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Sleepy Paci


Tipsy Cultist

PostPosted: Fri Feb 13, 2015 10:17 pm
            User Image


                                              MAIN INFORMATION


                                          Full Name: Unknown for Now
                                          Nicknames: Time shall grant him names as his story progresses onward.
                                          Age: Unknown
                                          Birthdate: Unknown
                                          Gender: Male

                                          Culture: Lumirian
                                          Religion: Vaet Nocturnum
                                          Languages:
                                          De Facto - Common
                                          Fluent - Demonica
                                          Basic - Elvish

                                          Nation: The Absolute Kingdom of Nocturne
                                          Rank: Novice
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: The Lich
                                          Class: Mage
                                            Sub-Class: Locked until Expert Rank

                                          Strength: 6 -2(mage deperk) = 4
                                          Speed: 7
                                          Sin: None
                                          Gene Mods: None

                                          Energy Color: Ghastly Green
                                          Energy Meter: 550 x2(Mage Perk) = 1,100 + 200(Bloodline Perk) = 1,300
                                          Element: Fire as the Main | Access to all Elements(Mage Perk)
                                          Battle Strength: Magic | Strategy | Manipulation both Mentally and Mystically | Intelligence
                                          Battle Weakness: Holy Weapons | Holy Magics

                                          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


                                          Gold: 3,000

                                          Talent: None as of yet.


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                                              EQUIPMENT INFORMATION


                                          Weapons: None
                                          Armor: None



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                                              SKILL INFORMATION


                                          Elemental

                                            Elemental Ranked Spells

                                            Wind Element Spells


                                            Air Suction | E
                                            Description:
                                            A technique used to bring people or things towards the user. Pulling another RPC makes this technique cost C rank energy. If the opponent is of a higher rank then they can resist the pull.

                                            Air Punch/Kick | E
                                            Description:
                                            Air punches or air kicks are small, compressed formations of air that can be fired off the fists or feet of the user. It is commonly used in rapid succession.

                                            Air Funnel | D
                                            Description:
                                            An advanced version of Air Suction which allows you to pull objects weighing up to a hundred pounds. Alternatively it can redirect objects of that weight at people.

                                            Air Shield | D
                                            Description:
                                            The most common defensive tactic involves circling enemies, suddenly changing direction when attacked and evading by physical movement rather than bending. However, the user can still deflect as needed by throwing up gusts of air close to their bodies as a shield. This is rarely to stop attacks directly and more often pushes the attack aside and away, conserving energy and allowing them to turn the movement into an attack at the same moment. Since air can affect almost all physical objects, it can also be used to enforce the momentum of thrown objects or manipulate other objects.

                                            This uses double energy to stop an object just normal to deflect. Fire can only be deflected if you use double the amount of energy and only if it is normal fire. Rock cannot be stopped if it is in a streamlined shape only slowed and deflected, still uses double energy. (Energy usage is equivalent to the rank of your enemy's attack)

                                            Gliding | D
                                            Description:
                                            They may use a large fan or any light wide object to glide distances. Though it would no longer be gliding, you may use 10 energy to stay in the air for another post by pushing down on the air below you.

                                            Air Spout | D
                                            Description:
                                            Similar to the Water Spout, adept users are able to rotate and control the direction of the Air Spout enough to levitate them off the ground and remain in the air for as long as they wish to or can maintain it. It lifts you at most two stories off the ground. (Lasts two posts, costs 10 energy per post beyond the first two)

                                            Break Wind | D
                                            Description:
                                            The user giving out a large amount of air out from their behind. This is best used whenever someone decides to attack from behind. It can give out a large odor out of if wanted, to distract the enemy and probably make them cover there nose.

                                            Drift | D
                                            Description:
                                            A simple technique used for mobility, the user creates a cushion of air between them and what ever surface they happen to be standing on, allowing them to glide on top of it with with ease. Drift only lasts for three posts, has a 2 post cool-down and while Featherweight is active, the user gains a +1 speed boost.

                                            Great Breath | D-A
                                            Description:
                                            By taking a dig deep breath, holding it in from your grate lunges. The person can blow out large gust of wind as if trying to blow out the candles, but really blowing anything away in it's way that aren't rooted or firmly planted on the ground. The amount increases with each rank.

                                            Featherweight | C
                                            Description:
                                            By manipulating the air flow around their body, the user can greatly reduce the effects of gravity as well as reduce almost all noise from footsteps and landings. While Featherweight is active, the user only feels as though they weigh only a quarter of what they normally would, and will be pushed around by their own air magic. Featherweight only lasts for 5 posts.

                                            Air weapons | C
                                            Description:
                                            The user may now create blades out of the wind. These blades are no sharper than a sword. If the stream of air is broken the sword breaks. Any other weapon works under the same principle except staff. The staff is not unbreakable but it won’t break if you cut the air stream instead it will die out after seven posts.

                                            Enhanced Speed/Jump | C [Locked until Adept Rank]
                                            Description:
                                            The user pushes wind around their bodies to make them move faster by 2 ranks. This skill will also allow them to jump as high as two stories. This lasts 2 posts.

                                            Air Blast | C
                                            Description:
                                            A more offensive move involving a direct pulse or jet of almost solid wind from the hands or feet. The force of the attack is generated more from the user's own power rather than assisted by momentum. This direct blast can reach further with greater accuracy and is used to inflict greater damage. This is an advance version of the Air Punch/Kick because it is a constant stream of Air. This is blunt force. (Energy usage depends on force inflicted)

                                            C= A tackle
                                            B= Kick of horse
                                            A= Car
                                            S= BUS!

                                            Name | B
                                            Description:


                                            Earth Element Spells

                                            Earth & Stone Levitation | E (Energy usage depends on size of rock)
                                            Description:
                                            The most common attack, involves levitating nearby earth and stone of numerous sizes and propelling them at foes by punching or kicking motions.

                                            E= Up to melon sized
                                            D= 5 foot cube
                                            C= dining table
                                            B= Car sized
                                            A= Bus Sized
                                            S= 3 story house.

                                            Rock shield | D
                                            Description:
                                            A levitated slab of rock can also double as a shield when positioned in front of the user. This can also be performed as a slab or sheet of bedrock thrust out of the earth's surface. The shield can be hurled at the opponent for a quick retaliation.

                                            Rock Hanging | D
                                            Description:
                                            By minor manipulation of magnetic fields you are able to stick onto the surface of rocks and any earth material. These things are rocks, concrete, crystals and metal. 10 energy is used per post of hanging.

                                            Earth Trap | D
                                            Description:
                                            A technique that makes earth move around the opponent's feet, hardening to trap their feet. In order to break free, the target must have a strength of five or more, or use an explosive or a water elemental technique to weaken the earth's grip to get free. This can also be done on the target's hands if their on the ground as well

                                            Hephaestus's Forge | C [Locked until Adept Rank]
                                            Description:
                                            The user focuses on the earth beneath them, looking for specific metals and/or minerals and uses those to create weapons or ammunition. This is limited by class restrictions, such as a Swordmaster can only create melee weapons. The actual cost and rank requirements of using this skill is equal to the materials used, so something made with diamonds would instantly cost B-Rank and the user would have to be at Expert rank. Costs increase with every material used, and the user most be of equal rank to the highest material used.

                                            Rock Slide | C
                                            Description:
                                            If an Earth user is near a cliff or mountain, he or she can cause many rocks of a multitude of sizes to fall down on his or her opponent. Having the amount of energy used to do this is quite little because you simply move the top bits of earth and it will push the rest.

                                            Rock Armor | C
                                            Description:
                                            Earth users can bring rocks, around them and mold them to fit their body and create something similar to armor. They can also hide inside the earth by bending the rock around them as a shell.

                                            Vibration Sensory | C
                                            Description:
                                            A useful skill, the user channels energy into their feet to sense vibrations on the ground. As long as their feet is on the ground, a user can sense where an enemy is if they are earth bound within 50ft for five posts. This skill becomes passive once the user is Adept Rank.

                                            S-Zone | C [Locked at Adept Rank]
                                            Description:
                                            A technique developed by earth users to counter act the vibrations of the earth to sense their location or prevent minor vibrations of the earth from affecting them. Forming energy around them, the user creates a field of invisible energy that surrounds the user to about 15ft that acts like the Shadow Zone. The Shadow Zone is an area where vibrations are incapable of passing through. This lasts for five posts.

                                            Earth Column | C
                                            Description:
                                            A more powerful version of rock projectiles, involving forcing columns of rock out of the ground . This is limited to a range of fifteen meters and the size of the column is only a meter by meter block. It is also limited to going up though it may be diagonal.

                                            Dust Cloud | C
                                            Description:
                                            By shaking the ground back and forth, the earth user can create dust clouds of various size to provide cover.

                                            Dust Shield | C
                                            Description:
                                            A useful skill that those who practice the element of earth can learn. The user creates a thin film of energy over their eyes and nose and mouth, filtering out dust and other substances related to the element that are airborne allowing them to breath and see without suffering the harmful effects of breathing in the material. (like dust). To keep this active, every two posts the user must pay E rank energy.

                                            Water Element Spells

                                            Streaming Water | E
                                            Description:
                                            It is a move that draws water from a source, that water is moved by elementalists around their bodies.

                                            Water Spout | D
                                            Description:
                                            By creating a constant stream of water under them the caster can use this has a mode of transportation. This can be two stories tall.

                                            Water Whips | D
                                            Description:
                                            This spell creates a lashing tendril of water to swipe at an opponent. The sharpness, size, and length are all determined by the amount of energy put into creating it and the amount of water there is.

                                            D= Meter long; blunt
                                            C= 3 meters; blunt
                                            B= Two 3 meters; sharp as a knife
                                            A= 5 meters; sharp as a sword
                                            S= Two 7 meters; long ones sharp as a sword.

                                            Water Shields | C
                                            Description:
                                            Water can be molded into any shape and can be used to deflect an attack, trap opponents in a viscous body, reshaped and propelled at attackers before they can recover, or solidified into a shield of ice. This diversity and ability to swiftly change to suit the situation is what makes this defense so adaptable. Although it is protecting, the shield needs some type of compression or else the shield won't be effective. Without compression it can only stop blunt force something like a swing from a strong punch. Swords can cut clean through with little effort.

                                            C= You just make a shield
                                            B= It will bend around the impact if its blunt trapping that thing that impacted.
                                            A= Creates a compressed wall that can take Sword attacks up to B rank
                                            S= A compressed wall that will bend around the impact blunt or sharp. , trapping the thing that impacts it.

                                            Water Jet | C
                                            Description:
                                            High pressure jets can be used to force opponents back. Being quite high pressure these jets can create knife like cuts on the target and may knock them back several feet.

                                            Wave | C
                                            Description:
                                            By moving a large mass of water without separating it from its original source, elementalists can create waves of nearly any size. They do this by using an upward movement and after raising the source, they send away in their desired direction. This can be used to sweep opponents away or even as a form of transport, with the elementalist surfing on the crest of the wave. This same process can be used to propel waterborne crafts.

                                            C= Three feet high
                                            B= Meter high
                                            A= Two meters high
                                            S= One and a half stories high.

                                            Bubble | C [Locked until Adept Rank]
                                            Description:
                                            When in need of crossing or hiding under water elementalists are able to create a bubble around themselves, keeping an air supply for them and for others. Bubble may burst. Lasts 10 posts -D energy per post after the 10th.

                                            Water Cloak | C [Locked until Adept Rank]
                                            Description:
                                            An elementalist can use their water as a form of armor with tentacle-like arms. They can use these arms to grab objects, whip enemies, blast enemies with water and freeze them. If an elementalist has less water available, he or she can simply form the arms instead of the entire cloak.

                                            Kirigakure | C
                                            Description:
                                            A highly effective cover technique which blankets an area in a thick mist, confusing the senses of the enemy. Unless the user is trained to fight without the use of his vision, or has learned the technique to see through the mist, this does not provide a significant combat advantage. The mist swirls about, confusing vision and distorting sound throughout the entire area (thread). Visibility is cut down to three feet. The mist lasts for 3 posts, plus an addition 10 points for every extra post the user wishes to maintain the skill. It is important to note that this mist is non-natural, and obstructs the view of even those using low level techniques to attempt to see through it.

