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Hiro the Herp

Dedicated Zealot

5,550 Points
  • Profitable 100
  • Signature Look 250
  • Tycoon 200
PostPosted: Wed Aug 19, 2015 8:34 pm
Giant Jak: Starting rank is Novice Rank, I'm also gonna need you to clarify which specialization in the Magi Class you've chosen. Sorcerer, Elementalist, Enchanter or Necromancer. Then you receive all skills up to your rank (D Rank and below)

Youroka Kage: Approved.

Sleeping Pacifist: Approved.  
PostPosted: Wed Aug 19, 2015 10:10 pm
Prince Hiro of Conde
Giant Jak: Starting rank is Novice Rank, I'm also gonna need you to clarify which specialization in the Magi Class you've chosen. Sorcerer, Elementalist, Enchanter or Necromancer. Then you receive all skills up to your rank (D Rank and below)

Youroka Kage: Approved.

Sleeping Pacifist: Approved.
I think it is up to C and below not D. And thanks I mis read something from the Vias Diabolos. I am editing now  

SSJChocolate


SSJChocolate

PostPosted: Wed Aug 19, 2015 10:12 pm
            User Image


                                              MAIN INFORMATION


                                          Full Name: Bartholomew
                                          Nicknames: Bart
                                          Age: 22
                                          Birthdate: Feb. 11
                                          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: Vaet Diabolos
                                          Class: Mage: Arcane
                                            Sub-Class: Locked until Expert Rank

                                          Strength: 7
                                          Speed: 7
                                          Sin: None
                                          Gene Mods: None

                                          Energy Color: Crimson Red
                                          Energy Meter: 550 x2(Mage Perk) = 1100 x1.5(Bloodline Perk) =1650
                                          Element: Earth as the Main | Access to all Elements (Mage Perk)
                                          Battle Strength: Magic | Energy
                                          Diabolos Mark • You can mark yourself, manipulating the energy of Hell to carve your own sigil into your skin. Considering this is meant to be combo'd with gene mods, it is not quite as strong as an actual God mark.
                                          Battle Weakness:
                                          • Cannot hybridize.
                                          • Cannot have a sin.
                                          • Holy Magic

                                          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
                                            • Air Punch/Kick E
                                            • Air Funnel D
                                            • Air Shield D
                                            • Gliding D
                                            • Air Spout D
                                            • Gust D
                                            • Drift D
                                            • Great Breath D-C
                                            • Featherweight C
                                            • Air weapons C
                                            • Enhanced Speed/Jump C
                                            • Air Blast C
                                            • Air Blast C



                                          Earth Element Spells

                                          • Earth & Stone Levitation E
                                          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
                                          • Rock Hanging D
                                          • Earth Trap D
                                          • Hephaestus's Forge C
                                          • Rock Slide C
                                          • Rock Armor C
                                          • Vibration Sensory C
                                          • S-Zone C
                                          • Earth Column C
                                          • Dust Cloud C
                                          • Dust Shield C

                                          Water Element Spells

                                          Streaming Water | E
                                          Water Spout | D
                                          Water Whips | D
                                          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
                                          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
                                          Wave | C
                                          C= Three feet high
                                          B= Meter high
                                          A= Two meters high
                                          S= One and a half stories high.
                                          Bubble | C
                                          Water Cloak | C
                                          • Mist C


                                          Fire Element Spells

                                          Fireball | E
                                          Flame Deflection | E
                                          Flame Dagger | D
                                          Flame Launch | D
                                          Flame Punch/Kick | D
                                          Flame Whip | D
                                          Fire Stream | D
                                          Blaze Arcs | C
                                          Fire Bomb | C
                                          Blaze Kick | C
                                          Shield of Flames | C
                                          Bomb Fist | C






                                        Bloodline

                                          Abilities

                                          Deception E
                                          Magnetic Innervate E-B
                                          Electromagnetic Pulse: Innervate E-B
                                          Demon Guardian D+
                                          Magnetic A C
                                          Magnetic + C
                                          Magnetic ++ B




