bolt of negative life energy. Call this the opposite of heal it creates random shallow wounds on the enemy. The bolt of energy is light green and will seem to sink into the target then explode creating the shallow wounds.
                                            Note: This is one of the skills that will heal a Shadowknight of their wounds.

                                            •Darkness Ascends E
                                            For five posts, the user will completely cover the skies in darkness, darkening out the sun, or even the moon. Those hurt by the sun will find themselves at normal power.

                                            •Obscurity E
                                            By purposefully leaving a trail of energy behind, the Shadowknight is not only able to physically damage anyone trying to track him, but he is also able to give a false trail. If a werewolf tries to track through scent, then his nose is damaged to the point where it must be healed by an actual cleric before he can track again. If a Paladin tracks through Clarity, their eyes are blinded for 2 posts before they can heal themselves.

                                            •Deathscythe: Side Arm D
                                            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.

                                            •Shield of Darkness D
                                            Its a basic shield made of Dark energy. Last for 5 post and is as strong as Iron.

                                            •Unholy Shroud D
                                            Truly one of the most basic of all Shadowknight abilities. This is the Darkness to the Light of the Paladin’s Holy Light technique. The Shadowknight infuses his/her weapons with dark energy, creating a sickly black shroud around it that makes ‘good’ characters (Paladins, Clerics) feel sick to look at. This deals additional damage to those classes, but only normal damage to all other classes. Used by Shadowknights to make their weapons and armor more resistant to the Holy Light ability. For combative purposes, this is treated like the Holy Light ability – you slash at an opponent, and the dark energy will rush outwards to attack identical to the Paladin’s ability.
                                            Note: This technique can be used on any one item at a time, such as the Skeletal Shield or the Skeletal Greatsword, but not on Skeletons that are moving on their own.

                                            •Armor of Darkness D
                                            This armor is useless against holy attacks, but great against normal ones. The armor will defend against any C rank or lower skills, but a B rank would break the armor. It's great for it low energy cost, but it can only be used twice per battle and will only deflect one skill, has a cooldown of 2 post.

                                            •Kala's Promise D
                                            After entering a verbal agreement with the shadowknight, the other person promises to never reveal a secret. If the person reveals the secret, the user is capable of delivering crippling pain to the other person. The pain does not stop unless the user stops it, or the person is healed by a cleric or a paladin.

                                            •Shadow Pierce D
                                            As an attack similar to Unholy Shroud but with a stab attack rather than slashing attack, Shadow Pierce has more power behind it due to the fact that it's a thrust. It can be used on any weapon and does extra damage to light/holy characters.

                                            •Death Strike D
                                            Limits: Only usable with a heavy weapon. (great sword, great axe, etc.). Must know shadow weapon. Must have a strength stat of 9 or higher.
                                            Death Strike has the user swing their sword downwards with all of their might while adding energy into it to create an effect similar to the shadow weapon skill. However, this skill adds weight (and consequently force) to the weapon rather than size while it swings downwards, making the downward attack stronger and faster. This skill is capable of cutting straight through weapons such as broadswords and kodachi. After performing this attack, the shadowknight is open for a split-second because of the force of the attack and the moment needed to revert the weapon's weight back to normal.

                                            •Summon Skeleton C (D-SSS)
                                            This is the basic ability that nearly all Shadowknights will use in combat. It is also needed for several of the later techniques, and is thus an integral part of the Shadowknight’s arsenal and should be learned as early as possible. For each rank of energy put into the technique, the Shadowknight summons and controls a skeletal warrior. (D=1,C=2,B=3,A=4,S=5,SS=6,SSS=7)
                                            Notes: Necessary for multiple skills. Each skeleton is equal to a basic warrior (Speed 5 Strength 5), but are easy kills for Holy Light. Clerical and Paladin Techniques obliterate the skeletons with ease. (E rank deals C rank damage, D rank deals B rank damage, C deals A, etc.)

                                            •Skeletal Shield D
                                            Requires: Summon Skeleton
                                            The Shadowknight summons a single skeleton and then uses this technique. The bones of the skeleton warrior fall apart and reform into a shield. This shield is quite strong not only because bone is strong but because it floats and you can move it around. You may also manipulate it when it is struck by a sword to try and trap that sword but it would cost a C rank to do that. It lasts 10 posts or until destroyed. This item is vulnerable to Holy Light infused weapons unless protected by the Unholy Shroud.

                                            •Skeletal Greatsword D
                                            Requires: Summon Skeleton
                                            The Shadowknight summons a single skeleton and uses the technique. The skeleton breaks apart and reforms into a large sword – the spine if the main blade, with the ribs forming spikes at random interval, the arms forming the crossguard, and the legs forming the hilt. The skull is the pommel of the sword, making for a terrifying appearance. This weapon is treated as a normal greatsword for purposes of weapon techniques, but will only last for ten posts or until destroyed. This weapon is vulnerable to Holy Light infused weapons unless protected by the Unholy Shroud.

                                            •Deathscythe: Scythe guard C
                                            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 C
                                            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.

                                            •Mirror Shield C
                                            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.

                                            •Shadow Weapon: C
                                            Requires: Novice Rank
                                            This technique creates a tremendous copy of the Shadowknight’s specialized weapon. The Shadowknight swings their specialized weapon back, with the Shadow Weapon copying the movement. They then attack with their physical weapon, again with the Shadow Weapon following the movement.
                                            (Basically creates a phantom copy of the weapon with the Shadowknight as the end of the weapon's grip. The created weapon is approximately eighteen feet large, giving it massive attack range.)

                                            •Aura of Power C
                                            This skill is actually quite possibly the only good skill for a shadowknight's party, unless the party consists of a holy character(s). The shadownight uses his aura of despair, twisting it until it becomes an aura of raw power. This makes your darker teammates (Vampires, werewolves, dreadnoughts, etc.)) think that they have a juggernaut on their team, causing them to be bolder and fight harder. This gives a +1 in strength to all dark/unholy party members. However, on the flip side, this skill also makes light/holy characters sick to even look at the shadowknight, making them want to fight with them as little as possible. Lasts for five posts and no other aura can be used at this time.

                                            •Dark Ball C
                                            The user summons a ball of pure shadow energy three meters in circumference that can be thrown as a mid-range attack. The sphere detonates on impact, causing an explosion with the force of a grenade.

                                            •Betrayal C
                                            Requires: Summon Skeleton, Novice Rank
                                            One of the most evil techniques that a Shadowknight has. This technique is used to prevent damage being done to the Shadowknight. They have to already have a skeleton in existence before this technique can work. When the Shadowknight is about to be struck, they invoke this dark technique and cover their body with a thin shroud of darkness. At the same time, the body of the skeleton closest to them becomes covered in an identical shroud. The damage that would be dealt to the Shadowknight is transferred to the Skeleton, immediately destroying it. Repeated quick attacks on a Shadowknight using this ability will prevent them from summoning more Skeletons and allow them to be injured.


                                          Sub-Class
                                            • n/a


                                          Hand-to-Hand/Weapon


                                            Great sword

                                            Buster D
                                            Requires Energy
                                            This is a basic skill for a Claymore Weilder. This skill is simply one downward slash with a little bit of energy for some extra power. it is capable of smashing most boulders to pieces, and if someone is hit by it, the sword is likely to chop off a limb.

                                            Cross-slash D
                                            Requires Energy
                                            As the name says, this is a cross slash from the right side to the left added with a bit of energy for extra power. the cutting capability of this skill is similar to that of the "Buster" skill.

                                            Royal Stab C
                                            After jumping high into the air the user will then position their Sword in a way that when they drop it will stab into the ground or their enemy. if stabbed into their enemy this skill has enough force to cut them clean in half, but if stabbed into the ground this skill will cause a small tremor with enough force

                                            Twin Moon C
                                            This skill works great should the opponent dodge the first strike. Lunging forward at the enemy, the brings their sword from behind them and slashes diagnally upwards. Should the opponent dodge, the user spins their body, lunging forward one more time and using the momentum from the first strike to perform an even faster and stronger slash.

                                            Relinquish C
                                            This skill is used to disarm opponents from their weapons, wether it be swords or guns. The user will slash their blade, spinning their sword in order to slam the blunt side of it unto the opponent's weapon. This skill, which uses blunt force more than anything else, will simply knock the weapon right out of their hands. You cannot disarm someone of higher rank with this but someone of lower rank is instantly disarmed. Someone of your own rank may dodge.

                                            Outrage C
                                            This is a three part devastating attack. The first, a blow with a downward swing using only one hand. Coming down from the swing, the user will spin their body, bringing the sword behind them while gripping it with two hands. The second step, is to bring the sword from behind, straight over the head of the user and down upon their opponent. Should the user miss, the third step is to let the blade bounce off the ground, using this momentum, the user will take a single step forward, thrusting the blade into the chest of the opponent.

                                            Feint C
                                            This is preferred to be use when you have to dodge and attack. You run at the enemy and then jump, driving the sword into the ground. At this moment, you kick the enemy in the face, while stabbing the blade unto the ground simultaneously. This will avoid any low attacks, as well as a boot to the head.

                                            Chain and sickle

                                            • Fulcrum Smash/Slash D
                                            The user is able to easily use either end of the kyoketsu shoge to swing around if it is blocked to either smash or slash at the opponent from a different angle.

                                            • Weight Smash D
                                            The user spins the weight portion of their kyoketsu shoge and launches it out with great accuracy. They are aiming to use the weight to smash against the opponent's head, or other exposed and sensitive spots such as their fingers, wrists, even feet.

                                            • Chain Wrap D
                                            The user launches the weight out at the opponent and at the proper moment tugs on the chain. This causes the weight to angle and begin to wrap the chain around whatever the target was.

                                            • Chain Block C
                                            The user waits until the opponent is close enough and has struck out with an attack. They will hold the chain closely in their hands with about two feet of slack between their hands. They will wrap the chain around the weapon/limb and either disarm the enemy or continue to tighten the chain and cause potential fractures/ breaks.

                                            • Whirlwind Strikes C
                                            Whirlwind Strikes happen when the user allows their blade portion of the kyoketsu shoge to hang down and swing. Manipulating the chain they will swing the blade out at high speeds, and rapidly. They must keep in mind the opening that is left when the blade is circling around them.

                                            • Hooking Pull C
                                            The user will swing the bladed portion of the chain out with enough slack to cover a greater distance than where the opponent is. It comes down in an arc. When the opponent goes to block and they hit the chain the blade will swing down and stab into them, effectively hooking them. From there the user can pull the blade and yank the enemy towards them, creating an even greater gash.


                                            Scythe

                                            Evil Moon C
                                            You swing out the scythe in a wide arc as quick as possible. This is to stab the scythe through one side of the enemy, going around the shield. Once it enters their body swing them brutally to the left or right, you either slice them clean in half or they get a huge gaping hole in their body as they get tossed to the left or right.

                                            Torment C
                                            Primarily used to maim the target rather than kill this is usually for those who are sadistic. You thrust the scythe at the legs of your opponent. Remember only the inner edge is sharp so this will only trip your enemy at most. Once you trip them turn the scythe and pull back so that they will land on the sharp point..