                                            Name | B
                                            Description:


                                            Fire Element Spells

                                            Fireball | E
                                            Description:
                                            A basic ability; jabs and punches produce miniature fireballs and missiles of flame.

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

                                            Flame Dagger | D
                                            Description:
                                            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
                                            Description:
                                            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
                                            Description:
                                            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
                                            Description:
                                            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
                                            Description:
                                            Yet another basic ability. With a gesture the caster shoots continuous streams of fire for that post.

                                            Blaze Arcs | C
                                            Description:
                                            Spinning kicks or sweeping arm movements create rings and arcs to slice larger, more widely spaced, or evasive targets.

                                            Fire Bomb | C
                                            Description:
                                            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
                                            Description:
                                            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
                                            Description:
                                            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
                                            Description:
                                            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

                                            Passives

                                            Undeath
                                            Description:
                                            Liches are, as described, the risen dead of the more magical races oriented beings in the world. They have already learned to cheat death once, and will no doubt do it again. If a Lich is killed, but not properly exorcised and/or laid to rest, then they will only remain dead for a certain amount of time, after which their soul, no their very essence will reconfigure elsewhere, bringing them back to life as strong as they were at death. Contact your guild captain if this happens, and they will decide what it will take for your character to recover and how long you must wait for it to happen. Also, upon reviving, you lose a rank, going from Master to Expert for example.

                                            Aura of Fear
                                            Description:
                                            When near a Lich, anyone who isn't of an unholy inclination, be it class or bloodline, will be unable to ignore the overwhelming power coming from them, and by extension the natural fear struck into their hearts by their sight. Rpc's a rank higher, while unable to ignore this, can push it away and fight normally. RPC's two ranks higher are unmoved by this. At equal or one rank lower, hostile RPC's will be hesitant to fight a Lich, and by two ranks this feeling causes a sense of fear so great that enemies are forced to choose flight, rather than fight.

                                            Ghost Form
                                            Description:
                                            The Lich can completely suppress their physical form and turn into a literal ghost for up to 5 posts, raising your speed by 1 rank. In this form, they can only use nonphysical attacks, and in addition to that, they can only be harmed by magic. Once this ends, they cannot activate it again making it a once per battle skill.

                                            Poison/Disease Immunity
                                            Description:
                                            Lich's are simply immune to these things, as they are already dead.


                                            Ranked Spells

                                            Blight | E
                                            Description:
                                            This ability is a simple one, but very powerful. The lich will call a bolt of energy down from the sky at a target. It takes only a half a second for this bolt to be created, and another second for it to strike. It can even come out of nowhere on a clear sunny day. It reduces healing effects and deals basic damage to the target.

                                            Aura of Pain | E-B
                                            Description:
                                            This skill conjures up an Aura around the Lich that harms everyone within it, regardless of their armor or class, for E rank damage for five posts. Of course, the damage is mostly external, but for each rank it is pumped up it deals more harm, until up to B rank standing within the five meter radius seems to burn and decay flesh slowly. It only lasts for three posts, and must be paid 10 energy to upkeep, doubling each extra post.

                                            Defile | E
                                            Description:
                                            This ability can occur spontaneously anywhere within a twenty meter radius around the Lich. A ball of pure unholy power will well up anywhere of their choosing, and after three seconds explode. It sends blunt force in a five foot radius, which has enough power to knock all but the strongest (10str) on their a**. This skill has the blunt power required to dent steel as well, so shields will only defend against this for so long.

                                            Ectoblast | D
                                            Description:
                                            From either the hands or face of the Lich, dark energy will well up and be shot out like a stream of green flames. This beam has the ability not to instantly destroy, but rather begins to rot anything it lands on, be it organic or not. The stream can be kept up for three posts, but each post half the cost must be paid. Being hit with this means that you will need to be healed by a Cleric within twenty posts, or that part of your body will be completely lost. Even regeneration effects can only slow this down by up to another ten posts based on the rpc.

                                            Invisibility | C
                                            Description:
                                            A ghost ability where the user becomes invisible by cloaking their body in energy. This energy can be sensed in the same way that magic can. Energy cost must be re-paid every three posts in order to maintain invisibility, and it will be momentarily broken upon attacking.

                                            Tyrant Blast | C
                                            Description:
                                            The Lich will channel his power into a medium, such as his hands or preferably a staff, and let loose a ball of black energy. It moves shockingly fast, and once it hits it's mark it explodes dealing deceptively high damage considering it is a C rank technique. The damage done in the explosion kills all lower level life forms, such as D rank beasts, outright and cuts the effects of regeneration in half for three posts. The explosion goes in a five meter radius, and it moves with a speed of about 9. Has a two post cooldown.

                                            Meteora | B
                                            Description:
                                            The Lich will channel their energy into the sky for half of their post, small balls of green flame collecting around them. They will then snuff them out at the end of the cast time, and the green balls of flame will fly down over the thread, exploding at A rank damage in a huge, twenty meter AOE. Three post CD.

                                            Hate Spike | B
                                            Description:
                                            The Lich channels energy into the ground and then at random instances over the next post, spikes of solid green energy shoot up five meters in the air. They can tear through steel easily, and seem to focus around the area that the enemy is, starting directly below them and then activating when they land again. The ground tends to tear up under where the spike will rocket up in under a second.




                                          Class

                                            Arcane

                                            Arcane Passives

                                            Detect Magic
                                            Description:
                                            The user can detect magic. This means when others cast spells, or emanate high amounts of energy, you can see their aura. This also means you can detect magic in an area, meaning if an area has something magical about it, you can feel it. At higher ranks, you can determine the source in an area.


                                            Ranked Arcane Spells

                                            Light | E
                                            Description:
                                            The user pushes energy into an object, and causes it to glow brightly. This easily illuminates and area.

                                            Energy Ball | E
                                            Description:
                                            The basic and starter skill that the arcanist should learn before he or she can learn any other skill. Its quite simple to preform. You move your hand in a circular motion gathering up energy and as soon as it forms into the white ball of energy you can toss it at people, it has no weigh thus it travels in a straight line and it is quite fast. Being hit by one of this is like getting punched. If it hits leaves they tend to turn into ash and human flesh suffers minor burns the strange thing is there is no heat present. Upon reaching adept rank this skill can be used by just aiming your open hand at the enemy and the ball will fly out. At master rank five at a time can come out yet it still just costs E rank energy. Well its not incredibly powerful anyway.

                                            Mage Hand | D
                                            Description:
                                            You aim your finger at something, and can lift it and move it from a distance. You can propel it, hold it in a certain fashion, and possibly manipulate it if it can be. This only forks for 10 Meters and 10 pound objects, and once it passes that mark, the objects falls victim to gravity again.

                                            Ghost Sounds | D
                                            Description:
                                            The user causes the sounds of anything they wish, from foot steps to a roar.

                                            Projection | D
                                            Description:
                                            The user will make the image of anything they wish appear before, or near them. Be it a man, monster, or object. Although it makes now sound whatsoever.

                                            Acsio | D
                                            Description:
                                            An incredibly basic spell its force is equal to the force of the user. The user creates a magical circle over the target object and pulls it towards him, there is no distance limit but it has to be visible to the user.

                                            Energy Coat | D
                                            Description:
                                            Since Arcanists need lighter equipment because they would be focused on dodging their enemies rather than taking the hit they created this spell. They will create a magical circle around them and from that they will be covered with a coat of energy. 4 E rank or two D ranks will break the defensive coat anything stronger than D rank will go clean through it like it was not there. It lasts till it breaks or 5 posts, which ever comes sooner. Has a 4 post cooldown period after it breaks or fades away.

                                            Mystic Impalement | D
                                            Description:
                                            The arcanist forms energy in their hand and he or she swings it down towards the ground. This energy impacts the ground and then it forms into a wave of energy spikes headed towards where the arcanist is facing. This has a range limited to five meters. A total of four spikes are headed towards the target each one as sharp as a regular spear.

                                            Blink | C [Locked until Master Rank]
                                            Description:
                                            You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random. While blinking, you can step through (but not see through) solid objects. In other words, short range transportation (15-ish feet).

                                            Illusory Wall | C
                                            Description:
                                            This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.

                                            Haste | C
                                            Description:
                                            The altered creatures move and act more quickly than normal. This extra speed has several effects. For 5 posts, they will have +1 speed. As a Master, this is raised to +2. Cooldown of 10 posts.

                                            Slow | C
                                            Description:
                                            An affected creature moves and attacks at a drastically slowed rate of -1. As a Master, this is raised to -2. Lasts 3 posts. Cooldown of 10 posts.

                                            Water Breathing | C
                                            Description:
                                            The transmuted creatures can breathe water freely. The spell does not make creatures unable to breathe air. Lasts for 15 posts. Divide by amount of people casted on evenly if casted on a group. Can be renewed when underwater.

                                            Grease | C
                                            Description:
                                            A grease spell covers a solid surface with a layer of slippery grease.

                                            Mending | C
                                            Description:
                                            Mending repairs small breaks or tears in objects. It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending.

                                            Message | C
                                            Description:
                                            You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers.

                                            Ascendare | C
                                            Description:
                                            Its basically a version of Acsio but a push this time. It has more power enough to push a human being a meter back. This is usually used to keep a target far from the user thus avoiding getting attacked. It can be used on enemies weapons but not the bullets or arrows because they are too small and fast.

                                            Exuo | C
                                            Description:
                                            The arcanist creates what seems to be a blade of energy from his hand, wand or staff and shoots it at the target. It can easily cut clean through organic objects like it was a blade but strangely shatters on inorganic materials.

                                            Blasting Energy | C
                                            Description:
                                            It is a quick stream of energy and upon contact it creates a similar explosion to a detonating grenade. This blast cannot be directed thus once again it only flies in a straight line towards the target. It has a maximum range of 1km, i made it like that for your imagination.

                                            Aether Barrage | C
                                            Description:
                                            A short ranged attack limited to three meters in range. It will cause five spikes of the energy of the arcanist to burst out of them from any point of their body and these spikes are equivalent to the force of a D rank attack. They may all hit one object thus equating to a C rank attack or attack individual targets. Only the tip of these energy spikes are sharp the rest is blunt.

                                            Alarm | C
                                            Description:
                                            Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
                                            - Mental Alarm: A mental alarm alerts you (and only you). You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration
                                            - Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within the region of the warded area can hear it clearly.

                                            Chilling Touch | C
                                            Description:
                                            A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energies into the creature, causing it to feel cold. Several posts (3) in contact will cause frostbite.

                                            Burning Hand | C
                                            Description:
                                            A touch from your hand, which glows red, funnels a heat energy into the target. This can cause burns depending on how long the attack is kept up ( 1 degree of burns worse each post, up to 3 times)

                                            Shocking Grasp | C
                                            Description:
                                            By touching someone, you can emit a powerful shock through their body. This shock is painful, amounting to being tazed.