                                        Class


                                        Arcane

                                        •Detect Magic
                                        •Light | E
                                        •Energy Ball | E
                                        •Mage Hand | D
                                        •Ghost Sounds | D
                                        •Projection | D
                                        •Acsio | D
                                        •Energy Coat | D
                                        •Mystic Impalement | D
                                        •Blink | C
                                        •Illusory Wall | C
                                        •Haste | C
                                        •Slow | C
                                        •Water Breathing | C
                                        •Grease | C
                                        •Mending | C
                                        •Message | C
                                        •Ascendare | C
                                        •Exuo | C
                                        •Blasting Energy | C
                                        •Aether Barrage |C
                                        •Alarm | C
                                        •Chilling Touch | C
                                        •Burning Hand | C
                                        •Shocking Grasp | C






                                    Sub-Class | Locked

                                      • TEXT HERE
                                      • TEXT HERE
                                      • TEXT HERE




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                                      CHARACTER INFORMATION


                                  Personality: He behaves in a mischievous manner, enjoying his games. He embraced a hedonistic lifestyle, and goes with the flow type. He believes himself to be neutral. .
                                  Sexuality: Demisexual
                                  Quote: ''You can't take the trick out of the Trickster.''
                                  Height: 6'0
                                  Weight: 190lbs
                                  Eye Color: Brown

                                  Likes:
                                    • Games/Fun
                                    • Destruction
                                    • Messing With People'
                                    • Aiding people in their desires
                                    • Breaking things down to their very own core


                                  Theme Song: Mystic Island
                                  Battle Theme: Last Mission


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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: Thu Aug 20, 2015 2:46 am
Giant Jak
Prince Hiro of Conde
Giant Jak: Starting rank is Novice Rank, I'm also gonna need you to clarify which specialization in the Magi Class you've chosen. Sorcerer, Elementalist, Enchanter or Necromancer. Then you receive all skills up to your rank (D Rank and below)

Youroka Kage: Approved.

Sleeping Pacifist: Approved.
I think it is up to C and below not D. And thanks I mis read something from the Vias Diabolos. I am editing now

Novice = D Rank. You learn skills up to your rank which is D Rank and below.
Not that it matter since you get two autolearn per day that you are active, haha.
So... I assume you're going with Elementalists? They are the only mages capable of using all of the elements now. Just make sure to put that where you put "Arcane" as your class.  

Hiro the Herp

Dedicated Zealot

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Chilling2

8,050 Points
  • Member 100
  • Gaian 50
  • Treasure Hunter 100
PostPosted: Thu Aug 20, 2015 11:49 pm
          User Image


                                            MAIN INFORMATION


                                        Full Name: Pix Pan
                                        Nicknames: Pixie, Crimson
                                        Age: 38
                                        Birthdate:
                                        Gender: Female

                                        Culture: Volana
                                        Religion: none
                                        Languages: Common

                                        De Facto -
                                        Fluent -
                                        Basic -

                                        Nation: Yuran
                                        Rank: Expert
                                        Title:


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                                            MAJOR INFORMATION


                                        Bloodline: Human
                                        Class: Specialist/Alchemist
                                          Sub-Class: Mechanist

                                        Strength: 5
                                        Speed: 5
                                        Sin:
                                        Gene Mods:

                                        Energy Color: Crimson
                                        Energy Meter: 4500
                                        Element: Fire
                                        Battle Strength: leadership
                                        Battle Weakness: average body

                                        Fights Won: 0
                                        Fights Lost: 0

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


                                        Gold:

                                        Talent:


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                                            EQUIPMENT INFORMATION


                                        Weapons:
                                        Armor:

                                        Machine:


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                                            SKILL INFORMATION


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

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

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

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

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

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

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

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

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

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

                                          • Shield of Flames C
                                          Requires:Flame Deflection
                                          Creates a protective fire shield around the front of, or the whole body of, an 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.

                                          • Flame Blade B
                                          Requires Flame Dagger and Blaze Arcs
                                          A more advanced version of a blaze arc and Flame Dagger, they can narrow their fire arcs to create thin blades of fire that they can launch at their opponents. This move is known to cut through rock.

                                          • Fire Lashes B
                                          Requires Fire whip
                                          Description: An extension of the Fire Whip, you can create a long lash of Fire, and bring them down on their enemies, or several lashes to envelop an area in flames. A range of ten meters for long ones or three meters for several short ones.