                                            Off with their heads! C
                                            A simple move mainly used on a tired enemy or just to demoralize others. You first grab the enemy's head and knee him in the gut while you use your other hand to position the scythe under him. While he is reeling in pain use the scythe to lift you up and drop yourself onto the enemy's shoulder and make them fall neck first into the scythe

                                            Lotus Flower B
                                            Requires Energy
                                            The Lotus Flower is a powerful skill that is used against opponents who are airborne. Using your energy and channeling at the feet, the user is able to push themselves upwards at higher heights, reaching the opponent at high speeds. Upon coming closer, the user will spin their body in the air. By this point, the user will have coated their blade with energy, and as they spin, the scythe comes around them filled with energy. The energy cuts through one foot in front of blade, an attack that is difficult to counter considering that is an airborne attack.


                                            Raging Fist

                                            ▰ ▰ ▰ STAGE ONE
                                            As a beginner, one must bring about a personal stance. Usually whatever the student is comfortable with. From there, they must begin training. They must lift weights, in both their arms, and their thighs as the beginning movements and training is the foundation for the rest of their training.

                                            Wavering Fist- E
                                            The user from their stance, waves their off hand, quickly following with a direct fist to the opponents body. This is a quick and effective movement, as it will knock an enemy off balance if braced, and if unbarred usually sends them tumbling.

                                            Iron Trap- D
                                            The student grabs the opponent by the throat or another limb, performing a sort of death grip. From here, they will clamp on as long as the student has the strength to carry on (5 pts per post).

                                            ▰ ▰ ▰ STAGE TWO
                                            At this point, the student is made to punch a tree as much as possible in 30 second bursts. When they can strike 100 times, they will begin to train with weights as they attempt this training. This begins to form bone upon the student’s knuckles.

                                            Epic Elbow-D
                                            The student will quickly spin towards the opponent, catching them, or nailing them with their elbow. This is a costly movement, as missing, leaves you severely open. But if it hits the opponent in the head, it will easily disorient them, possibly knocking them over.

                                            Violent Fist- C
                                            The student, from punching the tree in short bursts, has learned how to put that short burst to work upon the enemy. They quickly punch the enemy where ever they can land the hits. Depending on the student’s strength to carry they may carry on more hits.

                                            Hammer Fist- D
                                            The student, using only their fist, and body weight, will bring a single arm/fist down upon the enemy. This is another move that is high risk high reward, as if it hits, it will bring the enemy to their knees. If it misses, the student may lose balance, falling to the ground.

                                            Arcing Uppercut-D
                                            The student brings their fist into the opponents gut, sending them up into the air. From this position, there’s much a student can do with the opponent, such as a follow up.


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                                              CHARACTER INFORMATION


                                          Personality: Ren is mostly seen as outgoing and cruel when he wants to be. He gets mad easily and will never turn down a fight. He is prideful and that usually is his weakness as his pride will get the better of him.
                                          Sexuality: Hetrosexual
                                          Quote: "Annoy me kid and you will be using a leg and an arm to hobble around for the rest of your miserable life"
                                          Height: 6 feet
                                          Weight: 11 stone
                                          Eye Color: Blue

                                          Favorites:
                                            • colour: purple
                                            • food: Most things
                                            • animal: Dragon
                                            • city: Luimira


                                          Theme Song:
                                          Battle Theme: https://www.youtube.com/watch?v=15JCb6P60Vw&list=PLee-W2X9gNNdx5VtP2aI0TGfuPYPW5vBS&index=126


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                                              BACKGROUND INFORMATION


                                          xxxxx
                                          Born and abandoned at the Luimira orphanage for boys, Ren grew up fighting and a spiteful child. He would refuse to co=operate and was kicked out at the age of 12 due to the amount of damage he caused to the building and other kids. He left and decided to find someone who would understand him better. A few months of starving and wandering. He stumbles upon a group of shadow knights based outside the city. Learning and gaining new powers so he could make even more trouble than before. His lessons lasted until he was 22 when he fell out with his mentor and the leader of the group. He left his "home" on bad terms with the group and made his way back to the city where he found a new home where he took up random mercenary jobs which included murdering and robbery. He continues to do so until he can find a new goal to achieve.




 
PostPosted: Tue Nov 25, 2014 11:17 am
happywho06
A faint smile


            User Image


                                              MAIN INFORMATION


                                          Full Name: Ren
                                          Nicknames: none
                                          Age: 25
                                          Birthdate: 25th September
                                          Gender: Male

                                          Culture: Lumirian
                                          Religion: Vangelist
                                          Languages:

                                          De Facto - Common
                                          Fluent - Demonica
                                          Basic - Meritia

                                          Nation: Nocturne
                                          Rank: Novice
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Human
                                          Class: Shadow knight
                                            Sub-Class: n/a

                                          Strength: 8
                                          Speed: 3
                                          Sin: none
                                          Gene Mods: Aint-Mage Revolt: All magical (whether holy, class, elemental, etc) magic does one rank of reduced damage to you. Your machines/summons/etc will receive about half of this bonus, taking fairly reduced damage from all magic.

                                          Energy Color: Purple
                                          Energy Meter: 550
                                          Element: Fire
                                          Battle Strength:
                                          • Superior technology to all other races. Your custom weapons are something out of sci-fi; your guns can shoot laser rounds, gauntlets can send magnetic or electric shockwaves, etc. Humans of the mechanist class will have highly advanced machines, often capable of force-fields and similar technological feats. These technological advancements can be applied to any class, not just mechanists; weapon users have almost science fiction level weaponry, necromancers and biochemists can implant tech into their soldiers, and bards can have supersonic weaponry. Some humans can even use their tech to amplify their magic.
                                          • Humans, being great leaders, both wise and cunning, apply a boost of +1 strength to all of their allies (not including themselves). This applies to summons, machines, necromantic minions, tamed animals, and RPCs
                                          Battle Weakness:
                                          • Humans have weak immune systems compared to the other humanoid races. They're susceptible to illness, disease, and poison.
                                          • They have average bodies, making them physically inferior to most of the supernatural races. Humans are more prone to injury than other races; a good reason why they tend to rely on machinery. It doesn't take much to fracture their bones and do internal damage to them, so they should always be careful with how they go about combating the enemy.
                                          • Machines (including advanced custom weapons) are often prone to explosion when hit with enough fire. Fire of the same rank as your machine/weapon will instantly explode it, if it makes direct impact.

                                          Fights Won: 0
                                          Fights Lost: 0

                                          Completed Quests
                                            S Rank:
                                            A Rank: 0
                                            B Rank: 0
                                            C Rank: 0
                                            D Rank: 0
                                            E Rank:0


                                          Talent: He can piss people off very easily


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                                              EQUIPMENT INFORMATION


                                          Weapons:
                                          Chain and sickle


                                          Armor:

                                          • Armour plated leather jacket
                                          • Steel cap leather boots
                                          • Black gauntlets




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                                              SKILL INFORMATION


                                          Elemental

                                            • Fireball E
                                            Prerequisite for all abilities
                                            A basic ability; jabs and punches produce miniature fireballs and missiles of flame.

                                            • Flame Deflection E
                                            This spell uses energy equivalent to the power of the deflected fire-based attack.

                                            • Flame Dagger D
                                            Creating blowtorch-like jets from the fist or fingertips to use as close range attacks within meters. These lack the actual ability to block physical objects.

                                            • Flame Launch D
                                            The caster builds a ball of fire in their hands hands, capable of launching it at their target at high speeds. This can easily ignite clothing.

                                            • Flame Punch/Kick D
                                            As the caster attacks with either their fist or foot a jet of flame will shoot out for a short distance of 1 foot.

                                            • Flame Whip D
                                            Requires Fire stream
                                            An extension of a fire stream, this continuous stream of flame can be used as a whip. This has a range of 4 meters.

                                            • Fire Stream D
                                            Yet another basic ability. With a gesture the caster shoots continuous streams of fire for that post.

                                            • Blaze Arcs C
                                            Requires Fire Stream
                                            Spinning kicks or sweeping arm movements create rings and arcs to slice larger, more widely spaced, or evasive targets.

                                            • Fire Bomb C
                                            Requires Fire Stream
                                            A close range attack, maximum two meters. You create fire at the end of a limb and strike it at a close target. If the target is still close it hits with explosive force. If they move out of the two meter range it becomes a fire stream but still costs C rank.

                                            • Blaze Kick C
                                            When the user kicks at their opponent, their leg will be engulfed with searing hot flames, delivering a powerful kick with flames that increase the power of any other kicking technique used in the same post by 1 rank.

                                            • Shield of Flames C
                                            Requires:Flame Deflection
                                            Creates a protective fire shield around the front of, or the whole body of, an elementalist that can deflect attacks and explosions. This is only for deflecting the blow unless its water or wind.

                                            • Bomb Fist C
                                            Building up the fists with the burning energy, the user strikes a target with his fists. Upon impact the energy explodes, sending embers everywhere. Upon skin, it'll cause heavy burns but the explosion's power is very weak, only causing shallow wounds.


                                          Bloodline
                                            • Human Revolution
                                            All humans have augmentations. They are installed when you're born. Most of them are unnoticeable, as they're inside of your body. Some of them are very small, but that doesn't mean they're not powerful. All humans have the ability to choose one gene mod at the start of their creation.

                                            Lose Yourself
                                            A bit of cunning. A survival tactic. Humans know psychology very well, and are constantly looking for ways to gain an edge on someone. They're much less straightforward than other races, as they battle for psychological dominance, always. They can use this to their advantage. While speaking to people, you can use the assistance of your augmentations to discover their mental weaknesses, potentially even physical ones. You can put two and two together to discover their traits, even recognizing signs of a different type of troubled background. These can be used to work your way out of many situations, as well as potentially assassinate or indoctrinate people.

                                            • Unleashed Power
                                            Humans do not have supernatural energy. Indeed, they were not originally capable of magic, like the other races. It took hundreds of years of conformity, training, and even technological help to develop the ability to learn magic. However, when the goal was finally accomplished and settled, their physical augmentation turned out to be quite impressive. Their bodies gained the ability to contain and control magic, and also a unique other ability, gained through this augmentation: the power to pull magical energy from other sources. Just as humans often resort to solar power for electricity and whatnot, they can devise similar tactics when it comes to energy. Humans can pull solar power, whether gradual (meaning even if you're out of the sunlight, you can still do this) or present. This adds a scaling number to their energy pool:

                                            Novice - 300 energy


                                          Class

                                            •Deathly Aura C
                                            Rank: Passive
                                            Requires: Rank Equivalent

                                            A more advanced form of the Aura of Despair technique that is learned by all Shadowknights. They slowly transform their despair around them into a more putrid feeling of hatred and sadness. Skeletons the Shadowknight summons near them are well armed for fight, being more useful and more resilient the entire time they remain in the field.
                                            The stronger the user gets, the greater their aura becomes, soon overtaking the enemies with the duration the foes are in. Characters of lesser rank than the Shadowknight suffer various effects – when one rank below, they feel ill and off balance. Two ranks below, they feel like they are standing on the edge of a massive pillar and all around them is darkness and must fight the urge to run away in terror. Three or more ranks below and the character is rendered near comatose from despair.
                                            Limitations: Holy classes (Paladin and Cleric) can counter this Deathly Aura by using Holy Techniques. If they don’t, they feel it intensely (+1rank differential).
                                            Succubi, Dreadnoughts, and Vampires are unaffected by Deathly Aura, and occasionally take amusement from the reactions of other species to it.
                                            The Shadowknight CAN suppress their Deathly Aura– they do this to hide what they are if they are trying to be discreet.
                                            This advanced aura grants the user to release their full form, allowing access to a variety of Deathscythe abilities at their strongest power.