                                          Sub-Class | Locked

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                                        CHARACTER INFORMATION


                                    Personality: As RP progresses it will be explained.
                                    Sexuality: Demisexual
                                    Quote: '' ...... ''
                                    Height: 7'0
                                    Weight: 235 lbs
                                    Eye Color: Shifts from a diamond blue to a Ghastly Green

                                    Likes:
                                      • Black
                                      • Destruction
                                      • Sha'
                                      • Aiding people in their desires
                                      • Breaking things down to their very own core


                                    Theme Song: A Perfect Circle
                                    Battle Theme: Dark Worlds


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                                        BACKGROUND INFORMATION


                                    xxxxx[ Was told I can simply instate that it shall be filled in as the adventure begins and progresses. ]


 
PostPosted: Mon Feb 16, 2015 4:33 pm
The Sleeping Pacifist
            User Image


                                              MAIN INFORMATION


                                          Full Name: Unknown for Now
                                          Nicknames: Time shall grant him names as his story progresses onward.
                                          Age: Unknown
                                          Birthdate: Unknown
                                          Gender: Male

                                          Culture: Lumirian
                                          Religion: Vaet Nocturnum
                                          Languages:
                                          De Facto - Common
                                          Fluent - Demonica
                                          Basic - Elvish

                                          Nation: The Absolute Kingdom of Nocturne
                                          Rank: Novice
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: The Lich
                                          Class: Mage
                                            Sub-Class: Locked until Expert Rank

                                          Strength: 6 -2(mage deperk) = 4
                                          Speed: 7
                                          Sin: None
                                          Gene Mods: None

                                          Energy Color: Ghastly Green
                                          Energy Meter: 550 x2(Mage Perk) = 1,100 + 200(Bloodline Perk) = 1,300
                                          Element: Fire as the Main | Access to all Elements(Mage Perk)
                                          Battle Strength: Magic | Strategy | Manipulation both Mentally and Mystically | Intelligence
                                          Battle Weakness: Holy Weapons | Holy Magics

                                          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


                                          Gold: 3,000

                                          Talent: None as of yet.


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                                              EQUIPMENT INFORMATION


                                          Weapons: None
                                          Armor: None



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                                              SKILL INFORMATION


                                          Elemental

                                            Elemental Ranked Spells

                                            Wind Element Spells


                                            Air Suction | E
                                            Description:
                                            A technique used to bring people or things towards the user. Pulling another RPC makes this technique cost C rank energy. If the opponent is of a higher rank then they can resist the pull.

                                            Air Punch/Kick | E
                                            Description:
                                            Air punches or air kicks are small, compressed formations of air that can be fired off the fists or feet of the user. It is commonly used in rapid succession.

                                            Air Funnel | D
                                            Description:
                                            An advanced version of Air Suction which allows you to pull objects weighing up to a hundred pounds. Alternatively it can redirect objects of that weight at people.

                                            Air Shield | D
                                            Description:
                                            The most common defensive tactic involves circling enemies, suddenly changing direction when attacked and evading by physical movement rather than bending. However, the user can still deflect as needed by throwing up gusts of air close to their bodies as a shield. This is rarely to stop attacks directly and more often pushes the attack aside and away, conserving energy and allowing them to turn the movement into an attack at the same moment. Since air can affect almost all physical objects, it can also be used to enforce the momentum of thrown objects or manipulate other objects.

                                            This uses double energy to stop an object just normal to deflect. Fire can only be deflected if you use double the amount of energy and only if it is normal fire. Rock cannot be stopped if it is in a streamlined shape only slowed and deflected, still uses double energy. (Energy usage is equivalent to the rank of your enemy's attack)

                                            Gliding | D
                                            Description:
                                            They may use a large fan or any light wide object to glide distances. Though it would no longer be gliding, you may use 10 energy to stay in the air for another post by pushing down on the air below you.

                                            Air Spout | D
                                            Description:
                                            Similar to the Water Spout, adept users are able to rotate and control the direction of the Air Spout enough to levitate them off the ground and remain in the air for as long as they wish to or can maintain it. It lifts you at most two stories off the ground. (Lasts two posts, costs 10 energy per post beyond the first two)

                                            Break Wind | D
                                            Description:
                                            The user giving out a large amount of air out from their behind. This is best used whenever someone decides to attack from behind. It can give out a large odor out of if wanted, to distract the enemy and probably make them cover there nose.

                                            Drift | D
                                            Description:
                                            A simple technique used for mobility, the user creates a cushion of air between them and what ever surface they happen to be standing on, allowing them to glide on top of it with with ease. Drift only lasts for three posts, has a 2 post cool-down and while Featherweight is active, the user gains a +1 speed boost.

                                            Great Breath | D-A
                                            Description:
                                            By taking a dig deep breath, holding it in from your grate lunges. The person can blow out large gust of wind as if trying to blow out the candles, but really blowing anything away in it's way that aren't rooted or firmly planted on the ground. The amount increases with each rank.

                                            Featherweight | C
                                            Description:
                                            By manipulating the air flow around their body, the user can greatly reduce the effects of gravity as well as reduce almost all noise from footsteps and landings. While Featherweight is active, the user only feels as though they weigh only a quarter of what they normally would, and will be pushed around by their own air magic. Featherweight only lasts for 5 posts.

                                            Air weapons | C
                                            Description:
                                            The user may now create blades out of the wind. These blades are no sharper than a sword. If the stream of air is broken the sword breaks. Any other weapon works under the same principle except staff. The staff is not unbreakable but it won’t break if you cut the air stream instead it will die out after seven posts.

                                            Enhanced Speed/Jump | C [Locked until Adept Rank]
                                            Description:
                                            The user pushes wind around their bodies to make them move faster by 2 ranks. This skill will also allow them to jump as high as two stories. This lasts 2 posts.

                                            Air Blast | C
                                            Description:
                                            A more offensive move involving a direct pulse or jet of almost solid wind from the hands or feet. The force of the attack is generated more from the user's own power rather than assisted by momentum. This direct blast can reach further with greater accuracy and is used to inflict greater damage. This is an advance version of the Air Punch/Kick because it is a constant stream of Air. This is blunt force. (Energy usage depends on force inflicted)

                                            C= A tackle
                                            B= Kick of horse
                                            A= Car
                                            S= BUS!

                                            Name | B
                                            Description:


                                            Earth Element Spells

                                            Earth & Stone Levitation | E (Energy usage depends on size of rock)
                                            Description:
                                            The most common attack, involves levitating nearby earth and stone of numerous sizes and propelling them at foes by punching or kicking motions.

                                            E= Up to melon sized
                                            D= 5 foot cube
                                            C= dining table
                                            B= Car sized
                                            A= Bus Sized
                                            S= 3 story house.

                                            Rock shield | D
                                            Description:
                                            A levitated slab of rock can also double as a shield when positioned in front of the user. This can also be performed as a slab or sheet of bedrock thrust out of the earth's surface. The shield can be hurled at the opponent for a quick retaliation.

                                            Rock Hanging | D
                                            Description:
                                            By minor manipulation of magnetic fields you are able to stick onto the surface of rocks and any earth material. These things are rocks, concrete, crystals and metal. 10 energy is used per post of hanging.

                                            Earth Trap | D
                                            Description:
                                            A technique that makes earth move around the opponent's feet, hardening to trap their feet. In order to break free, the target must have a strength of five or more, or use an explosive or a water elemental technique to weaken the earth's grip to get free. This can also be done on the target's hands if their on the ground as well

                                            Hephaestus's Forge | C [Locked until Adept Rank]
                                            Description:
                                            The user focuses on the earth beneath them, looking for specific metals and/or minerals and uses those to create weapons or ammunition. This is limited by class restrictions, such as a Swordmaster can only create melee weapons. The actual cost and rank requirements of using this skill is equal to the materials used, so something made with diamonds would instantly cost B-Rank and the user would have to be at Expert rank. Costs increase with every material used, and the user most be of equal rank to the highest material used.

                                            Rock Slide | C
                                            Description:
                                            If an Earth user is near a cliff or mountain, he or she can cause many rocks of a multitude of sizes to fall down on his or her opponent. Having the amount of energy used to do this is quite little because you simply move the top bits of earth and it will push the rest.

                                            Rock Armor | C
                                            Description:
                                            Earth users can bring rocks, around them and mold them to fit their body and create something similar to armor. They can also hide inside the earth by bending the rock around them as a shell.

                                            Vibration Sensory | C
                                            Description:
                                            A useful skill, the user channels energy into their feet to sense vibrations on the ground. As long as their feet is on the ground, a user can sense where an enemy is if they are earth bound within 50ft for five posts. This skill becomes passive once the user is Adept Rank.

                                            S-Zone | C [Locked at Adept Rank]
                                            Description:
                                            A technique developed by earth users to counter act the vibrations of the earth to sense their location or prevent minor vibrations of the earth from affecting them. Forming energy around them, the user creates a field of invisible energy that surrounds the user to about 15ft that acts like the Shadow Zone. The Shadow Zone is an area where vibrations are incapable of passing through. This lasts for five posts.

                                            Earth Column | C
                                            Description:
                                            A more powerful version of rock projectiles, involving forcing columns of rock out of the ground . This is limited to a range of fifteen meters and the size of the column is only a meter by meter block. It is also limited to going up though it may be diagonal.

                                            Dust Cloud | C
                                            Description:
                                            By shaking the ground back and forth, the earth user can create dust clouds of various size to provide cover.

                                            Dust Shield | C
                                            Description:
                                            A useful skill that those who practice the element of earth can learn. The user creates a thin film of energy over their eyes and nose and mouth, filtering out dust and other substances related to the element that are airborne allowing them to breath and see without suffering the harmful effects of breathing in the material. (like dust). To keep this active, every two posts the user must pay E rank energy.

                                            Water Element Spells

                                            Streaming Water | E
                                            Description:
                                            It is a move that draws water from a source, that water is moved by elementalists around their bodies.

                                            Water Spout | D
                                            Description:
                                            By creating a constant stream of water under them the caster can use this has a mode of transportation. This can be two stories tall.

                                            Water Whips | D
                                            Description:
                                            This spell creates a lashing tendril of water to swipe at an opponent. The sharpness, size, and length are all determined by the amount of energy put into creating it and the amount of water there is.

                                            D= Meter long; blunt
                                            C= 3 meters; blunt
                                            B= Two 3 meters; sharp as a knife
                                            A= 5 meters; sharp as a sword
                                            S= Two 7 meters; long ones sharp as a sword.

                                            Water Shields | C
                                            Description:
                                            Water can be molded into any shape and can be used to deflect an attack, trap opponents in a viscous body, reshaped and propelled at attackers before they can recover, or solidified into a shield of ice. This diversity and ability to swiftly change to suit the situation is what makes this defense so adaptable. Although it is protecting, the shield needs some type of compression or else the shield won't be effective. Without compression it can only stop blunt force something like a swing from a strong punch. Swords can cut clean through with little effort.

                                            C= You just make a shield
                                            B= It will bend around the impact if its blunt trapping that thing that impacted.
                                            A= Creates a compressed wall that can take Sword attacks up to B rank
                                            S= A compressed wall that will bend around the impact blunt or sharp. , trapping the thing that impacts it.

                                            Water Jet | C
                                            Description:
                                            High pressure jets can be used to force opponents back. Being quite high pressure these jets can create knife like cuts on the target and may knock them back several feet.

                                            Wave | C
                                            Description:
                                            By moving a large mass of water without separating it from its original source, elementalists can create waves of nearly any size. They do this by using an upward movement and after raising the source, they send away in their desired direction. This can be used to sweep opponents away or even as a form of transport, with the elementalist surfing on the crest of the wave. This same process can be used to propel waterborne crafts.

                                            C= Three feet high
                                            B= Meter high
                                            A= Two meters high
                                            S= One and a half stories high.

                                            Bubble | C [Locked until Adept Rank]
                                            Description:
                                            When in need of crossing or hiding under water elementalists are able to create a bubble around themselves, keeping an air supply for them and for others. Bubble may burst. Lasts 10 posts -D energy per post after the 10th.

                                            Water Cloak | C [Locked until Adept Rank]
                                            Description:
                                            An elementalist can use their water as a form of armor with tentacle-like arms. They can use these arms to grab objects, whip enemies, blast enemies with water and freeze them. If an elementalist has less water available, he or she can simply form the arms instead of the entire cloak.

                                            Kirigakure | C
                                            Description:
                                            A highly effective cover technique which blankets an area in a thick mist, confusing the senses of the enemy. Unless the user is trained to fight without the use of his vision, or has learned the technique to see through the mist, this does not provide a significant combat advantage. The mist swirls about, confusing vision and distorting sound throughout the entire area (thread). Visibility is cut down to three feet. The mist lasts for 3 posts, plus an addition 10 points for every extra post the user wishes to maintain the skill. It is important to note that this mist is non-natural, and obstructs the view of even those using low level techniques to attempt to see through it.