                                          Bloodline
                                            • Unleashed Power
                                            Humans do not have supernatural energy. Indeed, they were not originally capable of magic, like the other races. It took hundreds of years of conformity, training, and even technological help to develop the ability to learn magic. However, when the goal was finally accomplished and settled, their physical augmentation turned out to be quite impressive. Their bodies gained the ability to contain and control magic, and also a unique other ability, gained through this augmentation: the power to pull magical energy from other sources. Just as humans often resort to solar power for electricity and whatnot, they can devise similar tactics when it comes to energy. Humans can pull solar power, whether gradual (meaning even if you're out of the sunlight, you can still do this) or present. This adds a scaling number to their energy pool:
                                            Trainee - 150 energy
                                            Novice - 300 energy
                                            Adept - 500 energy
                                            Expert - 650 energy
                                            Master - 750 energy
                                            Sage - 1000 energy

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

                                            Human Revolt: All human bloodline abilities and passives (except for human revolution) are increased by one rank. Unleashed power, if beyond sage, will give you 1500 energy.

                                            Machine Revolt: All technological upgrades, and their abilities, are increased in power, sturdiness and reliance. This essentially allows you to create super-machines, especially at a high rank, that are capable of things other machines are not.

                                            Physical Revolt: Adds +1/+1 to your speed and strength. Also allows the learning of one additional weapon/hand-to-hand style, and berserkers can learn inner storm at novice.

                                            Magical Revolt: Allows the complete learning of a second element. If you're a mage, it allows the complete learning of three elements. All elemental magical abilities are reduced in energy cost by 25%.

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

                                            Undead Revolt: Undead minions stats are increased by +1/+1, and their class abilities are increased by one rank.

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


                                          Class
                                            • Formulae Book E-SSS
                                            Every single alchemist carries a book that contains every single potions exact makeup and what they do. With this book they magically know every single formula without checking. They can create potions on the fly merely by holding the prepared base and infusing their energy. If for some reason their book is removed from their possession it takes posts to activate potions. E and D rank potions do not require time to figure out because they are so simple. For every rank the potion is above the user it takes 1 extra post. They can work on figuring out more than one potion at once so long as the time is fulfilled for all of them. This means they can do other things instead of standing still trying to remember formulae.

                                            • Antidote E-SSS
                                            Given enough time to study any given poison in the world an Alchemist is skilled enough to break it down and figure out how to nullify it. All they need is an idea of what it does and a sample. For every rank the poison is above the alchemist it takes one extra post. If it is equal to them it takes a single post. If it is below them there is hardly any time at all that is required.

                                            • Mutagen C-SS Custom Approval Required
                                            Alchemists understand the ways that a body can work. They also understand that taking the role they chose means they are out to break the bounds of nature. Mutagens are potions that mutate whosoever drinks the potion. These can have effects similar to gene mods, stat increases, granted abilities, extra limbs, etc. When the alchemist is creating them they should keep in mind a proper duration for the mutagen. Higher level potions will not last as long.

                                            • Extract E-SSS
                                            Potions and spells are very similar due to their power coming from the added energy of the caster or alchemist. By first understanding the concept of a spell the alchemist can create a bottled form of it. It takes equal power to infuse an extract as it does to cast whatever spell the alchemist is trying to recreate. In order to use extracts the alchemist must be in possession of their formulae book. They can learn as many extracts as they choose to but must properly document them.


                                          Sub-Class
                                            • Magnetic Field D, Passive
                                            Mechanists will get used to constantly sensing magnetic fields. Everything gives off this little sense no matter the size. By creating a field of their energy and constantly reading the reports they can know if anything is around them. At expert rank this ability becomes a passive.

                                            • Magnetize/Demagnetize C
                                            Everything a mechanist deals with involves metal. For them that can be a serious downfall. Anyone with the ability to manipulate metal will be a complete and utter counter to them. A mechanist can apply energy to their machines and creations to choose whether or not they can or cannot be magnetized and manipulated.


                                          Hand-to-Hand/Weapon

                                            Capoeira
                                            -Stage one-
                                            •Trimoon
                                            Rank: D
                                            Description: A speedy combination where the figher uses a barrage of three sweeping continuous crescent kicks to batter an opponent's head and upper body. Even a single kick has the power to push an opponent's body at least a few inches off of the ground to leave the opponent helpless against the next attack. Sharp claws or toenails on the foot will also give these kicks a cutting edge, and could potentially slice open an opponent's face and throat if hit.