                                            •Death Bomb E
                                            A fairly weak skill of the necromancer it shoots a direct bolt of negative life energy. Call this the opposite of heal it creates random shallow wounds on the enemy. The bolt of energy is light green and will seem to sink into the target then explode creating the shallow wounds.
                                            Note: This is one of the skills that will heal a Shadowknight of their wounds.

                                            •Darkness Ascends E
                                            For five posts, the user will completely cover the skies in darkness, darkening out the sun, or even the moon. Those hurt by the sun will find themselves at normal power.

                                            •Obscurity E
                                            By purposefully leaving a trail of energy behind, the Shadowknight is not only able to physically damage anyone trying to track him, but he is also able to give a false trail. If a werewolf tries to track through scent, then his nose is damaged to the point where it must be healed by an actual cleric before he can track again. If a Paladin tracks through Clarity, their eyes are blinded for 2 posts before they can heal themselves.

                                            •Deathscythe: Side Arm D
                                            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.

                                            •Shield of Darkness D
                                            Its a basic shield made of Dark energy. Last for 5 post and is as strong as Iron.

                                            •Unholy Shroud D
                                            Truly one of the most basic of all Shadowknight abilities. This is the Darkness to the Light of the Paladin’s Holy Light technique. The Shadowknight infuses his/her weapons with dark energy, creating a sickly black shroud around it that makes ‘good’ characters (Paladins, Clerics) feel sick to look at. This deals additional damage to those classes, but only normal damage to all other classes. Used by Shadowknights to make their weapons and armor more resistant to the Holy Light ability. For combative purposes, this is treated like the Holy Light ability – you slash at an opponent, and the dark energy will rush outwards to attack identical to the Paladin’s ability.
                                            Note: This technique can be used on any one item at a time, such as the Skeletal Shield or the Skeletal Greatsword, but not on Skeletons that are moving on their own.

                                            •Armor of Darkness D
                                            This armor is useless against holy attacks, but great against normal ones. The armor will defend against any C rank or lower skills, but a B rank would break the armor. It's great for it low energy cost, but it can only be used twice per battle and will only deflect one skill, has a cooldown of 2 post.

                                            •Kala's Promise D
                                            After entering a verbal agreement with the shadowknight, the other person promises to never reveal a secret. If the person reveals the secret, the user is capable of delivering crippling pain to the other person. The pain does not stop unless the user stops it, or the person is healed by a cleric or a paladin.

                                            •Shadow Pierce D
                                            As an attack similar to Unholy Shroud but with a stab attack rather than slashing attack, Shadow Pierce has more power behind it due to the fact that it's a thrust. It can be used on any weapon and does extra damage to light/holy characters.

                                            •Death Strike D
                                            Limits: Only usable with a heavy weapon. (great sword, great axe, etc.). Must know shadow weapon. Must have a strength stat of 9 or higher.
                                            Death Strike has the user swing their sword downwards with all of their might while adding energy into it to create an effect similar to the shadow weapon skill. However, this skill adds weight (and consequently force) to the weapon rather than size while it swings downwards, making the downward attack stronger and faster. This skill is capable of cutting straight through weapons such as broadswords and kodachi. After performing this attack, the shadowknight is open for a split-second because of the force of the attack and the moment needed to revert the weapon's weight back to normal.

                                            •Summon Skeleton C (D-SSS)
                                            This is the basic ability that nearly all Shadowknights will use in combat. It is also needed for several of the later techniques, and is thus an integral part of the Shadowknight’s arsenal and should be learned as early as possible. For each rank of energy put into the technique, the Shadowknight summons and controls a skeletal warrior. (D=1,C=2,B=3,A=4,S=5,SS=6,SSS=7)
                                            Notes: Necessary for multiple skills. Each skeleton is equal to a basic warrior (Speed 5 Strength 5), but are easy kills for Holy Light. Clerical and Paladin Techniques obliterate the skeletons with ease. (E rank deals C rank damage, D rank deals B rank damage, C deals A, etc.)

                                            •Skeletal Shield D
                                            Requires: Summon Skeleton
                                            The Shadowknight summons a single skeleton and then uses this technique. The bones of the skeleton warrior fall apart and reform into a shield. This shield is quite strong not only because bone is strong but because it floats and you can move it around. You may also manipulate it when it is struck by a sword to try and trap that sword but it would cost a C rank to do that. It lasts 10 posts or until destroyed. This item is vulnerable to Holy Light infused weapons unless protected by the Unholy Shroud.

                                            •Skeletal Greatsword D
                                            Requires: Summon Skeleton
                                            The Shadowknight summons a single skeleton and uses the technique. The skeleton breaks apart and reforms into a large sword – the spine if the main blade, with the ribs forming spikes at random interval, the arms forming the crossguard, and the legs forming the hilt. The skull is the pommel of the sword, making for a terrifying appearance. This weapon is treated as a normal greatsword for purposes of weapon techniques, but will only last for ten posts or until destroyed. This weapon is vulnerable to Holy Light infused weapons unless protected by the Unholy Shroud.

                                            •Deathscythe: Scythe guard C
                                            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 C
                                            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.

                                            •Mirror Shield C
                                            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.

                                            •Shadow Weapon: C
                                            Requires: Novice Rank
                                            This technique creates a tremendous copy of the Shadowknight’s specialized weapon. The Shadowknight swings their specialized weapon back, with the Shadow Weapon copying the movement. They then attack with their physical weapon, again with the Shadow Weapon following the movement.
                                            (Basically creates a phantom copy of the weapon with the Shadowknight as the end of the weapon's grip. The created weapon is approximately eighteen feet large, giving it massive attack range.)

                                            •Aura of Power C
                                            This skill is actually quite possibly the only good skill for a shadowknight's party, unless the party consists of a holy character(s). The shadownight uses his aura of despair, twisting it until it becomes an aura of raw power. This makes your darker teammates (Vampires, werewolves, dreadnoughts, etc.)) think that they have a juggernaut on their team, causing them to be bolder and fight harder. This gives a +1 in strength to all dark/unholy party members. However, on the flip side, this skill also makes light/holy characters sick to even look at the shadowknight, making them want to fight with them as little as possible. Lasts for five posts and no other aura can be used at this time.

                                            •Dark Ball C
                                            The user summons a ball of pure shadow energy three meters in circumference that can be thrown as a mid-range attack. The sphere detonates on impact, causing an explosion with the force of a grenade.

                                            •Betrayal C
                                            Requires: Summon Skeleton, Novice Rank
                                            One of the most evil techniques that a Shadowknight has. This technique is used to prevent damage being done to the Shadowknight. They have to already have a skeleton in existence before this technique can work. When the Shadowknight is about to be struck, they invoke this dark technique and cover their body with a thin shroud of darkness. At the same time, the body of the skeleton closest to them becomes covered in an identical shroud. The damage that would be dealt to the Shadowknight is transferred to the Skeleton, immediately destroying it. Repeated quick attacks on a Shadowknight using this ability will prevent them from summoning more Skeletons and allow them to be injured.


                                          Sub-Class
                                            • n/a


                                          Hand-to-Hand/Weapon


                                            Great sword

                                            Buster D
                                            Requires Energy
                                            This is a basic skill for a Claymore Weilder. This skill is simply one downward slash with a little bit of energy for some extra power. it is capable of smashing most boulders to pieces, and if someone is hit by it, the sword is likely to chop off a limb.

                                            Cross-slash D
                                            Requires Energy
                                            As the name says, this is a cross slash from the right side to the left added with a bit of energy for extra power. the cutting capability of this skill is similar to that of the "Buster" skill.

                                            Royal Stab C
                                            After jumping high into the air the user will then position their Sword in a way that when they drop it will stab into the ground or their enemy. if stabbed into their enemy this skill has enough force to cut them clean in half, but if stabbed into the ground this skill will cause a small tremor with enough force

                                            Twin Moon C
                                            This skill works great should the opponent dodge the first strike. Lunging forward at the enemy, the brings their sword from behind them and slashes diagnally upwards. Should the opponent dodge, the user spins their body, lunging forward one more time and using the momentum from the first strike to perform an even faster and stronger slash.

                                            Relinquish C
                                            This skill is used to disarm opponents from their weapons, wether it be swords or guns. The user will slash their blade, spinning their sword in order to slam the blunt side of it unto the opponent's weapon. This skill, which uses blunt force more than anything else, will simply knock the weapon right out of their hands. You cannot disarm someone of higher rank with this but someone of lower rank is instantly disarmed. Someone of your own rank may dodge.

                                            Outrage C
                                            This is a three part devastating attack. The first, a blow with a downward swing using only one hand. Coming down from the swing, the user will spin their body, bringing the sword behind them while gripping it with two hands. The second step, is to bring the sword from behind, straight over the head of the user and down upon their opponent. Should the user miss, the third step is to let the blade bounce off the ground, using this momentum, the user will take a single step forward, thrusting the blade into the chest of the opponent.

                                            Feint C
                                            This is preferred to be use when you have to dodge and attack. You run at the enemy and then jump, driving the sword into the ground. At this moment, you kick the enemy in the face, while stabbing the blade unto the ground simultaneously. This will avoid any low attacks, as well as a boot to the head.

                                            Chain and sickle

                                            • Fulcrum Smash/Slash D
                                            The user is able to easily use either end of the kyoketsu shoge to swing around if it is blocked to either smash or slash at the opponent from a different angle.

                                            • Weight Smash D
                                            The user spins the weight portion of their kyoketsu shoge and launches it out with great accuracy. They are aiming to use the weight to smash against the opponent's head, or other exposed and sensitive spots such as their fingers, wrists, even feet.

                                            • Chain Wrap D
                                            The user launches the weight out at the opponent and at the proper moment tugs on the chain. This causes the weight to angle and begin to wrap the chain around whatever the target was.

                                            • Chain Block C
                                            The user waits until the opponent is close enough and has struck out with an attack. They will hold the chain closely in their hands with about two feet of slack between their hands. They will wrap the chain around the weapon/limb and either disarm the enemy or continue to tighten the chain and cause potential fractures/ breaks.

                                            • Whirlwind Strikes C
                                            Whirlwind Strikes happen when the user allows their blade portion of the kyoketsu shoge to hang down and swing. Manipulating the chain they will swing the blade out at high speeds, and rapidly. They must keep in mind the opening that is left when the blade is circling around them.

                                            • Hooking Pull C
                                            The user will swing the bladed portion of the chain out with enough slack to cover a greater distance than where the opponent is. It comes down in an arc. When the opponent goes to block and they hit the chain the blade will swing down and stab into them, effectively hooking them. From there the user can pull the blade and yank the enemy towards them, creating an even greater gash.