                                            Name | B
                                            Description:


                                            Fire Element Spells

                                            Fireball | E
                                            Description:
                                            A basic ability; jabs and punches produce miniature fireballs and missiles of flame.

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

                                            Flame Dagger | D
                                            Description:
                                            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
                                            Description:
                                            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
                                            Description:
                                            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
                                            Description:
                                            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
                                            Description:
                                            Yet another basic ability. With a gesture the caster shoots continuous streams of fire for that post.

                                            Blaze Arcs | C
                                            Description:
                                            Spinning kicks or sweeping arm movements create rings and arcs to slice larger, more widely spaced, or evasive targets.

                                            Fire Bomb | C
                                            Description:
                                            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
                                            Description:
                                            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
                                            Description:
                                            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
                                            Description:
                                            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

                                            Passives

                                            Undeath
                                            Description:
                                            Liches are, as described, the risen dead of the more magical races oriented beings in the world. They have already learned to cheat death once, and will no doubt do it again. If a Lich is killed, but not properly exorcised and/or laid to rest, then they will only remain dead for a certain amount of time, after which their soul, no their very essence will reconfigure elsewhere, bringing them back to life as strong as they were at death. Contact your guild captain if this happens, and they will decide what it will take for your character to recover and how long you must wait for it to happen. Also, upon reviving, you lose a rank, going from Master to Expert for example.

                                            Aura of Fear
                                            Description:
                                            When near a Lich, anyone who isn't of an unholy inclination, be it class or bloodline, will be unable to ignore the overwhelming power coming from them, and by extension the natural fear struck into their hearts by their sight. Rpc's a rank higher, while unable to ignore this, can push it away and fight normally. RPC's two ranks higher are unmoved by this. At equal or one rank lower, hostile RPC's will be hesitant to fight a Lich, and by two ranks this feeling causes a sense of fear so great that enemies are forced to choose flight, rather than fight.

                                            Ghost Form
                                            Description:
                                            The Lich can completely suppress their physical form and turn into a literal ghost for up to 5 posts, raising your speed by 1 rank. In this form, they can only use nonphysical attacks, and in addition to that, they can only be harmed by magic. Once this ends, they cannot activate it again making it a once per battle skill.

                                            Poison/Disease Immunity
                                            Description:
                                            Lich's are simply immune to these things, as they are already dead.


                                            Ranked Spells

                                            Blight | E
                                            Description:
                                            This ability is a simple one, but very powerful. The lich will call a bolt of energy down from the sky at a target. It takes only a half a second for this bolt to be created, and another second for it to strike. It can even come out of nowhere on a clear sunny day. It reduces healing effects and deals basic damage to the target.

                                            Aura of Pain | E-B
                                            Description:
                                            This skill conjures up an Aura around the Lich that harms everyone within it, regardless of their armor or class, for E rank damage for five posts. Of course, the damage is mostly external, but for each rank it is pumped up it deals more harm, until up to B rank standing within the five meter radius seems to burn and decay flesh slowly. It only lasts for three posts, and must be paid 10 energy to upkeep, doubling each extra post.

                                            Defile | E
                                            Description:
                                            This ability can occur spontaneously anywhere within a twenty meter radius around the Lich. A ball of pure unholy power will well up anywhere of their choosing, and after three seconds explode. It sends blunt force in a five foot radius, which has enough power to knock all but the strongest (10str) on their a**. This skill has the blunt power required to dent steel as well, so shields will only defend against this for so long.

                                            Ectoblast | D
                                            Description:
                                            From either the hands or face of the Lich, dark energy will well up and be shot out like a stream of green flames. This beam has the ability not to instantly destroy, but rather begins to rot anything it lands on, be it organic or not. The stream can be kept up for three posts, but each post half the cost must be paid. Being hit with this means that you will need to be healed by a Cleric within twenty posts, or that part of your body will be completely lost. Even regeneration effects can only slow this down by up to another ten posts based on the rpc.

                                            Invisibility | C
                                            Description:
                                            A ghost ability where the user becomes invisible by cloaking their body in energy. This energy can be sensed in the same way that magic can. Energy cost must be re-paid every three posts in order to maintain invisibility, and it will be momentarily broken upon attacking.

                                            Tyrant Blast | C
                                            Description:
                                            The Lich will channel his power into a medium, such as his hands or preferably a staff, and let loose a ball of black energy. It moves shockingly fast, and once it hits it's mark it explodes dealing deceptively high damage considering it is a C rank technique. The damage done in the explosion kills all lower level life forms, such as D rank beasts, outright and cuts the effects of regeneration in half for three posts. The explosion goes in a five meter radius, and it moves with a speed of about 9. Has a two post cooldown.

                                            Meteora | B
                                            Description:
                                            The Lich will channel their energy into the sky for half of their post, small balls of green flame collecting around them. They will then snuff them out at the end of the cast time, and the green balls of flame will fly down over the thread, exploding at A rank damage in a huge, twenty meter AOE. Three post CD.

                                            Hate Spike | B
                                            Description:
                                            The Lich channels energy into the ground and then at random instances over the next post, spikes of solid green energy shoot up five meters in the air. They can tear through steel easily, and seem to focus around the area that the enemy is, starting directly below them and then activating when they land again. The ground tends to tear up under where the spike will rocket up in under a second.




                                          Class

                                            Arcane

                                            Arcane Passives

                                            Detect Magic
                                            Description:
                                            The user can detect magic. This means when others cast spells, or emanate high amounts of energy, you can see their aura. This also means you can detect magic in an area, meaning if an area has something magical about it, you can feel it. At higher ranks, you can determine the source in an area.


                                            Ranked Arcane Spells

                                            Light | E
                                            Description:
                                            The user pushes energy into an object, and causes it to glow brightly. This easily illuminates and area.

                                            Energy Ball | E
                                            Description:
                                            The basic and starter skill that the arcanist should learn before he or she can learn any other skill. Its quite simple to preform. You move your hand in a circular motion gathering up energy and as soon as it forms into the white ball of energy you can toss it at people, it has no weigh thus it travels in a straight line and it is quite fast. Being hit by one of this is like getting punched. If it hits leaves they tend to turn into ash and human flesh suffers minor burns the strange thing is there is no heat present. Upon reaching adept rank this skill can be used by just aiming your open hand at the enemy and the ball will fly out. At master rank five at a time can come out yet it still just costs E rank energy. Well its not incredibly powerful anyway.

                                            Mage Hand | D
                                            Description:
                                            You aim your finger at something, and can lift it and move it from a distance. You can propel it, hold it in a certain fashion, and possibly manipulate it if it can be. This only forks for 10 Meters and 10 pound objects, and once it passes that mark, the objects falls victim to gravity again.

                                            Ghost Sounds | D
                                            Description:
                                            The user causes the sounds of anything they wish, from foot steps to a roar.

                                            Projection | D
                                            Description:
                                            The user will make the image of anything they wish appear before, or near them. Be it a man, monster, or object. Although it makes now sound whatsoever.

                                            Acsio | D
                                            Description:
                                            An incredibly basic spell its force is equal to the force of the user. The user creates a magical circle over the target object and pulls it towards him, there is no distance limit but it has to be visible to the user.

                                            Energy Coat | D
                                            Description:
                                            Since Arcanists need lighter equipment because they would be focused on dodging their enemies rather than taking the hit they created this spell. They will create a magical circle around them and from that they will be covered with a coat of energy. 4 E rank or two D ranks will break the defensive coat anything stronger than D rank will go clean through it like it was not there. It lasts till it breaks or 5 posts, which ever comes sooner. Has a 4 post cooldown period after it breaks or fades away.

                                            Mystic Impalement | D
                                            Description:
                                            The arcanist forms energy in their hand and he or she swings it down towards the ground. This energy impacts the ground and then it forms into a wave of energy spikes headed towards where the arcanist is facing. This has a range limited to five meters. A total of four spikes are headed towards the target each one as sharp as a regular spear.

                                            Blink | C [Locked until Master Rank]
                                            Description:
                                            You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random. While blinking, you can step through (but not see through) solid objects. In other words, short range transportation (15-ish feet).

                                            Illusory Wall | C
                                            Description:
                                            This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.

                                            Haste | C
                                            Description:
                                            The altered creatures move and act more quickly than normal. This extra speed has several effects. For 5 posts, they will have +1 speed. As a Master, this is raised to +2. Cooldown of 10 posts.

                                            Slow | C
                                            Description:
                                            An affected creature moves and attacks at a drastically slowed rate of -1. As a Master, this is raised to -2. Lasts 3 posts. Cooldown of 10 posts.

                                            Water Breathing | C
                                            Description:
                                            The transmuted creatures can breathe water freely. The spell does not make creatures unable to breathe air. Lasts for 15 posts. Divide by amount of people casted on evenly if casted on a group. Can be renewed when underwater.

                                            Grease | C
                                            Description:
                                            A grease spell covers a solid surface with a layer of slippery grease.

                                            Mending | C
                                            Description:
                                            Mending repairs small breaks or tears in objects. It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending.

                                            Message | C
                                            Description:
                                            You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers.

                                            Ascendare | C
                                            Description:
                                            Its basically a version of Acsio but a push this time. It has more power enough to push a human being a meter back. This is usually used to keep a target far from the user thus avoiding getting attacked. It can be used on enemies weapons but not the bullets or arrows because they are too small and fast.

                                            Exuo | C
                                            Description:
                                            The arcanist creates what seems to be a blade of energy from his hand, wand or staff and shoots it at the target. It can easily cut clean through organic objects like it was a blade but strangely shatters on inorganic materials.

                                            Blasting Energy | C
                                            Description:
                                            It is a quick stream of energy and upon contact it creates a similar explosion to a detonating grenade. This blast cannot be directed thus once again it only flies in a straight line towards the target. It has a maximum range of 1km, i made it like that for your imagination.

                                            Aether Barrage | C
                                            Description:
                                            A short ranged attack limited to three meters in range. It will cause five spikes of the energy of the arcanist to burst out of them from any point of their body and these spikes are equivalent to the force of a D rank attack. They may all hit one object thus equating to a C rank attack or attack individual targets. Only the tip of these energy spikes are sharp the rest is blunt.

                                            Alarm | C
                                            Description:
                                            Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
                                            - Mental Alarm: A mental alarm alerts you (and only you). You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration
                                            - Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within the region of the warded area can hear it clearly.

                                            Chilling Touch | C
                                            Description:
                                            A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energies into the creature, causing it to feel cold. Several posts (3) in contact will cause frostbite.

                                            Burning Hand | C
                                            Description:
                                            A touch from your hand, which glows red, funnels a heat energy into the target. This can cause burns depending on how long the attack is kept up ( 1 degree of burns worse each post, up to 3 times)

                                            Shocking Grasp | C
                                            Description:
                                            By touching someone, you can emit a powerful shock through their body. This shock is painful, amounting to being tazed.




                                          Sub-Class | Locked

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                                        CHARACTER INFORMATION


                                    Personality: As RP progresses it will be explained.
                                    Sexuality: Demisexual
                                    Quote: '' ...... ''
                                    Height: 7'0
                                    Weight: 235 lbs
                                    Eye Color: Shifts from a diamond blue to a Ghastly Green

                                    Likes:
                                      • Black
                                      • Destruction
                                      • Sha'
                                      • Aiding people in their desires
                                      • Breaking things down to their very own core


                                    Theme Song: A Perfect Circle
                                    Battle Theme: Dark Worlds


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                                        BACKGROUND INFORMATION


                                    xxxxx[ Was told I can simply instate that it shall be filled in as the adventure begins and progresses. ]




Yargh, this be my seal of approval. D<  

KnightsRoyal

Desirable Hunter

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slashsmasher

Shadowy Informer

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PostPosted: Sat Mar 21, 2015 2:56 pm
            User Image - Blocked by "Display Image" Settings. Click to show.