                                            •Lunging Hammer
                                            Rank: D
                                            Description: The most advanced and powerful of the fighter's single-striking kicks, in this technique the user bends low to the ground and spins while they swing their back leg up at an opponent's head. The blow will land primarily with the hardest part of the human foot, the heel, as well as the underside of the foot. A direct blow will knock out weaker opponents, and at least stun, disarm, or knock over anybody else. The incredible range and power of this kick make it the sniper rifle of all Capoeira techniques.

                                            -Stage two-
                                            •Phase Shift
                                            Rank: E
                                            Description: Through low sweeping crawls and fast maneuvering the user finds an opening in an opponent's legs and quickly shifts through it. The movement may not be much, but it is fast and it puts the user at point blank range to the opponent's backside, leaving their opponent open to attack.

                                            •Sidewinder
                                            Rank: E
                                            Description: A fast maneuvering technique where the fighter keeps low to the ground and sweeps side to side and rushes towards a target by moving at constantly shifting 45 degree angle turns. Excellent for dodging projectile attacks while closing the distance to an opponent.

                                            •Scissor strike
                                            Rank: D
                                            Description: From a low position to the ground the user strikes out with both legs to grab and trip an opponent's legs, bringing them to ground fast. The technique can also be used to hold an opponent's legs while the user strikes or breaks them, but their original purpose is bring their opponent down to their level.

                                            •V-Spin
                                            Rank: D
                                            Description: A ground attack where the user points their legs up and wide apart in V-shape, and then with their hands pushing them off of the ground they swing their legs around their body multiple times. This is effective for striking downed opponents, and keeping them on the ground. It is also useful for disarming and striking multiple opponents with melee weapons, as one leg kicks the weapon out of their hands while the other strikes at their body.

                                            •Rocket Recovery
                                            Rank: C
                                            Description: From an on the ground position the user kicks off with their hands and points their feet out at an opponent to dropkick them in the gut, potenially breaking several ribs. This can be used to avoid a low strike while attacking an opponent as well. Whether this hits or misses, the user returns to their standing position.

                                            -Stage three-
                                            •Plane Shift
                                            Rank: E
                                            Description: A fast escaping or shifting movement used by performing a low head-stand cartwheel. It is perfect for escaping a strike to the head, or to try and catch an opponent off-balance.

                                            •Flash Kick
                                            Rank: D
                                            Description: In this attack the user swings down into a one-armed hand stand and swings their foot with their body to strike at an opponent's face. It is a simple single-strike attack, but because the movement is so fast and unpredictable victims often say that it was as if the fighter's face had instantly become replaced with their foot.

                                            •Leg Storm
                                            Rank: C
                                            Description: From a two armed hand-stand the user twirls their body around 360 degrees several times with their legs extended. The raw power from this attack will blast anybody within radius several feet back and though it alone is not a kill shot it can deal tremendous damage to multiple opponents at the same time. Unless berzerker class, the user must remain stationary in their handstand while performing the attack, making it more of a defensive weapon.

                                            •Python Throw
                                            Rank: B
                                            Description: This is a deadly charging takedown move where the user flips forward onto a handstand and then wraps and locks his legs around an opponent's head. Once landed there is little the opponent can do as the user swings his body around theirs, coiling around it like a snake, and then uses tremendous power to spin and throw an opponent's head down into the ground where it will skid for several feet. Unless they have some kind of special defense to protect themselves, this attack will instantly break an opponent's neck.

                                            -Stage four-
                                            •Rising Current
                                            Rank: D
                                            Description: A quick close quarters move where the user strikes to knee their their opponent in the stomach and then continue to kick an opponent's face with the same leg and send them into the air. This kick is able to retain its strong hits without recoiling by transferring the user's upper body weight down into their leg after the knee strike. Because they have to lean so far back to transfer this power, the user will usually softly land with their back on the ground after the second hit. This is also useful for surprising opponents, as they will not be expecting the second kick so soon and even if they dodge the knee they most likely will collide with the secondary kick.