                                            Scythe

                                            Evil Moon C
                                            You swing out the scythe in a wide arc as quick as possible. This is to stab the scythe through one side of the enemy, going around the shield. Once it enters their body swing them brutally to the left or right, you either slice them clean in half or they get a huge gaping hole in their body as they get tossed to the left or right.

                                            Torment C
                                            Primarily used to maim the target rather than kill this is usually for those who are sadistic. You thrust the scythe at the legs of your opponent. Remember only the inner edge is sharp so this will only trip your enemy at most. Once you trip them turn the scythe and pull back so that they will land on the sharp point..

                                            Off with their heads! C
                                            A simple move mainly used on a tired enemy or just to demoralize others. You first grab the enemy's head and knee him in the gut while you use your other hand to position the scythe under him. While he is reeling in pain use the scythe to lift you up and drop yourself onto the enemy's shoulder and make them fall neck first into the scythe

                                            Lotus Flower B
                                            Requires Energy
                                            The Lotus Flower is a powerful skill that is used against opponents who are airborne. Using your energy and channeling at the feet, the user is able to push themselves upwards at higher heights, reaching the opponent at high speeds. Upon coming closer, the user will spin their body in the air. By this point, the user will have coated their blade with energy, and as they spin, the scythe comes around them filled with energy. The energy cuts through one foot in front of blade, an attack that is difficult to counter considering that is an airborne attack.


                                            Raging Fist

                                            ▰ ▰ ▰ STAGE ONE
                                            As a beginner, one must bring about a personal stance. Usually whatever the student is comfortable with. From there, they must begin training. They must lift weights, in both their arms, and their thighs as the beginning movements and training is the foundation for the rest of their training.

                                            Wavering Fist- E
                                            The user from their stance, waves their off hand, quickly following with a direct fist to the opponents body. This is a quick and effective movement, as it will knock an enemy off balance if braced, and if unbarred usually sends them tumbling.

                                            Iron Trap- D
                                            The student grabs the opponent by the throat or another limb, performing a sort of death grip. From here, they will clamp on as long as the student has the strength to carry on (5 pts per post).

                                            ▰ ▰ ▰ STAGE TWO
                                            At this point, the student is made to punch a tree as much as possible in 30 second bursts. When they can strike 100 times, they will begin to train with weights as they attempt this training. This begins to form bone upon the student’s knuckles.

                                            Epic Elbow-D
                                            The student will quickly spin towards the opponent, catching them, or nailing them with their elbow. This is a costly movement, as missing, leaves you severely open. But if it hits the opponent in the head, it will easily disorient them, possibly knocking them over.

                                            Violent Fist- C
                                            The student, from punching the tree in short bursts, has learned how to put that short burst to work upon the enemy. They quickly punch the enemy where ever they can land the hits. Depending on the student’s strength to carry they may carry on more hits.

                                            Hammer Fist- D
                                            The student, using only their fist, and body weight, will bring a single arm/fist down upon the enemy. This is another move that is high risk high reward, as if it hits, it will bring the enemy to their knees. If it misses, the student may lose balance, falling to the ground.

                                            Arcing Uppercut-D
                                            The student brings their fist into the opponents gut, sending them up into the air. From this position, there’s much a student can do with the opponent, such as a follow up.


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                                              CHARACTER INFORMATION


                                          Personality: Ren is mostly seen as outgoing and cruel when he wants to be. He gets mad easily and will never turn down a fight. He is prideful and that usually is his weakness as his pride will get the better of him.
                                          Sexuality: Hetrosexual
                                          Quote: "Annoy me kid and you will be using a leg and an arm to hobble around for the rest of your miserable life"
                                          Height: 6 feet
                                          Weight: 11 stone
                                          Eye Color: Blue

                                          Favorites:
                                            • colour: purple
                                            • food: Most things
                                            • animal: Dragon
                                            • city: Luimira


                                          Theme Song:
                                          Battle Theme: https://www.youtube.com/watch?v=15JCb6P60Vw&list=PLee-W2X9gNNdx5VtP2aI0TGfuPYPW5vBS&index=126


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                                              BACKGROUND INFORMATION


                                          xxxxx
                                          Born and abandoned at the Luimira orphanage for boys, Ren grew up fighting and a spiteful child. He would refuse to co=operate and was kicked out at the age of 12 due to the amount of damage he caused to the building and other kids. He left and decided to find someone who would understand him better. A few months of starving and wandering. He stumbles upon a group of shadow knights based outside the city. Learning and gaining new powers so he could make even more trouble than before. His lessons lasted until he was 22 when he fell out with his mentor and the leader of the group. He left his "home" on bad terms with the group and made his way back to the city where he found a new home where he took up random mercenary jobs which included murdering and robbery. He continues to do so until he can find a new goal to achieve.






1. What Revolt did you pick?
2. I'm surprised you don't have a 2nd B skill picked out yet. XD  

KnightsRoyal

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shinzo_husky

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PostPosted: Tue Nov 25, 2014 2:54 pm
KnightsRoyal
anti mage revolt and I added one more B skill tendrills of darkness


            User Image


                                              MAIN INFORMATION


                                          Full Name: Ren
                                          Nicknames: none
                                          Age: 25
                                          Birthdate: 25th September
                                          Gender: Male

                                          Culture: Lumirian
                                          Religion: Vangelist
                                          Languages:

                                          De Facto - Common
                                          Fluent - Demonica
                                          Basic - Meritia

                                          Nation: Nocturne
                                          Rank: Novice
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Human
                                          Class: Shadow knight
                                            Sub-Class: n/a

                                          Strength: 8
                                          Speed: 3
                                          Sin: none
                                          Gene Mods: Aint-Mage Revolt: All magical (whether holy, class, elemental, etc) magic does one rank of reduced damage to you. Your machines/summons/etc will receive about half of this bonus, taking fairly reduced damage from all magic.

                                          Energy Color: Purple
                                          Energy Meter: 550
                                          Element: Fire
                                          Battle Strength:
                                          • Superior technology to all other races. Your custom weapons are something out of sci-fi; your guns can shoot laser rounds, gauntlets can send magnetic or electric shockwaves, etc. Humans of the mechanist class will have highly advanced machines, often capable of force-fields and similar technological feats. These technological advancements can be applied to any class, not just mechanists; weapon users have almost science fiction level weaponry, necromancers and biochemists can implant tech into their soldiers, and bards can have supersonic weaponry. Some humans can even use their tech to amplify their magic.
                                          • Humans, being great leaders, both wise and cunning, apply a boost of +1 strength to all of their allies (not including themselves). This applies to summons, machines, necromantic minions, tamed animals, and RPCs
                                          Battle Weakness:
                                          • Humans have weak immune systems compared to the other humanoid races. They're susceptible to illness, disease, and poison.
                                          • They have average bodies, making them physically inferior to most of the supernatural races. Humans are more prone to injury than other races; a good reason why they tend to rely on machinery. It doesn't take much to fracture their bones and do internal damage to them, so they should always be careful with how they go about combating the enemy.
                                          • Machines (including advanced custom weapons) are often prone to explosion when hit with enough fire. Fire of the same rank as your machine/weapon will instantly explode it, if it makes direct impact.

                                          Fights Won: 0
                                          Fights Lost: 0

                                          Completed Quests
                                            S Rank:
                                            A Rank: 0
                                            B Rank: 0
                                            C Rank: 0
                                            D Rank: 0
                                            E Rank:0


                                          Talent: He can piss people off very easily


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                                              EQUIPMENT INFORMATION


                                          Weapons:
                                          Chain and sickle


                                          Armor:

                                          • Armour plated leather jacket
                                          • Steel cap leather boots
                                          • Black gauntlets




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                                              SKILL INFORMATION


                                          Elemental

                                            • Fireball E
                                            Prerequisite for all abilities
                                            A basic ability; jabs and punches produce miniature fireballs and missiles of flame.

                                            • Flame Deflection E
                                            This spell uses energy equivalent to the power of the deflected fire-based attack.

                                            • Flame Dagger D
                                            Creating blowtorch-like jets from the fist or fingertips to use as close range attacks within meters. These lack the actual ability to block physical objects.

                                            • Flame Launch D
                                            The caster builds a ball of fire in their hands hands, capable of launching it at their target at high speeds. This can easily ignite clothing.

                                            • Flame Punch/Kick D
                                            As the caster attacks with either their fist or foot a jet of flame will shoot out for a short distance of 1 foot.

                                            • Flame Whip D
                                            Requires Fire stream
                                            An extension of a fire stream, this continuous stream of flame can be used as a whip. This has a range of 4 meters.

                                            • Fire Stream D
                                            Yet another basic ability. With a gesture the caster shoots continuous streams of fire for that post.

                                            • Blaze Arcs C
                                            Requires Fire Stream
                                            Spinning kicks or sweeping arm movements create rings and arcs to slice larger, more widely spaced, or evasive targets.

                                            • Fire Bomb C
                                            Requires Fire Stream
                                            A close range attack, maximum two meters. You create fire at the end of a limb and strike it at a close target. If the target is still close it hits with explosive force. If they move out of the two meter range it becomes a fire stream but still costs C rank.

                                            • Blaze Kick C
                                            When the user kicks at their opponent, their leg will be engulfed with searing hot flames, delivering a powerful kick with flames that increase the power of any other kicking technique used in the same post by 1 rank.

                                            • Shield of Flames C
                                            Requires:Flame Deflection
                                            Creates a protective fire shield around the front of, or the whole body of, an elementalist that can deflect attacks and explosions. This is only for deflecting the blow unless its water or wind.

                                            • Bomb Fist C
                                            Building up the fists with the burning energy, the user strikes a target with his fists. Upon impact the energy explodes, sending embers everywhere. Upon skin, it'll cause heavy burns but the explosion's power is very weak, only causing shallow wounds.


                                          Bloodline
                                            • Human Revolution
                                            All humans have augmentations. They are installed when you're born. Most of them are unnoticeable, as they're inside of your body. Some of them are very small, but that doesn't mean they're not powerful. All humans have the ability to choose one gene mod at the start of their creation.

                                            •Antimage Revolt: All magical (whether holy, class, elemental, etc) magic does one rank of reduced damage to you. Your machines/summons/etc will receive about half of this bonus, taking fairly reduced damage from all magic.

                                            Lose Yourself
                                            A bit of cunning. A survival tactic. Humans know psychology very well, and are constantly looking for ways to gain an edge on someone. They're much less straightforward than other races, as they battle for psychological dominance, always. They can use this to their advantage. While speaking to people, you can use the assistance of your augmentations to discover their mental weaknesses, potentially even physical ones. You can put two and two together to discover their traits, even recognizing signs of a different type of troubled background. These can be used to work your way out of many situations, as well as potentially assassinate or indoctrinate people.