                                              MAIN INFORMATION


                                          Full Name: William Mason
                                          Nicknames: Will-o-Wisp
                                          Age: Unknown
                                          Birthdate: Unknown
                                          Gender: Male

                                          Culture: Volana
                                          Religion: Atheist
                                          Languages:

                                          De Facto - Common
                                          Fluent - Demonica
                                          Basic - Angelica

                                          Nation: Nocturne
                                          Rank: Novice
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Ghost Car
                                          Class: Gunslinger
                                            Sub-Class: unlocked at expert rank

                                          Strength: 3
                                          Speed: 11 (12 in car form) (13 while dodging)
                                          Sin: None
                                          Gene Mods: None

                                          Energy Color: Green and Gray
                                          Energy Meter: 550
                                          Element: Fire
                                          Battle Strength: Is extremely creative in his tactics when taking on opponents
                                          Battle Weakness: Often willingly holds back to have more fun during a fight

                                          Fights Won: 0
                                          Fights Lost: 0

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


                                          Gold: 3000

                                          Talent:


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                                              EQUIPMENT INFORMATION


                                          Weapons: 2 Shotguns (6 rounds each), 1 Cannon
                                          Armor: Unless you count standard clothing as armor, nothing



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

                                            • Unyielding
                                            All manner of wounds can be healed overnight. However, complete destruction of the ghost car or extensive damage (such as destruction of the core parts of the vehicle; engine, tank, etc) will destroy the Ghost Car. In battle, however, a Ghost Car's regenerative abilities are limited. At different ranks you may regenerate your wounds. Trainees(E-Ranked) can only deal with cuts. By Novice(D-Ranked) it becomes deep cuts and burns. Adept(C-Ranked) rank you won't bother with a broken bone. Experts(B-Ranked) can deal with an entire sword going through a non vital organ and second degree burns. By Master(A-Ranked) you can deal with a sword piercing any organ which is not your heart or brain as well as third degree burns. At Sage(S-Ranked) regenerating a lost limb would be of no problem. If a driver does die in battle, however, their physical form will be shattered and it will take an undetermined amount of time for them to recover it. Contact your guild captain if this happens, and they will decide what it will take for your character to recover and how long you must wait for it to happen.
                                            • Racer
                                            The user can move at extreme speeds and build up momentum each post spent running/driving.
                                            First post: 30mph
                                            Second post: 60mph
                                            Third post: 90mph
                                            Fourth post: 120mph
                                            • Car Form
                                            The user can freely and instantaneously transform themselves into the car they died in. This is the only vehicle the user can transform into, but regardless of how it looked in life it will not effect its speed. All Ghost Cars are incredibly fast, faster than most race cars, and their max speed rises with the user's stats.
                                            • Poison/Disease Immunity
                                            The user is a ghost, they cannot be poisoned or infected by ordinary means. You cannot give a Ghost Car a disease no more than you could give your toaster the flu.
                                            • Bright Light E
                                            A simple trick where a driver materializes their car's high beams behind them, momentarily blinding anyone in front of them that happens to be looking their way.
                                            • Eat My Dust E
                                            A simple trick where a driver materializes their car's rear tires behind them, which spin and kick up sand, dust, mud, dirt, and rocks into the face and eyes of their opponents.
                                            • Rearview Mirror E
                                            The user materializes their car's rearview mirror in front of them so that they can use to see what's coming up behind them. Can be adjusted for preference. Hangs in the air for up to 3 posts.
                                            • Highbeams D
                                            Opening their glowing red eyes (or highbeams if in car form) the user can cause the opponent to stop moving for one post if they gaze into their eyes. The Ghost Car cannot kill their opponent when using this technique.
                                            • Full Metal Punch D-A
                                            By adding energy to the user’s fists, they are able to strengthen them significantly. The fists gain in strength according to how much power is put into them, and force behind them will make an opponent feel as if they'd just been hit by a car. The enhancement lasts until the end of the battle. Enhancements can only be done at or below your rank, meaning a C rank user cannot use B rank enhancements, but can use C and D rank. This skill can be used without an energy cost if the user has already built up enough momentum using the Racer ability.

                                            D: 30mph. Can break through bone and stone.
                                            C: 60mph. Can break through bronze and brick.
                                            B: 90mph. Can break through iron.
                                            A: 120mph. Can break through steel.
                                            S: Unattainable.
                                            • Car Door D
                                            The user sticks his arm out and somewhere, within a 10ft radius of himself, a steel car door will open up seemingly out of thin-air. This can be used to block attacks, push opponent's aside, or cause a running target to come to a very sudden and painful stop.
                                            • Ghost Walk D
                                            A ghost ability where the user moves straight through walls and solid objects without harm. The user can turn this ability off and on however many times they wish during the post it is used. This technique does not allow the user to phase through enemy attacks.
                                            Car Form
                                            • Break Check D-A
                                            After building momentum the car slams on the breaks, throwing off anyone trying to hang onto the car. If someone is inside the car, this technique can also be used to slam them into the dashboard. The skill costs D-rank energy, but its strength is determined by how fast the car is going when it uses this technique.
                                            • Wall Drive D
                                            After building momentum the car uses energy to temporarily ride up or along-side walls. This techniques lasts for however many posts the car has been building up momentum.
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                                          Class

                                            • Sight Lock Passive
                                            This skill is necessary for any and all gunslingers to keep in mind, letting them gain a mental lock-on on the foe. So long as the foe is in any form of view, without anything to obstruct the view, such as a smoke screen or any visual type of illusions. Another bonus is that the Gunslinger can utilize the reflections of anything to find their opponent. The gunslinger can even quick draw with their gun, in a blink of an eye, they can shoot a target in their sight, meaning the opponent has to see and react to the draw of the gun or the moment upon firing.
                                            • Soften E
                                            Must be Novice or above to use.
                                            By blocking the tip of a bullet with a very small cushion of energy, gunslingers can change a normal bullet into the equivalent a rubber bullet without having to re-reload the gun. This skill does not affect the speed of the bullet in any way.
                                            • Gun toss D
                                            A common thing shown by Zeran, it is a form of switching guns. Since you only have two arms this allows you to temporarily use three guns. First your hands must be empty. You pull out one gun and toss it high into the air, you pull out two other guns and shoot with them. As the other gun is about to fall you toss a gun in your hand into the air and switch, you may switch back as the other guns are falling. Alternatively you may kick a gun on the ground into the air while shooting and grab it as it falls back down.
                                            • Energy Bullet D, E-S
                                            This is either used when a gunslinger wants to fire a silent shot or when he is out of ammo, most likely he is out of ammo. You fuse your energy with the gun and fire a shot, only one. This bullet is as powerful as the energy you put into it.
                                            Shotgun
                                            • One arm c**k E
                                            A ability for the pump action shotgun. It takes a certain degree of skill to be able to do this with two pump action shotguns this skill is a gunslinger only skill though other people may still do the one arm pump with one shotgun. This means you may use two pump/lever action shotguns at a time. Passive
                                            • Bullet Rain D
                                            3 Ammo
                                            Shotguns are unique in that each round fired is, in actuality, a number of balls (Shot) that spread out. Bullet Rain uses this unique feature of shotguns by shooting it into the air rather than directly at the target. As the balls flies up into the air, they disperse, and continue dispersing, until they fall back to the ground at the same speed that they were shot but with a much wider range. This rain of bullets is the skill, Bullet Rain, and it will cover a large area around the user (5 meters of dense coverage and several more meters of increasingly sparse coverage as the range increases). The user himself/herself is not harmed thanks to a shield of energy that repels the bullets from him/her.
                                            Cannon
                                            • Frag Shot E
                                            Standard attack for the cannon. The gunner uses a fragmentation round and fires it. Upon impact, the round explodes and sends shrapnel flying in all directions.
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                                          Sub-Class
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                                          Hand-to-Hand/Weapon
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                                              CHARACTER INFORMATION


                                          Personality: Energetic, playful, though he can get bored easily if there isn't anything happening around him. He often does many strange things just to get a reaction, or even just to entertain himself.
                                          Sexuality: Asexual
                                          Quote: "It's not worth doing if it's boring."
                                          Height: 5 feet 10 inches
                                          Weight: 185 pounds
                                          Eye Color: Green


                                          Theme Song: Adachi Theme - Persona 4 Arena Ultimax
                                          Battle Theme: Get Jinxed - League of Legends


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                                              BACKGROUND INFORMATION


                                          xxxxx No one really knew how Will first became a ghost. Even Will himself didn't know. No one really cared about this, because most people didn't even know he existed. They are more worried about an urban legend that seems to have some truth to it. Reports telling of strange, green lights appearing in abandoned place. How people who try to find the source run out screaming. And how, when people who are armed enter these places, rarely come out unscathed. Thus is a story of the wandering light known as the Will-O-Wisp.


 
PostPosted: Sat Mar 21, 2015 6:32 pm
slashsmasher


Pick a nation that isnt Yuran or Fronta for the time being and we're golden.
 

A faint smile

Dedicated Friend


slashsmasher

Shadowy Informer

7,500 Points
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PostPosted: Sat Mar 21, 2015 7:30 pm
A faint smile
slashsmasher


Pick a nation that isnt Yuran or Fronta for the time being and we're golden.

Edited the appropriate part. I was planning to get my character to end up joining a nation anyways.  
PostPosted: Sat Mar 21, 2015 7:46 pm
slashsmasher
A faint smile
slashsmasher


Pick a nation that isnt Yuran or Fronta for the time being and we're golden.

Edited the appropriate part. I was planning to get my character to end up joining a nation anyways.


Sorry for the inconvenience. I am about to announce a time skip with some major changes. If you want you can completely roleplay your character coming out of the time skip looking for a nation to join.
 

A faint smile

Dedicated Friend


slashsmasher

Shadowy Informer

7,500 Points
  • Battle: Rogue 100
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PostPosted: Sat Mar 21, 2015 7:48 pm
A faint smile
slashsmasher
A faint smile
slashsmasher


Pick a nation that isnt Yuran or Fronta for the time being and we're golden.

Edited the appropriate part. I was planning to get my character to end up joining a nation anyways.


Sorry for the inconvenience. I am about to announce a time skip with some major changes. If you want you can completely roleplay your character coming out of the time skip looking for a nation to join.

Works with me. Wasn't planning anything that required specific times.  
PostPosted: Sun May 17, 2015 5:59 pm
            User Image


                                              MAIN INFORMATION


                                          Name: Sage
                                          Age: 19
                                          Gender: Female

                                          Culture: South Fraxonite
                                          Religion: Daniel
                                          Languages:

                                          De Facto - Common
                                          Fluent - Demonica
                                          Basic - Angelica

                                          Nation: Kranila
                                          Rank: Adept
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Red
                                          Class: Mage
                                            Sub-Class: unlocked at expert rank

                                          Strength: 4
                                          Speed: 6
                                          Gene Mods:

                                          Energy Color: Bright Blue
                                          Energy Meter: 1800
                                          Element: All . Water Main.
                                          Battle Strength: Energy
                                          Battle Weakness: Hand-to-hand

                                          Fights Won: 0
                                          Fights Lost: 0

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


                                          Gold: 5,000

                                          Talent: She excels in all things creative, and is able to get performance jobs to pay for things like food or shelter. Singing, dancing, painting, you name it. She was blessed with abilities that she doesn't quite appreciate.


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                                              EQUIPMENT INFORMATION


                                          Weapons:
                                          Armor:



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                                              SKILL INFORMATION


                                          Mage: Arcane Secrets
                                          Detect Magic Passive
                                          The user can detect magic. This means when others cast spells, or emanate high amounts of energy, you can see their aura. This also means you can detect magic in an area, meaning if an area has something magical about it, you can feel it. At higher ranks, you can determine the source in an area.

                                          Light E
                                          The user pushes energy into an object, and causes it to glow brightly. This easily illuminates and area.