                                            •Flash Uppercut
                                            Rank: C
                                            Description: From a standing position the user performs a no handstand back flip (front flip if opponent is behind) and attempts to uppercut their opponent with both legs. Is particularly an excellent counter for a close-range upper torso strike as it allows the user to quickly dodge under the attack while striking out with the legs at the same time. Speed is on par with the Flash Kick, giving the technique its name.



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                                            CHARACTER INFORMATION


                                        Personality: Bitter and prideful
                                        Sexuality: Strait
                                        Quote:
                                        Height: 6'5"
                                        Weight: 110
                                        Eye Color: brownish-crimson

                                        Favorites:
                                          • red
                                          • spicy




                                        Theme Song:
                                        Battle Theme:


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                                            BACKGROUND INFORMATION


                                        xxxxx Pix Ban; raised by a gloomy self-center alchemist father, and a strong headed fighter master mother, lived happily in the mountain cyciaty of Yuran Nation. At a young age, she joined the military classes in Pronta, fallowing her father footstep as a beginner Alchemist.

                                        Serving the orders of her king, and gaining some relationship with her team member was pleasant during her growth. However her personality wasn't that exciting from getting the prideful attitude from her parents.Which carried her to her mature age. Of course doing that time, she was magically been token away, returning with sinned spirit inside her as being the host for GREED.

                                        After the second king (Haruki L. Zestu) gone missing in his thrown, a Draconian; Dervin Goldheart, decided to take charge as the new king of Pronta, leaving Pax as second in command Captain, yet again. Funny how she was the one that help out being his trainer since he even joined Pronta...

                                        Though it did not last long once The Aramilian Empire gone in motion. The head leader who is a host for a sin as well, attacked Pix to a corner, submitted even in GREED's form. No choice to ambit defeat to stay alive, Pix remain calm and stay smart to plot away from them taking everything from Pronta. However; as prideful King Dervin is, was killed. Chaos in the palace of who is next in charge with one member of the Empire came over to take the kings place added to the mess, Pix left and head over to Kusana, hoping for Sister Kora's give aid by combined each others army and stop The Empire from spreading and concurring the whole land.

                                        That was the last time anyone saw her.

                                        The Pronta City... Yuran City was destroyed during her absent.





A faint smile
 
PostPosted: Fri Aug 21, 2015 12:13 am
Chilling2


You have to pick languages, these are how you communicate with other characters. Secondly, where are you getting 4500 energy? I'm a bit confused, if you could show me where you got it all from that'd be great. I'll show you my calculation:

At expert its 1300. With specialist its 1950. Adding in the extra energy from being a human its at 650 bonus energy. That totals 2,600. Also, Capoeira is not a defensive style so you'd have to take that one out.

Edit: You can only have one specialization, so choose between alchemist or mechanist and remove the other skills.
 

A faint smile

Dedicated Friend


Chilling2

8,050 Points
  • Member 100
  • Gaian 50
  • Treasure Hunter 100
PostPosted: Fri Aug 21, 2015 12:50 am
Chilling2
          User Image


                                            MAIN INFORMATION


                                        Full Name: Pix Pan
                                        Nicknames: Pixie, Crimson
                                        Age: 38
                                        Birthdate:
                                        Gender: Female

                                        Culture: Volana
                                        Religion: none
                                        Languages:

                                        De Facto - Common
                                        Fluent -
                                        Basic -

                                        Nation: Yuran
                                        Rank: Expert
                                        Title:


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                                            MAJOR INFORMATION


                                        Bloodline: Human
                                        Class: Specialist/Alchemist
                                          Sub-Class:

                                        Strength: 5
                                        Speed: 5
                                        Sin:
                                        Gene Mods:

                                        Energy Color: Crimson
                                        Energy Meter: 2600
                                        Element: Fire
                                        Battle Strength: potion/leadership
                                        Battle Weakness: average body/hand to hand/magic

                                        Fights Won: 0
                                        Fights Lost: 0

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


                                        Gold:

                                        Talent:


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                                            EQUIPMENT INFORMATION


                                        Weapons: Dagger
                                        Armor:

                                        Machine:


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                                            SKILL INFORMATION


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

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

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

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

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

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

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

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

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

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

                                          • Shield of Flames C
                                          Requires:Flame Deflection
                                          Creates a protective fire shield around the front of, or the whole body of, an 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.