                                            • Unleashed Power
                                            Humans do not have supernatural energy. Indeed, they were not originally capable of magic, like the other races. It took hundreds of years of conformity, training, and even technological help to develop the ability to learn magic. However, when the goal was finally accomplished and settled, their physical augmentation turned out to be quite impressive. Their bodies gained the ability to contain and control magic, and also a unique other ability, gained through this augmentation: the power to pull magical energy from other sources. Just as humans often resort to solar power for electricity and whatnot, they can devise similar tactics when it comes to energy. Humans can pull solar power, whether gradual (meaning even if you're out of the sunlight, you can still do this) or present. This adds a scaling number to their energy pool:

                                            Novice - 300 energy


                                          Class

                                            •Deathly Aura C
                                            Rank: Passive
                                            Requires: Rank Equivalent

                                            A more advanced form of the Aura of Despair technique that is learned by all Shadowknights. They slowly transform their despair around them into a more putrid feeling of hatred and sadness. Skeletons the Shadowknight summons near them are well armed for fight, being more useful and more resilient the entire time they remain in the field.
                                            The stronger the user gets, the greater their aura becomes, soon overtaking the enemies with the duration the foes are in. Characters of lesser rank than the Shadowknight suffer various effects – when one rank below, they feel ill and off balance. Two ranks below, they feel like they are standing on the edge of a massive pillar and all around them is darkness and must fight the urge to run away in terror. Three or more ranks below and the character is rendered near comatose from despair.
                                            Limitations: Holy classes (Paladin and Cleric) can counter this Deathly Aura by using Holy Techniques. If they don’t, they feel it intensely (+1rank differential).
                                            Succubi, Dreadnoughts, and Vampires are unaffected by Deathly Aura, and occasionally take amusement from the reactions of other species to it.
                                            The Shadowknight CAN suppress their Deathly Aura– they do this to hide what they are if they are trying to be discreet.
                                            This advanced aura grants the user to release their full form, allowing access to a variety of Deathscythe abilities at their strongest power.


                                            •Death Bomb E
                                            A fairly weak skill of the necromancer it shoots a direct bolt of negative life energy. Call this the opposite of heal it creates random shallow wounds on the enemy. The bolt of energy is light green and will seem to sink into the target then explode creating the shallow wounds.
                                            Note: This is one of the skills that will heal a Shadowknight of their wounds.

                                            •Darkness Ascends E
                                            For five posts, the user will completely cover the skies in darkness, darkening out the sun, or even the moon. Those hurt by the sun will find themselves at normal power.

                                            •Obscurity E
                                            By purposefully leaving a trail of energy behind, the Shadowknight is not only able to physically damage anyone trying to track him, but he is also able to give a false trail. If a werewolf tries to track through scent, then his nose is damaged to the point where it must be healed by an actual cleric before he can track again. If a Paladin tracks through Clarity, their eyes are blinded for 2 posts before they can heal themselves.

                                            •Deathscythe: Side Arm D
                                            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.

                                            •Shield of Darkness D
                                            Its a basic shield made of Dark energy. Last for 5 post and is as strong as Iron.

                                            •Unholy Shroud D
                                            Truly one of the most basic of all Shadowknight abilities. This is the Darkness to the Light of the Paladin’s Holy Light technique. The Shadowknight infuses his/her weapons with dark energy, creating a sickly black shroud around it that makes ‘good’ characters (Paladins, Clerics) feel sick to look at. This deals additional damage to those classes, but only normal damage to all other classes. Used by Shadowknights to make their weapons and armor more resistant to the Holy Light ability. For combative purposes, this is treated like the Holy Light ability – you slash at an opponent, and the dark energy will rush outwards to attack identical to the Paladin’s ability.
                                            Note: This technique can be used on any one item at a time, such as the Skeletal Shield or the Skeletal Greatsword, but not on Skeletons that are moving on their own.

                                            •Armor of Darkness D
                                            This armor is useless against holy attacks, but great against normal ones. The armor will defend against any C rank or lower skills, but a B rank would break the armor. It's great for it low energy cost, but it can only be used twice per battle and will only deflect one skill, has a cooldown of 2 post.

                                            •Kala's Promise D
                                            After entering a verbal agreement with the shadowknight, the other person promises to never reveal a secret. If the person reveals the secret, the user is capable of delivering crippling pain to the other person. The pain does not stop unless the user stops it, or the person is healed by a cleric or a paladin.

                                            •Shadow Pierce D
                                            As an attack similar to Unholy Shroud but with a stab attack rather than slashing attack, Shadow Pierce has more power behind it due to the fact that it's a thrust. It can be used on any weapon and does extra damage to light/holy characters.

                                            •Death Strike D
                                            Limits: Only usable with a heavy weapon. (great sword, great axe, etc.). Must know shadow weapon. Must have a strength stat of 9 or higher.
                                            Death Strike has the user swing their sword downwards with all of their might while adding energy into it to create an effect similar to the shadow weapon skill. However, this skill adds weight (and consequently force) to the weapon rather than size while it swings downwards, making the downward attack stronger and faster. This skill is capable of cutting straight through weapons such as broadswords and kodachi. After performing this attack, the shadowknight is open for a split-second because of the force of the attack and the moment needed to revert the weapon's weight back to normal.

                                            •Summon Skeleton C (D-SSS)
                                            This is the basic ability that nearly all Shadowknights will use in combat. It is also needed for several of the later techniques, and is thus an integral part of the Shadowknight’s arsenal and should be learned as early as possible. For each rank of energy put into the technique, the Shadowknight summons and controls a skeletal warrior. (D=1,C=2,B=3,A=4,S=5,SS=6,SSS=7)
                                            Notes: Necessary for multiple skills. Each skeleton is equal to a basic warrior (Speed 5 Strength 5), but are easy kills for Holy Light. Clerical and Paladin Techniques obliterate the skeletons with ease. (E rank deals C rank damage, D rank deals B rank damage, C deals A, etc.)

                                            •Skeletal Shield D
                                            Requires: Summon Skeleton
                                            The Shadowknight summons a single skeleton and then uses this technique. The bones of the skeleton warrior fall apart and reform into a shield. This shield is quite strong not only because bone is strong but because it floats and you can move it around. You may also manipulate it when it is struck by a sword to try and trap that sword but it would cost a C rank to do that. It lasts 10 posts or until destroyed. This item is vulnerable to Holy Light infused weapons unless protected by the Unholy Shroud.

                                            •Skeletal Greatsword D
                                            Requires: Summon Skeleton
                                            The Shadowknight summons a single skeleton and uses the technique. The skeleton breaks apart and reforms into a large sword – the spine if the main blade, with the ribs forming spikes at random interval, the arms forming the crossguard, and the legs forming the hilt. The skull is the pommel of the sword, making for a terrifying appearance. This weapon is treated as a normal greatsword for purposes of weapon techniques, but will only last for ten posts or until destroyed. This weapon is vulnerable to Holy Light infused weapons unless protected by the Unholy Shroud.

                                            •Deathscythe: Scythe guard C
                                            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 C
                                            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.

                                            •Mirror Shield C
                                            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.

                                            •Shadow Weapon: C
                                            Requires: Novice Rank
                                            This technique creates a tremendous copy of the Shadowknight’s specialized weapon. The Shadowknight swings their specialized weapon back, with the Shadow Weapon copying the movement. They then attack with their physical weapon, again with the Shadow Weapon following the movement.
                                            (Basically creates a phantom copy of the weapon with the Shadowknight as the end of the weapon's grip. The created weapon is approximately eighteen feet large, giving it massive attack range.)

                                            •Aura of Power C
                                            This skill is actually quite possibly the only good skill for a shadowknight's party, unless the party consists of a holy character(s). The shadownight uses his aura of despair, twisting it until it becomes an aura of raw power. This makes your darker teammates (Vampires, werewolves, dreadnoughts, etc.)) think that they have a juggernaut on their team, causing them to be bolder and fight harder. This gives a +1 in strength to all dark/unholy party members. However, on the flip side, this skill also makes light/holy characters sick to even look at the shadowknight, making them want to fight with them as little as possible. Lasts for five posts and no other aura can be used at this time.

                                            •Dark Ball C
                                            The user summons a ball of pure shadow energy three meters in circumference that can be thrown as a mid-range attack. The sphere detonates on impact, causing an explosion with the force of a grenade.

                                            •Betrayal C
                                            Requires: Summon Skeleton, Novice Rank
                                            One of the most evil techniques that a Shadowknight has. This technique is used to prevent damage being done to the Shadowknight. They have to already have a skeleton in existence before this technique can work. When the Shadowknight is about to be struck, they invoke this dark technique and cover their body with a thin shroud of darkness. At the same time, the body of the skeleton closest to them becomes covered in an identical shroud. The damage that would be dealt to the Shadowknight is transferred to the Skeleton, immediately destroying it. Repeated quick attacks on a Shadowknight using this ability will prevent them from summoning more Skeletons and allow them to be injured.

                                            Tendrils of Darkness B
                                            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.



                                          Sub-Class
                                            • n/a


                                          Hand-to-Hand/Weapon


                                            Great sword

                                            Buster D
                                            Requires Energy
                                            This is a basic skill for a Claymore Weilder. This skill is simply one downward slash with a little bit of energy for some extra power. it is capable of smashing most boulders to pieces, and if someone is hit by it, the sword is likely to chop off a limb.

                                            Cross-slash D
                                            Requires Energy
                                            As the name says, this is a cross slash from the right side to the left added with a bit of energy for extra power. the cutting capability of this skill is similar to that of the "Buster" skill.

                                            Royal Stab C
                                            After jumping high into the air the user will then position their Sword in a way that when they drop it will stab into the ground or their enemy. if stabbed into their enemy this skill has enough force to cut them clean in half, but if stabbed into the ground this skill will cause a small tremor with enough force

                                            Twin Moon C
                                            This skill works great should the opponent dodge the first strike. Lunging forward at the enemy, the brings their sword from behind them and slashes diagnally upwards. Should the opponent dodge, the user spins their body, lunging forward one more time and using the momentum from the first strike to perform an even faster and stronger slash.

                                            Relinquish C
                                            This skill is used to disarm opponents from their weapons, wether it be swords or guns. The user will slash their blade, spinning their sword in order to slam the blunt side of it unto the opponent's weapon. This skill, which uses blunt force more than anything else, will simply knock the weapon right out of their hands. You cannot disarm someone of higher rank with this but someone of lower rank is instantly disarmed. Someone of your own rank may dodge.

                                            Outrage C
                                            This is a three part devastating attack. The first, a blow with a downward swing using only one hand. Coming down from the swing, the user will spin their body, bringing the sword behind them while gripping it with two hands. The second step, is to bring the sword from behind, straight over the head of the user and down upon their opponent. Should the user miss, the third step is to let the blade bounce off the ground, using this momentum, the user will take a single step forward, thrusting the blade into the chest of the opponent.

                                            Feint C
                                            This is preferred to be use when you have to dodge and attack. You run at the enemy and then jump, driving the sword into the ground. At this moment, you kick the enemy in the face, while stabbing the blade unto the ground simultaneously. This will avoid any low attacks, as well as a boot to the head.

                                            Chain and sickle

                                            • Fulcrum Smash/Slash D
                                            The user is able to easily use either end of the kyoketsu shoge to swing around if it is blocked to either smash or slash at the opponent from a different angle.

                                            • Weight Smash D
                                            The user spins the weight portion of their kyoketsu shoge and launches it out with great accuracy. They are aiming to use the weight to smash against the opponent's head, or other exposed and sensitive spots such as their fingers, wrists, even feet.