                                          Energy Ball E
                                          The basic and starter skill that the arcanist should learn before he or she can learn any other skill. Its quite simple to preform. You move your hand in a circular motion gathering up energy and as soon as it forms into the white ball of energy you can toss it at people, it has no weigh thus it travels in a straight line and it is quite fast. Being hit by one of this is like getting punched. If it hits leaves they tend to turn into ash and human flesh suffers minor burns the strange thing is there is no heat present. Upon reaching adept rank this skill can be used by just aiming your open hand at the enemy and the ball will fly out. At master rank five at a time can come out yet it still just costs E rank energy. Well its not incredibly powerful anyway.

                                          Mage Hand D
                                          You aim your finger at something, and can lift it and move it from a distance. You can propel it, hold it in a certain fashion, and possibly manipulate it if it can be. This only forks for 10 Meters and 10 pound objects, and once it passes that mark, the objects falls victim to gravity again.

                                          Ghost Sounds D
                                          The user causes the sounds of anything they wish, from foot steps to a roar.

                                          Projection D
                                          The user will make the image of anything they wish appear before, or near them. Be it a man, monster, or object. Although it makes now sound whatsoever.

                                          Acsio D
                                          An incredibly basic spell its force is equal to the force of the user. The user creates a magical circle over the target object and pulls it towards him, there is no distance limit but it has to be visible to the user.

                                          Energy Coat D
                                          Since Arcanists need lighter equipment because they would be focused on dodging their enemies rather than taking the hit they created this spell. They will create a magical circle around them and from that they will be covered with a coat of energy. 4 E rank or two D ranks will break the defensive coat anything stronger than D rank will go clean through it like it was not there. It lasts till it breaks or 5 posts, which ever comes sooner. Has a 4 post cooldown period after it breaks or fades away.

                                          Mystic Impalement D
                                          The arcanist forms energy in their hand and he or she swings it down towards the ground. This energy impacts the ground and then it forms into a wave of energy spikes headed towards where the arcanist is facing. This has a range limited to five meters. A total of four spikes are headed towards the target each one as sharp as a regular spear.

                                          Blink C
                                          Requires Master Rank
                                          You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random. While blinking, you can step through (but not see through) solid objects. In other words, short range transportation (15-ish feet).

                                          Illusory Wall C
                                          This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.

                                          Haste C
                                          The altered creatures move and act more quickly than normal. This extra speed has several effects. For 5 posts, they will have +1 speed. As a Master, this is raised to +2. Cooldown of 10 posts.

                                          Slow C
                                          An affected creature moves and attacks at a drastically slowed rate of -1. As a Master, this is raised to -2. Lasts 3 posts. Cooldown of 10 posts.

                                          Water Breathing C
                                          The transmuted creatures can breathe water freely. The spell does not make creatures unable to breathe air. Lasts for 15 posts. Divide by amount of people casted on evenly if casted on a group. Can be renewed when underwater.

                                          Grease C
                                          A grease spell covers a solid surface with a layer of slippery grease.

                                          Mending C
                                          Mending repairs small breaks or tears in objects. It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending.

                                          Message C
                                          You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.

                                          Ascendare C
                                          Its basically a version of Acsio but a push this time. It has more power enough to push a human being a meter back. This is usually used to keep a target far from the user thus avoiding getting attacked. It can be used on enemies weapons but not the bullets or arrows because they are too small and fast.

                                          Exuo C
                                          The arcanist creates what seems to be a blade of energy from his hand, wand or staff and shoots it at the target. It can easily cut clean through organic objects like it was a blade but strangely shatters on inorganic materials.

                                          Blasting Energy C
                                          It is a quick stream of energy and upon contact it creates a similar explosion to a detonating grenade. This blast cannot be directed thus once again it only flies in a straight line towards the target. It has a maximum range of 1km, i made it like that for your imagination.

                                          Animalia C
                                          Requires Adept Rank
                                          For a moment of 10 posts you create a giant version of an animal of your choosing. This is made out of your energy and controlled by your will. Use your imagination for this one. It can be destroyed by an impact that would measure up to a B rank attack.

                                          Stupor C
                                          Requires Adept rank
                                          A simple spell really. It will send out a blast of energy the size of your average basketball. Upon contact it will explode, should it contact your body it will send you flying backwards two meters if there is a wall or tree behind you then ouch. If you attack it with another attack as long as it is not your fist it will just explode and knock the weapon out of your hand, arrows and bullets dont work unless fired in numbers over 5 or charged attacks.

                                          Aether Barrage C
                                          A short ranged attack limited to three meters in range. It will cause five spikes of the energy of the arcanist to burst out of them from any point of their body and these spikes are equivalent to the force of a D rank attack. They may all hit one object thus equating to a C rank attack or attack individual targets. Only the tip of these energy spikes are sharp the rest is blunt.

                                          Alarm C
                                          Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
                                          - Mental Alarm: A mental alarm alerts you (and only you). You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration
                                          - Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within the region of the warded area can hear it clearly.

                                          Chilling Touch C
                                          A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energies into the creature, causing it to feel cold. Several posts (3) in contact will cause frostbite.

                                          Burning Hand C
                                          A touch from your hand, which glows red, funnels a heat energy into the target. This can cvause burns depending on how long the attack is kept up ( 1 degree of burns worse each post, up to 3 times)

                                          Shocking Grasp C
                                          By touching someone, you can emit a powerful shock through their body. This shock is painful, amounting to being tazed.



                                          Bloodline: Red

                                          • Meditation D-S
                                          This ability allows a Red to greatly perceive the energy around them. It, however, requires immense stillness in both the mind and body. During absolute meditation, they can precisely detect and analyze energy miles around them. This technique passively grows as you rank up. At Sage, it will be able to directly pinpoint a source of energy from essentially anywhere in the world. It cannot bypass most forms of energy concealment, however.

                                          • Compel B
                                          This ability lasts for three posts. By expending an appropriate amount of energy, you can force the opponent to direct their attacks at you. Nothing else changes, other than that. They can still defend against other people, are aware of their surroundings, etc. This is essentially a "taunt".

                                          • Bodily Afflictions A
                                          A Red can regenerate once reaching the appropriate rank. However, with this ability, you can regenerate regardless of rank. It is not a passive, free, and slow regeneration however. You hold your hand against your chest, and then waves of energy will cleanse your body of its injuries. It can heal all wounds except for fatal ones. This can be used on others, but with a ray of energy instead of direct hand-to-chest combat.



                                          Earth
                                          • Earth & Stone Levitation E (Energy usage depends on size of rock)
                                          The most common attack, involves levitating nearby earth and stone of numerous sizes and propelling them at foes by punching or kicking motions.

                                          E= Up to melon sized
                                          D= 5 foot cube
                                          C= dining table
                                          B= Car sized
                                          A= Bus Sized
                                          S= 3 story house.

                                          • Rock shield D
                                          A levitated slab of rock can also double as a shield when positioned in front of the user. This can also be performed as a slab or sheet of bedrock thrust out of the earth's surface. The shield can be hurled at the opponent for a quick retaliation.

                                          • Rock Hanging D
                                          By minor manipulation of magnetic fields you are able to stick onto the surface of rocks and any earth material. These things are rocks, concrete, crystals and metal. 10 energy is used per post of hanging.

                                          • Earth Trap D
                                          Requires Novice level
                                          A technique that makes earth move around the opponent's feet, hardening to trap their feet. In order to break free, the target must have a strength of five or more, or use an explosive or a water elemental technique to weaken the earth's grip to get free. This can also be done on the target's hands if their on the ground as well

                                          • Hephaestus's Forge C
                                          Requires: Adept
                                          The user focuses on the earth beneath them, looking for specific metals and/or minerals and uses those to create weapons or ammunition. This is limited by class restrictions, such as a Swordmaster can only create melee weapons. The actual cost and rank requirements of using this skill is equal to the materials used, so something made with diamonds would instantly cost B-Rank and the user would have to be at Expert rank. Costs increase with every material used, and the user most be of equal rank to the highest material used.

                                          • Rock Slide C
                                          Requires: Earth & Stone Levitation
                                          If an Earth user is near a cliff or mountain, he or she can cause many rocks of a multitude of sizes to fall down on his or her opponent. Having the amount of energy used to do this is quite little because you simply move the top bits of earth and it will push the rest.

                                          • Rock Armor C
                                          Earth users can bring rocks, around them and mold them to fit their body and create something similar to armor. They can also hide inside the earth by bending the rock around them as a shell.

                                          • Vibration Sensory C
                                          Must be at least Novice level
                                          A useful skill, the user channels energy into their feet to sense vibrations on the ground. As long as their feet is on the ground, a user can sense where an enemy is if they are earth bound within 50ft for five posts. This skill becomes passive once the user is Adept Rank.

                                          • S-Zone C
                                          Must know Vibration Sensory, must be at least Adept rank
                                          A technique developed by earth users to counter act the vibrations of the earth to sense their location or prevent minor vibrations of the earth from affecting them. Forming energy around them, the user creates a field of invisible energy that surrounds the user to about 15ft that acts like the Shadow Zone. The Shadow Zone is an area where vibrations are incapable of passing through. This lasts for five posts.

                                          • Earth Column C
                                          Requires Earth & Stone Levitation
                                          A more powerful version of rock projectiles, involving forcing columns of rock out of the ground . This is limited to a range of fifteen meters and the size of the column is only a meter by meter block. It is also limited to going up though it may be diagonal.

                                          • Dust Cloud C
                                          By shaking the ground back and forth, the earth user can create dust clouds of various size to provide cover.

                                          • Dust Shield C
                                          A useful skill that those who practice the element of earth can learn. The user creates a thin film of energy over their eyes and nose and mouth, filtering out dust and other substances related to the element that are airborne allowing them to breath and see without suffering the harmful effects of breathing in the material. (like dust). To keep this active, every two posts the user must pay E rank energy.



                                          Fire

                                          • 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 elementaliist 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.



                                          Air

                                          • Air Suction E
                                          A technique used to bring people or things towards the user. Pulling another RPC makes this technique cost C rank energy. If the opponent is of a higher rank then they can resist the pull.

                                          • Air Punch/Kick E
                                          Air punches or air kicks are small, compressed formations of air that can be fired off the fists or feet of the user. It is commonly used in rapid succession.

                                          • Air Funnel D
                                          Requires: Air Suction
                                          An advanced version of Air Suction which allows you to pull objects weighing up to a hundred pounds. Alternatively it can redirect objects of that weight at people.

                                          • Air Shield D (Energy usage is equivalent to the rank of your enemy's attack)
                                          The most common defensive tactic involves circling enemies, suddenly changing direction when attacked and evading by physical movement rather than bending. However, the user can still deflect as needed by throwing up gusts of air close to their bodies as a shield. This is rarely to stop attacks directly and more often pushes the attack aside and away, conserving energy and allowing them to turn the movement into an attack at the same moment. Since air can affect almost all physical objects, it can also be used to enforce the momentum of thrown objects or manipulate other objects.

                                          This uses double energy to stop an object just normal to deflect. Fire can only be deflected if you use double the amount of energy and only if it is normal fire. Rock cannot be stopped if it is in a streamlined shape only slowed and deflected, still uses double energy.

                                          • Gliding D
                                          They may use a large fan or any light wide object to glide distances. Though it would no longer be gliding, you may use 10 energy to stay in the air for another post by pushing down on the air below you.

                                          • Air Spout D (lasts two posts, costs 10 energy per post beyond the first two)
                                          Similar to the Water Spout, adept users are able to rotate and control the direction of the Air Spout enough to levitate them off the ground and remain in the air for as long as they wish to or can maintain it. It lifts you at most two stories off the ground.

                                          • Break Wind D
                                          The user giving out a large amount of air out from their behind. This is best used whenever someone decides to attack from behind. It can give out a large odor out of if wanted, to distract the enemy and probably make them cover there nose.

                                          • Drift D
                                          Requires: Featherweight
                                          A simple technique used for mobility, the user creates a cushion of air between them and what ever surface they happen to be standing on, allowing them to glide on top of it with with ease. Drift only lasts for three posts, has a 2 post cool-down and while Featherweight is active, the user gains a +1 speed boost.