                                          • Flame Blade B
                                          Requires Flame Dagger and Blaze Arcs
                                          A more advanced version of a blaze arc and Flame Dagger, they can narrow their fire arcs to create thin blades of fire that they can launch at their opponents. This move is known to cut through rock.

                                          • Fire Lashes B
                                          Requires Fire whip
                                          Description: An extension of the Fire Whip, you can create a long lash of Fire, and bring them down on their enemies, or several lashes to envelop an area in flames. A range of ten meters for long ones or three meters for several short ones.

                                          Bloodline
                                            • Unleashed Power
                                            Humans do not have supernatural energy. Indeed, they were not originally capable of magic, like the other races. It took hundreds of years of conformity, training, and even technological help to develop the ability to learn magic. However, when the goal was finally accomplished and settled, their physical augmentation turned out to be quite impressive. Their bodies gained the ability to contain and control magic, and also a unique other ability, gained through this augmentation: the power to pull magical energy from other sources. Just as humans often resort to solar power for electricity and whatnot, they can devise similar tactics when it comes to energy. Humans can pull solar power, whether gradual (meaning even if you're out of the sunlight, you can still do this) or present. This adds a scaling number to their energy pool:
                                            Trainee - 150 energy
                                            Novice - 300 energy
                                            Adept - 500 energy
                                            Expert - 650 energy
                                            Master - 750 energy
                                            Sage - 1000 energy

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

                                            Human Revolt: All human bloodline abilities and passives (except for human revolution) are increased by one rank. Unleashed power, if beyond sage, will give you 1500 energy.

                                            Machine Revolt: All technological upgrades, and their abilities, are increased in power, sturdiness and reliance. This essentially allows you to create super-machines, especially at a high rank, that are capable of things other machines are not.

                                            Physical Revolt: Adds +1/+1 to your speed and strength. Also allows the learning of one additional weapon/hand-to-hand style, and berserkers can learn inner storm at novice.

                                            Magical Revolt: Allows the complete learning of a second element. If you're a mage, it allows the complete learning of three elements. All elemental magical abilities are reduced in energy cost by 25%.

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

                                            Undead Revolt: Undead minions stats are increased by +1/+1, and their class abilities are increased by one rank.

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


                                          Class
                                            • Formulae Book E-SSS
                                            Every single alchemist carries a book that contains every single potions exact makeup and what they do. With this book they magically know every single formula without checking. They can create potions on the fly merely by holding the prepared base and infusing their energy. If for some reason their book is removed from their possession it takes posts to activate potions. E and D rank potions do not require time to figure out because they are so simple. For every rank the potion is above the user it takes 1 extra post. They can work on figuring out more than one potion at once so long as the time is fulfilled for all of them. This means they can do other things instead of standing still trying to remember formulae.

                                            • Antidote E-SSS
                                            Given enough time to study any given poison in the world an Alchemist is skilled enough to break it down and figure out how to nullify it. All they need is an idea of what it does and a sample. For every rank the poison is above the alchemist it takes one extra post. If it is equal to them it takes a single post. If it is below them there is hardly any time at all that is required.

                                            • Mutagen C-SS Custom Approval Required
                                            Alchemists understand the ways that a body can work. They also understand that taking the role they chose means they are out to break the bounds of nature. Mutagens are potions that mutate whosoever drinks the potion. These can have effects similar to gene mods, stat increases, granted abilities, extra limbs, etc. When the alchemist is creating them they should keep in mind a proper duration for the mutagen. Higher level potions will not last as long.

                                            • Extract E-SSS
                                            Potions and spells are very similar due to their power coming from the added energy of the caster or alchemist. By first understanding the concept of a spell the alchemist can create a bottled form of it. It takes equal power to infuse an extract as it does to cast whatever spell the alchemist is trying to recreate. In order to use extracts the alchemist must be in possession of their formulae book. They can learn as many extracts as they choose to but must properly document them.