                                            • Chain Wrap D
                                            The user launches the weight out at the opponent and at the proper moment tugs on the chain. This causes the weight to angle and begin to wrap the chain around whatever the target was.

                                            • Chain Block C
                                            The user waits until the opponent is close enough and has struck out with an attack. They will hold the chain closely in their hands with about two feet of slack between their hands. They will wrap the chain around the weapon/limb and either disarm the enemy or continue to tighten the chain and cause potential fractures/ breaks.

                                            • Whirlwind Strikes C
                                            Whirlwind Strikes happen when the user allows their blade portion of the kyoketsu shoge to hang down and swing. Manipulating the chain they will swing the blade out at high speeds, and rapidly. They must keep in mind the opening that is left when the blade is circling around them.

                                            • Hooking Pull C
                                            The user will swing the bladed portion of the chain out with enough slack to cover a greater distance than where the opponent is. It comes down in an arc. When the opponent goes to block and they hit the chain the blade will swing down and stab into them, effectively hooking them. From there the user can pull the blade and yank the enemy towards them, creating an even greater gash.


                                            Scythe

                                            Evil Moon C
                                            You swing out the scythe in a wide arc as quick as possible. This is to stab the scythe through one side of the enemy, going around the shield. Once it enters their body swing them brutally to the left or right, you either slice them clean in half or they get a huge gaping hole in their body as they get tossed to the left or right.

                                            Torment C
                                            Primarily used to maim the target rather than kill this is usually for those who are sadistic. You thrust the scythe at the legs of your opponent. Remember only the inner edge is sharp so this will only trip your enemy at most. Once you trip them turn the scythe and pull back so that they will land on the sharp point..

                                            Off with their heads! C
                                            A simple move mainly used on a tired enemy or just to demoralize others. You first grab the enemy's head and knee him in the gut while you use your other hand to position the scythe under him. While he is reeling in pain use the scythe to lift you up and drop yourself onto the enemy's shoulder and make them fall neck first into the scythe

                                            Lotus Flower B
                                            Requires Energy
                                            The Lotus Flower is a powerful skill that is used against opponents who are airborne. Using your energy and channeling at the feet, the user is able to push themselves upwards at higher heights, reaching the opponent at high speeds. Upon coming closer, the user will spin their body in the air. By this point, the user will have coated their blade with energy, and as they spin, the scythe comes around them filled with energy. The energy cuts through one foot in front of blade, an attack that is difficult to counter considering that is an airborne attack.


                                            Raging Fist

                                            ▰ ▰ ▰ STAGE ONE
                                            As a beginner, one must bring about a personal stance. Usually whatever the student is comfortable with. From there, they must begin training. They must lift weights, in both their arms, and their thighs as the beginning movements and training is the foundation for the rest of their training.

                                            Wavering Fist- E
                                            The user from their stance, waves their off hand, quickly following with a direct fist to the opponents body. This is a quick and effective movement, as it will knock an enemy off balance if braced, and if unbarred usually sends them tumbling.

                                            Iron Trap- D
                                            The student grabs the opponent by the throat or another limb, performing a sort of death grip. From here, they will clamp on as long as the student has the strength to carry on (5 pts per post).

                                            ▰ ▰ ▰ STAGE TWO
                                            At this point, the student is made to punch a tree as much as possible in 30 second bursts. When they can strike 100 times, they will begin to train with weights as they attempt this training. This begins to form bone upon the student’s knuckles.

                                            Epic Elbow-D
                                            The student will quickly spin towards the opponent, catching them, or nailing them with their elbow. This is a costly movement, as missing, leaves you severely open. But if it hits the opponent in the head, it will easily disorient them, possibly knocking them over.

                                            Violent Fist- C
                                            The student, from punching the tree in short bursts, has learned how to put that short burst to work upon the enemy. They quickly punch the enemy where ever they can land the hits. Depending on the student’s strength to carry they may carry on more hits.

                                            Hammer Fist- D
                                            The student, using only their fist, and body weight, will bring a single arm/fist down upon the enemy. This is another move that is high risk high reward, as if it hits, it will bring the enemy to their knees. If it misses, the student may lose balance, falling to the ground.

                                            Arcing Uppercut-D
                                            The student brings their fist into the opponents gut, sending them up into the air. From this position, there’s much a student can do with the opponent, such as a follow up.


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                                              CHARACTER INFORMATION


                                          Personality: Ren is mostly seen as outgoing and cruel when he wants to be. He gets mad easily and will never turn down a fight. He is prideful and that usually is his weakness as his pride will get the better of him.
                                          Sexuality: Hetrosexual
                                          Quote: "Annoy me kid and you will be using a leg and an arm to hobble around for the rest of your miserable life"
                                          Height: 6 feet
                                          Weight: 11 stone
                                          Eye Color: Blue

                                          Favorites:
                                            • colour: purple
                                            • food: Most things
                                            • animal: Dragon
                                            • city: Luimira


                                          Theme Song:
                                          Battle Theme: https://www.youtube.com/watch?v=15JCb6P60Vw&list=PLee-W2X9gNNdx5VtP2aI0TGfuPYPW5vBS&index=126


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                                              BACKGROUND INFORMATION


                                          xxxxx
                                          Born and abandoned at the Luimira orphanage for boys, Ren grew up fighting and a spiteful child. He would refuse to co=operate and was kicked out at the age of 12 due to the amount of damage he caused to the building and other kids. He left and decided to find someone who would understand him better. A few months of starving and wandering. He stumbles upon a group of shadow knights based outside the city. Learning and gaining new powers so he could make even more trouble than before. His lessons lasted until he was 22 when he fell out with his mentor and the leader of the group. He left his "home" on bad terms with the group and made his way back to the city where he found a new home where he took up random mercenary jobs which included murdering and robbery. He continues to do so until he can find a new goal to achieve.




 
PostPosted: Wed Dec 03, 2014 9:14 pm
happywho06
KnightsRoyal
anti mage revolt and I added one more B skill tendrills of darkness


            User Image


                                              MAIN INFORMATION


                                          Full Name: Ren
                                          Nicknames: none
                                          Age: 25
                                          Birthdate: 25th September
                                          Gender: Male

                                          Culture: Lumirian
                                          Religion: Vangelist
                                          Languages:

                                          De Facto - Common
                                          Fluent - Demonica
                                          Basic - Meritia

                                          Nation: Nocturne
                                          Rank: Novice
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Human
                                          Class: Shadow knight
                                            Sub-Class: n/a

                                          Strength: 8
                                          Speed: 3
                                          Sin: none
                                          Gene Mods: Aint-Mage Revolt: All magical (whether holy, class, elemental, etc) magic does one rank of reduced damage to you. Your machines/summons/etc will receive about half of this bonus, taking fairly reduced damage from all magic.

                                          Energy Color: Purple
                                          Energy Meter: 550
                                          Element: Fire
                                          Battle Strength:
                                          • Superior technology to all other races. Your custom weapons are something out of sci-fi; your guns can shoot laser rounds, gauntlets can send magnetic or electric shockwaves, etc. Humans of the mechanist class will have highly advanced machines, often capable of force-fields and similar technological feats. These technological advancements can be applied to any class, not just mechanists; weapon users have almost science fiction level weaponry, necromancers and biochemists can implant tech into their soldiers, and bards can have supersonic weaponry. Some humans can even use their tech to amplify their magic.
                                          • Humans, being great leaders, both wise and cunning, apply a boost of +1 strength to all of their allies (not including themselves). This applies to summons, machines, necromantic minions, tamed animals, and RPCs
                                          Battle Weakness:
                                          • Humans have weak immune systems compared to the other humanoid races. They're susceptible to illness, disease, and poison.
                                          • They have average bodies, making them physically inferior to most of the supernatural races. Humans are more prone to injury than other races; a good reason why they tend to rely on machinery. It doesn't take much to fracture their bones and do internal damage to them, so they should always be careful with how they go about combating the enemy.
                                          • Machines (including advanced custom weapons) are often prone to explosion when hit with enough fire. Fire of the same rank as your machine/weapon will instantly explode it, if it makes direct impact.

                                          Fights Won: 0
                                          Fights Lost: 0

                                          Completed Quests
                                            S Rank:
                                            A Rank: 0
                                            B Rank: 0
                                            C Rank: 0
                                            D Rank: 0
                                            E Rank:0


                                          Talent: He can piss people off very easily


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                                              EQUIPMENT INFORMATION


                                          Weapons:
                                          Chain and sickle


                                          Armor:

                                          • Armour plated leather jacket
                                          • Steel cap leather boots
                                          • Black gauntlets




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                                              SKILL INFORMATION


                                          Elemental

                                            • Fireball E
                                            Prerequisite for all abilities
                                            A basic ability; jabs and punches produce miniature fireballs and missiles of flame.

                                            • Flame Deflection E
                                            This spell uses energy equivalent to the power of the deflected fire-based attack.

                                            • Flame Dagger D
                                            Creating blowtorch-like jets from the fist or fingertips to use as close range attacks within meters. These lack the actual ability to block physical objects.

                                            • Flame Launch D
                                            The caster builds a ball of fire in their hands hands, capable of launching it at their target at high speeds. This can easily ignite clothing.

                                            • Flame Punch/Kick D
                                            As the caster attacks with either their fist or foot a jet of flame will shoot out for a short distance of 1 foot.

                                            • Flame Whip D
                                            Requires Fire stream
                                            An extension of a fire stream, this continuous stream of flame can be used as a whip. This has a range of 4 meters.

                                            • Fire Stream D
                                            Yet another basic ability. With a gesture the caster shoots continuous streams of fire for that post.

                                            • Blaze Arcs C
                                            Requires Fire Stream
                                            Spinning kicks or sweeping arm movements create rings and arcs to slice larger, more widely spaced, or evasive targets.

                                            • Fire Bomb C
                                            Requires Fire Stream
                                            A close range attack, maximum two meters. You create fire at the end of a limb and strike it at a close target. If the target is still close it hits with explosive force. If they move out of the two meter range it becomes a fire stream but still costs C rank.

                                            • Blaze Kick C
                                            When the user kicks at their opponent, their leg will be engulfed with searing hot flames, delivering a powerful kick with flames that increase the power of any other kicking technique used in the same post by 1 rank.

                                            • Shield of Flames C
                                            Requires:Flame Deflection
                                            Creates a protective fire shield around the front of, or the whole body of, an elementalist that can deflect attacks and explosions. This is only for deflecting the blow unless its water or wind.

                                            • Bomb Fist C
                                            Building up the fists with the burning energy, the user strikes a target with his fists. Upon impact the energy explodes, sending embers everywhere. Upon skin, it'll cause heavy burns but the explosion's power is very weak, only causing shallow wounds.


                                          Bloodline
                                            • Human Revolution
                                            All humans have augmentations. They are installed when you're born. Most of them are unnoticeable, as they're inside of your body. Some of them are very small, but that doesn't mean they're not powerful. All humans have the ability to choose one gene mod at the start of their creation.

                                            •Antimage Revolt: All magical (whether holy, class, elemental, etc) magic does one rank of reduced damage to you. Your machines/summons/etc will receive about half of this bonus, taking fairly reduced damage from all magic.