                                          • Great Breath D-A
                                          By taking a dig deep breath, holding it in from your grate lunges. The person can blow out large gust of wind as if trying to blow out the candles, but really blowing anything away in it's way that aren't rooted or firmly planted on the ground. The amount increases with each rank.

                                          • Featherweight C
                                          By manipulating the air flow around their body, the user can greatly reduce the effects of gravity as well as reduce almost all noise from footsteps and landings. While Featherweight is active, the user only feels as though they weigh only a quarter of what they normally would, and will be pushed around by their own air magic. Featherweight only lasts for 5 posts.

                                          • Air weapons C
                                          The user may now create blades out of the wind. These blades are no sharper than a sword. If the stream of air is broken the sword breaks. Any other weapon works under the same principle except staff. The staff is not unbreakable but it won’t break if you cut the air stream instead it will die out after seven posts.

                                          • Enhanced Speed/Jump C
                                          Requires Adept rank
                                          The user pushes wind around their bodies to make them move faster by 2 ranks. This skill will also allow them to jump as high as two stories. This lasts 2 posts.

                                          • Air Blast C (Energy usage depends on force inflicted)
                                          Requires: Air Punch/Kick
                                          A more offensive move involving a direct pulse or jet of almost solid wind from the hands or feet. The force of the attack is generated more from the user's own power rather than assisted by momentum. This direct blast can reach further with greater accuracy and is used to inflict greater damage. This is an advance version of the Air Punch/Kick because it is a constant stream of Air. This is blunt force.

                                          C= A tackle
                                          B= Kick of horse
                                          A= Car
                                          S= BUS!


                                          Main : Water

                                          • Streaming Water E
                                          Prerequisite for every following spell
                                          It is a move that draws water from a source, that water is moved by elementalists around their bodies.

                                          • Water Spout D (costs 10 energy per post beyond the 2nd)
                                          By creating a constant stream of water under them the caster can use this has a mode of transportation. This can be two stories tall.

                                          • Water Whips D
                                          This spell creates a lashing tendril of water to swipe at an opponent. The sharpness, size, and length are all determined by the amount of energy put into creating it and the amount of water there is.

                                          D= Meter long; blunt
                                          C= 3 meters; blunt
                                          B= Two 3 meters; sharp as a knife
                                          A= 5 meters; sharp as a sword
                                          S= Two 7 meters; long ones sharp as a sword.

                                          • Water shields C
                                          Requires Water Whips
                                          Water can be molded into any shape and can be used to deflect an attack, trap opponents in a viscous body, reshaped and propelled at attackers before they can recover, or solidified into a shield of ice. This diversity and ability to swiftly change to suit the situation is what makes this defense so adaptable. Although it is protecting, the shield needs some type of compression or else the shield won't be effective. Without compression it can only stop blunt force something like a swing from a strong punch. Swords can cut clean through with little effort.

                                          C= You just make a shield
                                          B= It will bend around the impact if its blunt trapping that thing that impacted.
                                          A= Creates a compressed wall that can take Sword attacks up to B rank
                                          S= A compressed wall that will bend around the impact blunt or sharp. , trapping the thing that impacts it.

                                          • Water Jet C
                                          Requires Water whips
                                          High pressure jets can be used to force opponents back. Being quite high pressure these jets can create knife like cuts on the target and may knock them back several feet.

                                          • Wave C
                                          By moving a large mass of water without separating it from its original source, elementalists can create waves of nearly any size. They do this by using an upward movement and after raising the source, they send away in their desired direction. This can be used to sweep opponents away or even as a form of transport, with the elementalist surfing on the crest of the wave. This same process can be used to propel waterborne crafts.

                                          C= Three feet high
                                          B= Meter high
                                          A= Two meters high
                                          S= One and a half stories high.

                                          • Bubble C
                                          Must be at least Adept rank
                                          When in need of crossing or hiding under water elementalists are able to create a bubble around themselves, keeping an air supply for them and for others. Bubble may burst. Lasts 10 posts -D energy per post after the 10th.

                                          Water cloak C
                                          Must be at least Adept Rank:
                                          An elementalist can use their water as a form of armor with tentacle-like arms. They can use these arms to grab objects, whip enemies, blast enemies with water and freeze them. If an elementalist has less water available, he or she can simply form the arms instead of the entire cloak.

                                          • Kirigakure C
                                          A highly effective cover technique which blankets an area in a thick mist, confusing the senses of the enemy. Unless the user is trained to fight without the use of his vision, or has learned the technique to see through the mist, this does not provide a significant combat advantage. The mist swirls about, confusing vision and distorting sound throughout the entire area (thread). Visibility is cut down to three feet. The mist lasts for 3 posts, plus an addition 10 points for every extra post the user wishes to maintain the skill. It is important to note that this mist is non-natural, and obstructs the view of even those using low level techniques to attempt to see through it.

                                          • Water Blade B
                                          Must be at least Adept rank
                                          By compressing and thinning a s stream of water you sharpen it to a point that it can easily cut through steel.

                                          • Water Transformation D
                                          Must be at least Master rank
                                          You change the state of the water around you into any of the three basic states Solid liquid or gas. This can vary from large quantities which would cost an B or regular quantities of water/snow/ice/vapor.

                                          • Ice Barrage D
                                          Elementalists can create a cylindrical column of ice and proceed to slice razor-sharp sections of it off and send them at an opponent. They are sharp around the edges but all very thin. As the name implies this is done with lots of razor sharp disc at a time a maximum of 30.

                                          • Ice Spikes C
                                          Elementalists can shoot small shards of ice at their opponent, or cause a giant spike to protrude from a body of water.

                                          • Ice Claws C
                                          A move where the persons draws water around their fingers and freeze it. They can also be sent forward, shooting them at an opponent. A water user can also use this as an advantage, being small and unnoticeable, they can hide them in their sleeves. Also assumed that they can make ice gloves

                                          • Ice Floor C
                                          With a sufficient amount of water a master can cover a large area of the ground with ice, trapping enemies' feet in ice and allowing the elementalist to slide around.

                                          • Ice Dome B
                                          An Elementalist may surround a foe in a viscous sphere of water and then freeze it, trapping their opponent inside. This may also be used to protect from a powerful attack. Note: all previous skills can be turned into ice now just costing the energy above it. If its D then if you use it in ice its C.. Should it be S then you use up S+A energy.

                                          • Ice artist A
                                          Being a great ice maker or, ice sculptor, you make move the water in the right place before you freeze it. You can make almost about anything with the imagination in your head to bring it out. For example, you can make images of people, animals, and even objects like a cage to possibly to trap your enemies.






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                                              CHARACTER INFORMATION


                                          Personality: She is always searching for more knowledge, and is sort of arrogant when it comes to her own abilities. Her confidence in her brain power and magical power is sometimes seen as a flaw, but she isn't the type to flaunt it to anyone she doesn't trust. She acts stupid to those she thinks will eventually be a potential threat.
                                          Sexuality: Heterosexual
                                          Quote: "Knowledge is privilege, which is power."
                                          Height: 5'2
                                          Weight: 110 lb
                                          Eye Color: Blue

                                          Favorites:
                                            • color : Blue
                                            • food : Lamb Stew
                                            • animal : Wolves
                                            • city : Lukhans Landing


                                          Theme Song: Wind :; Brian Crain
                                          Battle Theme: Go Head :; Rocstrong


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                                              BACKGROUND INFORMATION


                                          xxxxx Things began when she was born, things seemed harder then it was supposed to be for a little girl so young to the world. Her mother lived in the kingdom of Fronta, as a common whore. When she became pregnant, the foul woman attempted to kill the baby looming inside of her. She failed because a kind looking doctor nearby didn't believe in such a murder. He nursed her mother, however she ended up dying during child birth. The doctor, whose named was Dorian, named the little newborn Sage. He didn't know the dead whores last name, nor did he care at that moment. He had always wanted a child, but this one was born differently. He was an observant human, who modified his body to become more able to sense things. He noticed her energy was overwhelming compared to others. A Red, he realized. He named her Sage. Things looked good the first three years of the girls life, but Dorian begun to slip when it came to finances. He couldn't salvage enough time to take care of the child and work, so he ended up giving her away to the orphanage. This orphanage was where things started to go bad. She was raised there from age three to eight, constantly abused by the old fat lady. Sage was eventually adopted by a vampire, that lived far off from the Fronta Empire. This was when she was first introduced to Nocturne, and stayed the old man Yvin's daughter until she was 16. He used her like a blood slave, but treated her relatively well. It was as if he feared she would one day lash out, and that was what happened. She killed him at 16, not because she was cold blooded but because it had made her sick, being treated like a loving cow. Being milked, feeling weak all the time. She eventually began her journey to Kranila.


 

Jai Bait

Demonic Widow

5,525 Points
  • Demonic Associate 100
  • Hellraiser 500
  • Divorced 100

A faint smile

Dedicated Friend

PostPosted: Mon May 18, 2015 4:57 pm
Jai Bait


Your energy is 1800. Since mage class is a higher boost at 2x rather than the Red energy scaling you'd take that over it. Unless you really don't want it for whatever reason. Also Nocturne is not a safe place to be as a Vangelist so you may want to keep that part hidden about yourself or something.
 
PostPosted: Mon May 18, 2015 5:06 pm
            User Image


                                              MAIN INFORMATION


                                          Full Name: Dimitri Dragovich
                                          Nicknames: Pup, Runt
                                          Age: 25
                                          Birthdate: December 12th
                                          Gender: Male

                                          Culture: Lumirian
                                          Religion: Vaet Nocturnum
                                          Languages: Common, Demonica, and Anthosii ig

                                          De Facto - C
                                          Fluent - D
                                          Basic - A

                                          Nation: Nocturne
                                          Rank: Adept
                                          Title: Civilian


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                                              MAJOR INFORMATION


                                          Bloodline: Fairhairs
                                          Class: Berserker
                                            Sub-Class: WIP

                                          Strength: 9 - 11 Trans
                                          Speed: 8 - 10 Trans
                                          Sin:
                                          Gene Mods:

                                          Energy Color: Arctic Blue
                                          Energy Meter: 800
                                          Element: Ice/Wind/Lightning
                                          Battle Strength:
                                          • Extremely potent warriors. They have superior stats (6/6) (8/8 when fully transformed; variable when partially), as well as exceptionally tough skin; they can easily take a few slashes before they fall under any serious threat.
                                          • Nigh-infinite regeneration, even more potent than a vampire's.
                                          • Their adapted bodies allow them to use ice magic from the very beginning of their journey. They also have resistances to ice, wind and water magic by 1 rank.
                                          • Strong passive abilities to keep you constantly on the aggressive.
                                          • Exceptionally attuned reflexes and senses; they can smell and hear just as wolves can, and perceive and react to things extremely quickly. They can even sense threats.
                                          • They also have resistances to ice, wind and water magic by 1 rank.
                                          Battle Weakness:
                                          • You cannot learn any elemental abilities outside of ice, wind and water. You may however learn ice regardless of which element you pick between these two. Special elements like lightning and force can be retained.
                                          • Holy magic is [1] rank stronger against you.
                                          • Fire attacks are one rank more potent against you.
                                          • Silver. Anything silver harms. (+1 Str. To Silver Weapons)
                                          • Sensitivity. Loud noises such as explosions and heavy gunfire can harm your ears. Horrid stenches and so forth will do the trick to confuse you.

                                          Fights Won: 0
                                          Fights Lost: 0

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


                                          Gold: 5,000

                                          Talent: Tough Love


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                                              EQUIPMENT INFORMATION


                                          Weapons: Fists/Claws/Fangs
                                          Armor: Thick Skin


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                                              SKILL INFORMATION


                                          Passives [Bloodline]
                                            • Sudreyajar
                                            You are constantly regenerating, as if your body is endlessly making an effort to kill and create new cells. When you take a serious wound, in all likeliness it will literally begin to regenerate before it's even finished being received. They have been known to take swords to internal organs and have all of the damage repaired by the time the sword was taken out. They can even regenerate a lost head, at high ranks.