                                          Sub-Class


                                          Hand-to-Hand/Weapon

                                            Wing Chun
                                            -Stage one-
                                            • Snap Punch E
                                            The user will shoot one of their fists out from the initial stance. It is a quick snap, fast and precise. Because the user does not 'load' their arm by rolling the shoulder back most opponents will not initially see such an attack coming. The arm is brought back up to the initial position and not the face, making these attacks incredibly easy to chain attack with.

                                            • Snap Kick E
                                            The user will deliver a quick snap kick to the opponent's body, immediately returning their foot to the resting position. The kick is always delivered with the hardest part of the foot; the heel.

                                            • Nail D
                                            This is a countering attack. The user must wait until the opponent strikes at them. With either their leg or fist they will punch at the joint of whatever it is they are attacking with. If the opponent attacks with a fist they will strike the wrist. If the opponent attacks with a kick they will strike the ankle.

                                            • Reverse Elbow D
                                            This is a counter-attacking method. The user will wait for the opponent to attack. They will pivot at the last moment and dodge the blow. The user will remain in their stance once more and launch their elbow back at the opponent before shifting their stance once more and facing their opponent.

                                            -stage two-
                                            • Roll D
                                            This is a combination of attacks. The user first waits for the opponent to strike out at them. They will roll one shoulder back and shift their stance, making the initial attack miss. Because they have not left stance, they can close the distance with a simple forward step and deliver a sharp blow to the opponent's face/body. The Roll maneuver becomes a basis for many other techniques to come.

                                            • Nail and Hammer D
                                            This technique is a block and counter setup. When an opponent attacks the user will use one hand to block the attack by redirecting it, normally down or away from their own body. They will quickly step forward and deliver a sharp blow to the opponent's now open body/face.

                                            • Forward Flurry Push D
                                            This is the real first combination of attacks that the user will begin to use. After dodging/blocking/redirecting an attack, they will step in close to their enemy and begin a furious assault of attacks. Because Wing Chun users punches are from the elbows it is generally hard for an enemy to react. This is the first time the user will use a 'Flurry' combo. Each attack will flow into the next, meaning there is no pause.

                                            -stage three-
                                            • Rising Elbow C
                                            Once an opponent launches an attack the user will block it with their forearm. They will step forward and close the gap, launching up their elbow to catch the opponent under the chin.

                                            • Throat Shot C
                                            After an opponent strikes out at the user they will shift their stance and sidestep the attack, moving to the inside of the opponents guard. Their hand will shoot out and smash into the opponent's throat.

                                            • Sweeping Leg Drop C
                                            The user will wait until the opponent comes forward to attack. Normally enemies strike on a forward step, which is what the user must watch out for. They will drop low, swiping one leg at the opponent's forward one, knocking them off their feet. The user will then rapidly rise and use that same leg to kick them down into the ground.

                                            • Rising Knee C
                                            The user will first block an attack and step into the guard of an opponent. They will raise their knee and strike at the opponent's diaphragm, causing them to stagger backward.

                                            • Solar Plexus Crush C
                                            The user will begin the combination of attacks by first redirecting an attack and beginning a combination of Flurry Strikes. After a few rounds of striking and stepping they will suddenly finish the combo by thrusting their elbow straight at the opponent's solar plexus. The sudden fourth step and strike to such a sensitive spot has the ability to completely knock the wind out of someone and send them to the floor.

                                            -stage four-
                                            • Trapping Hands C
                                            The Wing Chun student will wait until the opponent strikes at them before initiating an attack. They will intercept a blow by grabbing the joint (wrist/ankle) and will shove that limb against the opponent's body. With their free hand/leg they will continuously pound on them until they wish to disengage.

                                            • Fury Flurry C
                                            The Fury Flurry is perhaps the most famous of all Wing Chun techniques. It is a barrage of strikes that most people refer to as the 'Random Fist' because of how sporadic the strikes seem. This technique combines all aspects of Wing Chun and utilizes them all. It is initiated first by the user deflecting a blow, and then immediately closing in the gap. Afterward, every limb is used to lash out at the opponent. Contrary to popular belief, each strike is aimed at a nerve point on the body. One strike may aim for the solar plexus, the other for the ribs, the other for the side of the femur, etc. The end of the combo is always finished with an elbow straight to the diaphragm.