                                            Lose Yourself
                                            A bit of cunning. A survival tactic. Humans know psychology very well, and are constantly looking for ways to gain an edge on someone. They're much less straightforward than other races, as they battle for psychological dominance, always. They can use this to their advantage. While speaking to people, you can use the assistance of your augmentations to discover their mental weaknesses, potentially even physical ones. You can put two and two together to discover their traits, even recognizing signs of a different type of troubled background. These can be used to work your way out of many situations, as well as potentially assassinate or indoctrinate people.

                                            • Unleashed Power
                                            Humans do not have supernatural energy. Indeed, they were not originally capable of magic, like the other races. It took hundreds of years of conformity, training, and even technological help to develop the ability to learn magic. However, when the goal was finally accomplished and settled, their physical augmentation turned out to be quite impressive. Their bodies gained the ability to contain and control magic, and also a unique other ability, gained through this augmentation: the power to pull magical energy from other sources. Just as humans often resort to solar power for electricity and whatnot, they can devise similar tactics when it comes to energy. Humans can pull solar power, whether gradual (meaning even if you're out of the sunlight, you can still do this) or present. This adds a scaling number to their energy pool:

                                            Novice - 300 energy


                                          Class

                                            •Deathly Aura C
                                            Rank: Passive
                                            Requires: Rank Equivalent

                                            A more advanced form of the Aura of Despair technique that is learned by all Shadowknights. They slowly transform their despair around them into a more putrid feeling of hatred and sadness. Skeletons the Shadowknight summons near them are well armed for fight, being more useful and more resilient the entire time they remain in the field.
                                            The stronger the user gets, the greater their aura becomes, soon overtaking the enemies with the duration the foes are in. Characters of lesser rank than the Shadowknight suffer various effects – when one rank below, they feel ill and off balance. Two ranks below, they feel like they are standing on the edge of a massive pillar and all around them is darkness and must fight the urge to run away in terror. Three or more ranks below and the character is rendered near comatose from despair.
                                            Limitations: Holy classes (Paladin and Cleric) can counter this Deathly Aura by using Holy Techniques. If they don’t, they feel it intensely (+1rank differential).
                                            Succubi, Dreadnoughts, and Vampires are unaffected by Deathly Aura, and occasionally take amusement from the reactions of other species to it.
                                            The Shadowknight CAN suppress their Deathly Aura– they do this to hide what they are if they are trying to be discreet.
                                            This advanced aura grants the user to release their full form, allowing access to a variety of Deathscythe abilities at their strongest power.


                                            •Death Bomb E
                                            A fairly weak skill of the necromancer it shoots a direct bolt of negative life energy. Call this the opposite of heal it creates random shallow wounds on the enemy. The bolt of energy is light green and will seem to sink into the target then explode creating the shallow wounds.
                                            Note: This is one of the skills that will heal a Shadowknight of their wounds.

                                            •Darkness Ascends E
                                            For five posts, the user will completely cover the skies in darkness, darkening out the sun, or even the moon. Those hurt by the sun will find themselves at normal power.

                                            •Obscurity E
                                            By purposefully leaving a trail of energy behind, the Shadowknight is not only able to physically damage anyone trying to track him, but he is also able to give a false trail. If a werewolf tries to track through scent, then his nose is damaged to the point where it must be healed by an actual cleric before he can track again. If a Paladin tracks through Clarity, their eyes are blinded for 2 posts before they can heal themselves.

                                            •Deathscythe: Side Arm D
                                            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.

                                            •Shield of Darkness D
                                            Its a basic shield made of Dark energy. Last for 5 post and is as strong as Iron.

                                            •Unholy Shroud D
                                            Truly one of the most basic of all Shadowknight abilities. This is the Darkness to the Light of the Paladin’s Holy Light technique. The Shadowknight infuses his/her weapons with dark energy, creating a sickly black shroud around it that makes ‘good’ characters (Paladins, Clerics) feel sick to look at. This deals additional damage to those classes, but only normal damage to all other classes. Used by Shadowknights to make their weapons and armor more resistant to the Holy Light ability. For combative purposes, this is treated like the Holy Light ability – you slash at an opponent, and the dark energy will rush outwards to attack identical to the Paladin’s ability.
                                            Note: This technique can be used on any one item at a time, such as the Skeletal Shield or the Skeletal Greatsword, but not on Skeletons that are moving on their own.

                                            •Armor of Darkness D
                                            This armor is useless against holy attacks, but great against normal ones. The armor will defend against any C rank or lower skills, but a B rank would break the armor. It's great for it low energy cost, but it can only be used twice per battle and will only deflect one skill, has a cooldown of 2 post.

                                            •Kala's Promise D
                                            After entering a verbal agreement with the shadowknight, the other person promises to never reveal a secret. If the person reveals the secret, the user is capable of delivering crippling pain to the other person. The pain does not stop unless the user stops it, or the person is healed by a cleric or a paladin.

                                            •Shadow Pierce D
                                            As an attack similar to Unholy Shroud but with a stab attack rather than slashing attack, Shadow Pierce has more power behind it due to the fact that it's a thrust. It can be used on any weapon and does extra damage to light/holy characters.

                                            •Death Strike D
                                            Limits: Only usable with a heavy weapon. (great sword, great axe, etc.). Must know shadow weapon. Must have a strength stat of 9 or higher.
                                            Death Strike has the user swing their sword downwards with all of their might while adding energy into it to create an effect similar to the shadow weapon skill. However, this skill adds weight (and consequently force) to the weapon rather than size while it swings downwards, making the downward attack stronger and faster. This skill is capable of cutting straight through weapons such as broadswords and kodachi. After performing this attack, the shadowknight is open for a split-second because of the force of the attack and the moment needed to revert the weapon's weight back to normal.

                                            •Summon Skeleton C (D-SSS)
                                            This is the basic ability that nearly all Shadowknights will use in combat. It is also needed for several of the later techniques, and is thus an integral part of the Shadowknight’s arsenal and should be learned as early as possible. For each rank of energy put into the technique, the Shadowknight summons and controls a skeletal warrior. (D=1,C=2,B=3,A=4,S=5,SS=6,SSS=7)
                                            Notes: Necessary for multiple skills. Each skeleton is equal to a basic warrior (Speed 5 Strength 5), but are easy kills for Holy Light. Clerical and Paladin Techniques obliterate the skeletons with ease. (E rank deals C rank damage, D rank deals B rank damage, C deals A, etc.)

                                            •Skeletal Shield D
                                            Requires: Summon Skeleton
                                            The Shadowknight summons a single skeleton and then uses this technique. The bones of the skeleton warrior fall apart and reform into a shield. This shield is quite strong not only because bone is strong but because it floats and you can move it around. You may also manipulate it when it is struck by a sword to try and trap that sword but it would cost a C rank to do that. It lasts 10 posts or until destroyed. This item is vulnerable to Holy Light infused weapons unless protected by the Unholy Shroud.

                                            •Skeletal Greatsword D
                                            Requires: Summon Skeleton
                                            The Shadowknight summons a single skeleton and uses the technique. The skeleton breaks apart and reforms into a large sword – the spine if the main blade, with the ribs forming spikes at random interval, the arms forming the crossguard, and the legs forming the hilt. The skull is the pommel of the sword, making for a terrifying appearance. This weapon is treated as a normal greatsword for purposes of weapon techniques, but will only last for ten posts or until destroyed. This weapon is vulnerable to Holy Light infused weapons unless protected by the Unholy Shroud.

                                            •Deathscythe: Scythe guard C
                                            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 C
                                            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.

                                            •Mirror Shield C
                                            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.

                                            •Shadow Weapon: C
                                            Requires: Novice Rank
                                            This technique creates a tremendous copy of the Shadowknight’s specialized weapon. The Shadowknight swings their specialized weapon back, with the Shadow Weapon copying the movement. They then attack with their physical weapon, again with the Shadow Weapon following the movement.
                                            (Basically creates a phantom copy of the weapon with the Shadowknight as the end of the weapon's grip. The created weapon is approximately eighteen feet large, giving it massive attack range.)

                                            •Aura of Power C
                                            This skill is actually quite possibly the only good skill for a shadowknight's party, unless the party consists of a holy character(s). The shadownight uses his aura of despair, twisting it until it becomes an aura of raw power. This makes your darker teammates (Vampires, werewolves, dreadnoughts, etc.)) think that they have a juggernaut on their team, causing them to be bolder and fight harder. This gives a +1 in strength to all dark/unholy party members. However, on the flip side, this skill also makes light/holy characters sick to even look at the shadowknight, making them want to fight with them as little as possible. Lasts for five posts and no other aura can be used at this time.

                                            •Dark Ball C
                                            The user summons a ball of pure shadow energy three meters in circumference that can be thrown as a mid-range attack. The sphere detonates on impact, causing an explosion with the force of a grenade.

                                            •Betrayal C
                                            Requires: Summon Skeleton, Novice Rank
                                            One of the most evil techniques that a Shadowknight has. This technique is used to prevent damage being done to the Shadowknight. They have to already have a skeleton in existence before this technique can work. When the Shadowknight is about to be struck, they invoke this dark technique and cover their body with a thin shroud of darkness. At the same time, the body of the skeleton closest to them becomes covered in an identical shroud. The damage that would be dealt to the Shadowknight is transferred to the Skeleton, immediately destroying it. Repeated quick attacks on a Shadowknight using this ability will prevent them from summoning more Skeletons and allow them to be injured.

                                            Tendrils of Darkness B
                                            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.



                                          Sub-Class
                                            • n/a


                                          Hand-to-Hand/Weapon


                                            Great sword

                                            Buster D
                                            Requires Energy
                                            This is a basic skill for a Claymore Weilder. This skill is simply one downward slash with a little bit of energy for some extra power. it is capable of smashing most boulders to pieces, and if someone is hit by it, the sword is likely to chop off a limb.

                                            Cross-slash D
                                            Requires Energy
                                            As the name says, this is a cross slash from the right side to the left added with a bit of energy for extra power. the cutting capability of this skill is similar to that of the "Buster" skill.

                                            Royal Stab C
                                            After jumping high into the air the user will then position their Sword in a way that when they drop it will stab into the ground or their enemy. if stabbed into their enemy this skill has enough force to cut them clean in half, but if stabbed into the ground this skill will cause a small tremor with enough force

                                            Twin Moon C
                                            This skill works great should the opponent dodge the first strike. Lunging forward at the enemy, the brings their sword from behind them and slashes diagnally upwards. Should the opponent dodge, the user spins their body, lunging forward one more time and using the momentum from the first strike to perform an even faster and stronger slash.

                                            Relinquish C
                                            This skill is used to disarm opponents from their weapons, wether it be swords or guns. The user will slash their blade, spinning their sword in order to slam the blunt side of it unto the opponent's weapon. This skill, which uses blunt force more than anything else, will simply knock the weapon right out of their hands. You cannot disarm someone of higher rank with this but someone of lower rank is instantly disarmed. Someone of your own rank may dodge.

                                            Outrage C
                                            This is a three part devastating attack. The first, a blow with a downward swing using only one hand. Coming down from the swing, the user will spin their body, bringing the sword behind them while gripping it with two hands. The second step, is to bring the sword from behind, straight over the head of the user and down upon their opponent. Should the user miss, the third step is to let the blade bounce off the ground, using this momentum, the user will take a single step forward, thrusting the blade into the chest of the opponent.