                                            The best way to kill a Fairhair is to destroy more of their body than they can regenerate at once, by hacking and slashing away, or obliterating them with exceptionally powerful spells. However, considering their sturdiness, even this is difficult. They are by far the most difficult race to kill in Axiom, even more difficult than ghosts.

                                            D to C rank: Constantly regenerating. Capable of regenerating lost limbs within seconds. This costs 25 energy (for a limb) up until expert rank when it becomes free. Cleaving their head will kill them.

                                            B to S rank: Even their head almost instantly regenerates. All regeneration is free. Their body is exceptionally sturdy and therefore it is incredibly difficult to destroy enough of them so they won't recover. They can move and use skills while their head is destroyed. Almost impossible to finish off.

                                            Note: Destroying internal organs other than the brain, for example the heart, is also not going to kill them. It essentially requires the near-total annihilation of their body.

                                            • Svipjod
                                            The Fairhairs can emit an extremely cold aura that will slowly freeze multiple targets in an area around them, or quickly freeze a nearby and specific target. This is a passive ability; they can constantly attempt to freeze opponents as well as projectiles mid-air, and the time it takes to freeze any one thing depends on the focus on that target. They can emit large and unspecific, clunky but not too solid auras of frost, or they can pinpoint an area and essentially freeze something with high speeds. This ability comes in handy in melee-based altercations as well as defense, and energy can be applied to it to make it more potent. It can be avoided and dealt with just like anything else; mostly used to slow people down.

                                            • Sixth Sense
                                            It is not hard for a wolf to feel the presence of another being about him. Beyond being capable of smelling, hearing, and seeing at higher qualities a "sneak attack" is virtual impossible to perform against these creatures for they will feel the bloodlust in ones aura. This ability furthers within a werewolf transformation, or the Takeover, allowing the wolf the ability to see others' energy for purposes of tracking.


                                          Elemental [Ice and Wind]
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                                          Bloodline
                                            • Moonsong E
                                            The Lycan will let out a howl, one of a not-so-special pitch for regular ears. Even wolves and other canines won't notice any significance in it. However, other Lycans for many miles around will be able to hear a sort of 'frequency' in the howl; they'll notice the specific pitch, capable of telling whether it's the cry for help of an ally, or a stranger of no interest. Lycans rarely use this ability, for it is seen as a sign of weakness by the strongest of them, to have to call for assistance. But every now and then, it is permissible.

                                            • Leap D
                                            Like any other true wolf the lycan, whether in human form or in wolf form, can leap similar to a pounce to escape an initial threat. This is done by lowering themselves onto all fours, a squat of sorts even. Utilizing not just pure muscle but backing it with energy to leap and accelerate in speed (+1. Adept+ gain +2). This is a technique that is not meant to be used for attacking whatsoever. It is a dodge.

                                            • Bristling Fur D
                                            The werewolf makes the hair on their body stand up and become tougher and sharper with energy, making them much like a porcupine. This makes touching them unfriendly for the fur can pierce skin easily. The hair remains this way for three posts before coming soft again. Cool down post is 3 as well.

                                            • Tail Whip (Bushy Strike) D
                                            A transformed human uses their tail to make an unpredictable strike at an opponent's face which will stun and blind them before the user pulls off a 180 degree turn to instantly strike them. This attack only works if the user is being attacked from behind, and it can be used as a regular Fairhair. It also extends the tail exceptionally, making it very long and wide.

                                            • Partial Transformation C
                                            A strange ability for it allows for the human to willing transform one of their limbs at will in order to gain the strength of a full transformation within a single point of their body. This can not only be done with the limbs of a lycan but with their eyes, forcing them to change color, to access the ability of their natural sixth sense. (Five Posts Duration. One Part A Time.)


                                          Class [Berzerker]
                                            • Ki Barrage D-C
                                            A weaker version of the Ki Assault skill. However, what it lacks for the same power it makes up with the number. The user throws punches and kicks made purely of energy up to 5x each. (meaning 5 from hands and 5 from feet). These can easily break through D rank things and are ranged. At Expert rank, they can send double the amount. Each blow feels like a punch or an actual kick from the user.

                                            • Ki Assault D
                                            You throw a punch that is purely energy that deals additional damage dependent on the rank of energy. If A rank energy is used, the user's punches nearly double in speed, feeling as though when one punch already hits, another has already followed it quickly. This enhancement only lasts for 3 posts total out of all spent energy.

                                            • Mind over Matter C
                                            A non combat skill, this is useful after battle. You slowly heal your wounds during this meditation period. Though it cannot heal a removed limb, it can heal anything that did not kill you will be healed over time. The C rank energy usage is constant until the wounds heal. The amount of time for a wound to heal varies due to the wound's seriousness.

                                            - Light cuts and even deep ones as long as no muscle tissue is torn is one post.
                                            - Torn muscles and fractured bones take two posts.
                                            - Major Burns take three posts due to their nature.
                                            - Light burns would take two posts.
                                            - Punctured organs would take ten posts.

                                            If you are disturbed you must start over since it is a form of meditation. Note if the wound is that serious you may die as you try to heal it this way. Poisons wont be cured.

                                            • Force Breaker C
                                            Requires Novice Rank
                                            A skill that can devestate those struck by it. By focusing energy into one of the user's arms, it'll grow slightly and begin streaming with energy. The strength in that arm grows by +2 ranks. Upon punching an object or another with the charged up arm, all the energy will be let loose in one point at once, resulting in a explosive, destructive punch. This can easily shatter concreate and even steel walls should your strength already be 9 or higher. After usage, this skill cannot be used for another three posts and the strength returns to normal in the arm. The only negative side to this skill is upon striking the target, when the energy explodes the bone in your arm becomes fractured from the sudden release of concentrated energy. Using this skill again without medical attention will result in the bone shattering, requiring master rank cleric to heal the injury. Until then, that arm will be useless.

                                            • Fighting Spirit C
                                            A skill that gets the user pumped up, the user will be coated in a firey red energy of their fighting spirit, their will power. The user's strength and speed temperarily increases by one rank. At master rank it'll raise by two ranks. This lasts for 10 posts, and can only be used once in battle, or prior to battle.


                                          Sub-Class []
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                                          Berzerker - Inner Storm
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                                          Hand-to-Hand/Weapon
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                                          Hand-to-Hand/Weapon
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                                              CHARACTER INFORMATION


                                          Personality:
                                          Sexuality: Heterosexual
                                          Quote: "There is no good in this world, just seemingly nice actions that cover up selfish intents."
                                          Height: 6'6"
                                          Weight: 212 lbs
                                          Eye Color: Deep Sea Blue

                                          Favorites:
                                            • Color: Blue
                                            • Food: Borsch
                                            • Animal: Wolf
                                            • Place: Nocturne


                                          Theme Song:
                                          Battle Theme:


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                                              BACKGROUND INFORMATION


                                          xxxxxInsert character background here. Insert character background here. Insert character background here. Insert character background here. Insert character background here. Insert character background here. Insert character background here. Insert character background here. Insert character background here. Insert character background here. Insert character background here. Insert character background here. Insert character background here.


 

Yui Ga Dokuson

Thirteenth Gatekeeper


Jai Bait

Demonic Widow

5,525 Points
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  • Hellraiser 500
  • Divorced 100
PostPosted: Tue May 19, 2015 3:55 am
A faint smile
Jai Bait


Your energy is 1800. Since mage class is a higher boost at 2x rather than the Red energy scaling you'd take that over it. Unless you really don't want it for whatever reason. Also Nocturne is not a safe place to be as a Vangelist so you may want to keep that part hidden about yourself or something.


I switched to Kranila, which will probably be best for my character. All updated.  
PostPosted: Tue May 19, 2015 7:35 am
Jai Bait
A faint smile
Jai Bait


Your energy is 1800. Since mage class is a higher boost at 2x rather than the Red energy scaling you'd take that over it. Unless you really don't want it for whatever reason. Also Nocturne is not a safe place to be as a Vangelist so you may want to keep that part hidden about yourself or something.


I switched to Kranila, which will probably be best for my character. All updated.


Good to glow then, have fun!  

A faint smile

Dedicated Friend


A faint smile

Dedicated Friend

PostPosted: Tue May 19, 2015 7:41 am
Within The Ruins

You get up to C rank abilities for BL class. Once thats updated you can go ahead and roleplay without your talent til thats settled.  
PostPosted: Fri May 29, 2015 4:24 am
            User Image - Blocked by "Display Image" Settings. Click to show.


                                              MAIN INFORMATION


                                          Full Name: Eve Primum
                                          Nicknames: -
                                          Age: 21
                                          Birthdate: February 12th
                                          Gender: Female

                                          Culture: South Fraxonite
                                          Religion: -
                                          Languages:

                                          De Facto - Common
                                          Fluent - Elvish
                                          Basic - Angelica

                                          Nation: Yuran Wanderer
                                          Rank: Adept
                                          Title: -


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                                              MAJOR INFORMATION


                                          Bloodline: Legion
                                          Class: Machinist
                                            Sub-Class: unlocked at expert rank

                                          Strength: 5
                                          Speed: 6
                                          Sin: -
                                          Gene Mods: -

                                          Energy Color: Steel Grey
                                          Energy Meter: 900
                                          Element: Water
                                          Battle Strength: Directing an army
                                          Battle Weakness: Single, unaided combat

                                          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


                                          Gold: 5,000

                                          Talent:

                                              Talent Name: Synthetics have more fun
                                              Talent Description: Eve can insert Minerva into other creations, not just machines. Any sort of minion that is under the control of another RPC can be assimilated.
                                              Talent Weakness: Same rules apply for the minions/creations. The minions do not receive any sort of bonus because they were not created by Eve. On top of that it is very expensive to use machines and assimilating and all the other skills that Eve has at her disposal.
                                              How did the character get this talent?: She's a smart little nugget.




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                                              EQUIPMENT INFORMATION


                                          Weapons: -
                                          Armor: -

                                          Machine: -


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                                              SKILL INFORMATION


                                          Elemental
                                            • Streaming Water

                                            • Water Spout
                                            • Water Whips

                                            • Water Shields
                                            • Water Jets
                                            • Wave
                                            • Bubble
                                            • Water Cloak
                                            • Mist


                                          Bloodline
                                            • Assimilate
                                            • Deconstruct


                                          Class
                                            • Magnetize
                                            • Magnetic Field


                                          Sub-Class





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                                              CHARACTER INFORMATION


                                          Personality: Eve is a very personable being. She enjoys life and all sorts of experiences and often finds herself in bad situations in the pursuit of knowledge. Curiosity drives her and her moral compass is very clouded. If ever she fit into an alignment, it would be chaotic good.
                                          Sexuality: Yes
                                          Quote:
                                          Height: 5'7
                                          Weight: 134 lbs
                                          Eye Color: Blue

                                          Favorites:
                                            • Metallic anything
                                            • Lasagna
                                            • Owl
                                            • Fronta


                                          Theme Song:
                                          Battle Theme:


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                                              BACKGROUND INFORMATION


                                          xxxxx
                                          Eve is a descendant of the original five and from the age where she could even speak was a very capable human. She created her Ai, which she dubbed Minerva, at the fresh age of seven. Unfortunately for Eve she had a bad roll in the gene pool and wound up falling ill of a disease. It made her weak and sickly. The disease took her legs from her and finally her parents made a decision. They opted to create body parts for Eve to use and replaced much of her body with machines. Eve doesn't harbor any bad feelings for her parents nor did she have an otherwise messed up childhood. They lived in Fraxon for much of their life but eventually Eve wanted to see the world. Her first stop had been Aramil, then Yuran which promptly blew up. Now she is hanging out in Kusana with the other refugees and looking for a foothold in life.



 

A faint smile

Dedicated Friend


The Wild Hunt

Shirtless Giver

9,625 Points
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  • Beta Explorer 0
  • Beta Critic 0
PostPosted: Fri May 29, 2015 4:29 am
A faint smile


Approved  
Reply
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