                                            Feint C
                                            This is preferred to be use when you have to dodge and attack. You run at the enemy and then jump, driving the sword into the ground. At this moment, you kick the enemy in the face, while stabbing the blade unto the ground simultaneously. This will avoid any low attacks, as well as a boot to the head.

                                            Chain and sickle

                                            • Fulcrum Smash/Slash D
                                            The user is able to easily use either end of the kyoketsu shoge to swing around if it is blocked to either smash or slash at the opponent from a different angle.

                                            • Weight Smash D
                                            The user spins the weight portion of their kyoketsu shoge and launches it out with great accuracy. They are aiming to use the weight to smash against the opponent's head, or other exposed and sensitive spots such as their fingers, wrists, even feet.

                                            • Chain Wrap D
                                            The user launches the weight out at the opponent and at the proper moment tugs on the chain. This causes the weight to angle and begin to wrap the chain around whatever the target was.

                                            • Chain Block C
                                            The user waits until the opponent is close enough and has struck out with an attack. They will hold the chain closely in their hands with about two feet of slack between their hands. They will wrap the chain around the weapon/limb and either disarm the enemy or continue to tighten the chain and cause potential fractures/ breaks.

                                            • Whirlwind Strikes C
                                            Whirlwind Strikes happen when the user allows their blade portion of the kyoketsu shoge to hang down and swing. Manipulating the chain they will swing the blade out at high speeds, and rapidly. They must keep in mind the opening that is left when the blade is circling around them.

                                            • Hooking Pull C
                                            The user will swing the bladed portion of the chain out with enough slack to cover a greater distance than where the opponent is. It comes down in an arc. When the opponent goes to block and they hit the chain the blade will swing down and stab into them, effectively hooking them. From there the user can pull the blade and yank the enemy towards them, creating an even greater gash.


                                            Scythe

                                            Evil Moon C
                                            You swing out the scythe in a wide arc as quick as possible. This is to stab the scythe through one side of the enemy, going around the shield. Once it enters their body swing them brutally to the left or right, you either slice them clean in half or they get a huge gaping hole in their body as they get tossed to the left or right.

                                            Torment C
                                            Primarily used to maim the target rather than kill this is usually for those who are sadistic. You thrust the scythe at the legs of your opponent. Remember only the inner edge is sharp so this will only trip your enemy at most. Once you trip them turn the scythe and pull back so that they will land on the sharp point..

                                            Off with their heads! C
                                            A simple move mainly used on a tired enemy or just to demoralize others. You first grab the enemy's head and knee him in the gut while you use your other hand to position the scythe under him. While he is reeling in pain use the scythe to lift you up and drop yourself onto the enemy's shoulder and make them fall neck first into the scythe

                                            Lotus Flower B
                                            Requires Energy
                                            The Lotus Flower is a powerful skill that is used against opponents who are airborne. Using your energy and channeling at the feet, the user is able to push themselves upwards at higher heights, reaching the opponent at high speeds. Upon coming closer, the user will spin their body in the air. By this point, the user will have coated their blade with energy, and as they spin, the scythe comes around them filled with energy. The energy cuts through one foot in front of blade, an attack that is difficult to counter considering that is an airborne attack.


                                            Raging Fist

                                            ▰ ▰ ▰ STAGE ONE
                                            As a beginner, one must bring about a personal stance. Usually whatever the student is comfortable with. From there, they must begin training. They must lift weights, in both their arms, and their thighs as the beginning movements and training is the foundation for the rest of their training.

                                            Wavering Fist- E
                                            The user from their stance, waves their off hand, quickly following with a direct fist to the opponents body. This is a quick and effective movement, as it will knock an enemy off balance if braced, and if unbarred usually sends them tumbling.

                                            Iron Trap- D
                                            The student grabs the opponent by the throat or another limb, performing a sort of death grip. From here, they will clamp on as long as the student has the strength to carry on (5 pts per post).

                                            ▰ ▰ ▰ STAGE TWO
                                            At this point, the student is made to punch a tree as much as possible in 30 second bursts. When they can strike 100 times, they will begin to train with weights as they attempt this training. This begins to form bone upon the student’s knuckles.

                                            Epic Elbow-D
                                            The student will quickly spin towards the opponent, catching them, or nailing them with their elbow. This is a costly movement, as missing, leaves you severely open. But if it hits the opponent in the head, it will easily disorient them, possibly knocking them over.

                                            Violent Fist- C
                                            The student, from punching the tree in short bursts, has learned how to put that short burst to work upon the enemy. They quickly punch the enemy where ever they can land the hits. Depending on the student’s strength to carry they may carry on more hits.

                                            Hammer Fist- D
                                            The student, using only their fist, and body weight, will bring a single arm/fist down upon the enemy. This is another move that is high risk high reward, as if it hits, it will bring the enemy to their knees. If it misses, the student may lose balance, falling to the ground.

                                            Arcing Uppercut-D
                                            The student brings their fist into the opponents gut, sending them up into the air. From this position, there’s much a student can do with the opponent, such as a follow up.


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                                              CHARACTER INFORMATION


                                          Personality: Ren is mostly seen as outgoing and cruel when he wants to be. He gets mad easily and will never turn down a fight. He is prideful and that usually is his weakness as his pride will get the better of him.
                                          Sexuality: Hetrosexual
                                          Quote: "Annoy me kid and you will be using a leg and an arm to hobble around for the rest of your miserable life"
                                          Height: 6 feet
                                          Weight: 11 stone
                                          Eye Color: Blue

                                          Favorites:
                                            • colour: purple
                                            • food: Most things
                                            • animal: Dragon
                                            • city: Luimira


                                          Theme Song:
                                          Battle Theme: https://www.youtube.com/watch?v=15JCb6P60Vw&list=PLee-W2X9gNNdx5VtP2aI0TGfuPYPW5vBS&index=126


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                                              BACKGROUND INFORMATION


                                          xxxxx
                                          Born and abandoned at the Luimira orphanage for boys, Ren grew up fighting and a spiteful child. He would refuse to co=operate and was kicked out at the age of 12 due to the amount of damage he caused to the building and other kids. He left and decided to find someone who would understand him better. A few months of starving and wandering. He stumbles upon a group of shadow knights based outside the city. Learning and gaining new powers so he could make even more trouble than before. His lessons lasted until he was 22 when he fell out with his mentor and the leader of the group. He left his "home" on bad terms with the group and made his way back to the city where he found a new home where he took up random mercenary jobs which included murdering and robbery. He continues to do so until he can find a new goal to achieve.




Sorry, approved.  

KnightsRoyal

Desirable Hunter

7,825 Points
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  • Forum Dabbler 200
  • Ultimate Player 200

Bossetta

Shirtless Wife

PostPosted: Sun Dec 28, 2014 9:33 am
            User Image


                                              MAIN INFORMATION


                                          Full Name: Temperance Mikaelson
                                          Nicknames: Tempy
                                          Age: 608
                                          Birthdate: 03-16
                                          Gender: Female

                                          Culture: South Fraxonite
                                          Religion: Vangelist/Vaetian.
                                          Languages:

                                          De Facto - Demonica
                                          Fluent - Common
                                          Basic - Meritian

                                          Nation: Nocturne
                                          Rank: Novice
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: The Fairhairs (Lycans)
                                          Class: Cleric
                                            Sub-Class: unlocked at expert rank

                                          Strength: (6/6) - (8 / 8 )
                                          Speed: (6/6) - (8 / 8 )
                                          Sin: None
                                          Gene Mods: None

                                          Energy Color: Rose Pink
                                          Energy Meter: 687
                                          Element: Wind
                                          Battle Strength: Sensory
                                          Battle Weakness: Physical Combat

                                          Fights Won: 0
                                          Fights Lost: 0

                                          Completed Quests
                                            S Rank:
                                            A Rank:
                                            B Rank:
                                            C Rank:
                                            D Rank:
                                            E Rank:


                                          Talent: The 3rd eye - Temperance is anything but a psychic but does have similar abilites. Opening her third eye to read deeper into the thoughts and feelings of those around her. Can only read the thoughts of people directly in front of her but can sense feelings from a much greater distance. Can only use once a days. Sometimes when using '3rd eye' Temperance has received vision but she is unclear if they are real or simply the other persons memories.


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                                              EQUIPMENT INFORMATION


                                          Weapons: Staff of La vie
                                          Armor: None


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                                              SKILL INFORMATION


                                          Elemental

                                            • Air Suction - E
                                            • Air Punch/Kick - E
                                            • Air Funnel - D
                                            • Air Shield - D
                                            • Gliding - D
                                            • Air Spout - D
                                            • Break Wind - D
                                            • Drift - D
                                            • Great Breath D-A



                                          Bloodline
                                            • Moonsong - E
                                            • Leap - D
                                            • Bristling Fur - D
                                            • Tail Whip (Bushy Strike) - D


                                          Class

                                            • Spiritual Recovery - E, C
                                            • Minor Heal - E
                                            • Minor Cure - E
                                            • Release You - D
                                            • Blessed Kiss - D
                                            • Holy Chop! - D
                                            •Sight - D


                                          Sub-Class
                                            • TEXT HERE
                                            • TEXT HERE
                                            • TEXT HERE


                                          Hand-to-Hand/Weapon
                                            • Staff Spin - D
                                            • Pole Thrust - D
                                            • Pole Vault - D


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                                              CHARACTER INFORMATION


                                          Personality:

                                          Positive traits:
                                          Tactful
                                          Romantic
                                          Charming
                                          Just
                                          Diplomatic
                                          Balanced

                                          Negative Traits:
                                          Superficial
                                          Detached
                                          Unreliable
                                          Laid-back
                                          Indecisive
                                          Self-indulgent

                                          Sexuality: Heterosexual
                                          Quote: "I'm not here to save the world."
                                          Height: 5'4"
                                          Weight: 115 LBS
                                          Eye Color: Honey Brown

                                          Favorites:
                                            • Pink, White and Gold
                                            • Raw Steak
                                            • Wolfs, Dogs, and Butterflies
                                            • The Absolute Kingdom of Nocturne
                                            • Roses


                                          Theme Song: Distant Fields
                                          Battle Theme: Sarcasm!


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                                              BACKGROUND INFORMATION


                                          xxxxx Temperance was raised within the walls of the Kingdom of Nocturne and never really stood out all that much. Blending into the background as people seemingly passed by her without much thought in her younger years. Her father often compared her to a flower bud that was late to bloom but when she did she would be the most beautiful of all. The time did come to where Temperance no longer would be the wall flower but the most enchanting and breathtaking of her kind. Typically fairhairs had a rough and strong demeanor but Temperance was kind and soft and while others like her preferred to be warriors Temperance choose the path of the cleric. Not much has happened to her as of late. Normally sticking to herself and those of her kind. It wasn't like she was afraid of those cause she wasn't it was just simpler this way. She was used once before by a shade for her healing ability she wouldn't be used again.


 
PostPosted: Sun Dec 28, 2014 10:01 am
Lady Apple White


Hello! There's a separate place for talents to be approved, but everything else is ready to go.
 

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