                                            • Chi Sao C - Passive
                                            Chi Sao is more of a state of being than a specific attack. The user will attach a part of themselves to the opponent; leg, arm, hand, etc. From there they will be able to react almost instantly to the movements their opponent makes. For example, if they are sticking to the target with their leg and they go to kick, the user can instantly counter. If they are using their arm then the user is able to rapidly block and stop an attack before it is carried through. Breaking free of Chi Sao is ver difficult for the user will constantly keep pushing themselves and mirroring the motions of the person they are sticking to. This also allows the user to keep up a constant wave of attacks which can be anything they have learned so long as they can keep contact with the opponent.

                                            • Smashing Flurry B
                                            This is used when the opponent is already on the ground and the user is still standing. The user positions themselves behind the user’s head and chain-punches their face and stomach repeatedly until their blood becomes the dirt beneath their head. Once the first punch connects it is very difficult to escape because the punches come too quickly for the opponent to recover from the strike, as is the purpose of chain-punching, and if they try to shift away the user simply shifts along with them while never ceasing their punching.


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                                            CHARACTER INFORMATION


                                        Personality: Bitter and prideful
                                        Sexuality: Strait
                                        Quote:
                                        Height: 6'5"
                                        Weight: 110
                                        Eye Color: brownish-crimson

                                        Favorites:
                                          • red
                                          • spicy




                                        Theme Song:
                                        Battle Theme:


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                                            BACKGROUND INFORMATION


                                        xxxxx Pix Ban; raised by a gloomy self-center alchemist father, and a strong headed fighter master mother, lived happily in the mountain cyciaty of Yuran Nation. At a young age, she joined the military classes in Pronta, fallowing her father footstep as a beginner Alchemist.

                                        Serving the orders of her king, and gaining some relationship with her team member was pleasant during her growth. However her personality wasn't that exciting from getting the prideful attitude from her parents.Which carried her to her mature age. Of course doing that time, she was magically been token away, returning with sinned spirit inside her as being the host for GREED.

                                        After the second king (Haruki L. Zestu) gone missing in his thrown, a Draconian; Dervin Goldheart, decided to take charge as the new king of Pronta, leaving Pax as second in command Captain, yet again. Funny how she was the one that help out being his trainer since he even joined Pronta...

                                        Though it did not last long once The Aramilian Empire gone in motion. The head leader who is a host for a sin as well, attacked Pix to a corner, submitted even in GREED's form. No choice to ambit defeat to stay alive, Pix remain calm and stay smart to plot away from them taking everything from Pronta. However; as prideful King Dervin is, was killed. Chaos in the palace of who is next in charge with one member of the Empire came over to take the kings place added to the mess, Pix left and head over to Kusana, hoping for Sister Kora's give aid by combined each others army and stop The Empire from spreading and concurring the whole land.

                                        That was the last time anyone saw her.

                                        The Pronta City... Yuran Nation was destroyed during her absent.





A faint smile
Sorry. I thought the energy pool for Expert was 1800. So I tried adding 1.5 of it into it.

Also this time I added Wing Chun as my hand-to-hand style this time.
 
PostPosted: Fri Aug 21, 2015 12:40 pm
Chilling2


You wouldn't start with Wing Chun if you didn't know it before, so you'll have to learn it in roleplay. Also, you still need to choose languages. Here's the thread for that.

Edit: I also put a spoiler in your profile because the skills made it really long.
 

A faint smile

Dedicated Friend


Chilling2

8,050 Points
  • Member 100
  • Gaian 50
  • Treasure Hunter 100
PostPosted: Sat Aug 22, 2015 9:02 pm
          User Image


                                            MAIN INFORMATION


                                        Full Name: Pix Pan
                                        Nicknames: Pixie, Crimson
                                        Age: 38
                                        Birthdate:
                                        Gender: Female

                                        Culture: Volana
                                        Religion: none
                                        Languages:

                                        De Facto - Common
                                        Fluent - Elvish
                                        Basic - Meritia

                                        Nation: Yuran
                                        Rank: Expert
                                        Title:


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                                            MAJOR INFORMATION


                                        Bloodline: Human
                                        Class: Specialist/Alchemist
                                          Sub-Class:

                                        Strength: 5
                                        Speed: 5
                                        Sin:
                                        Gene Mods:

                                        Energy Color: Crimson
                                        Energy Meter: 2600
                                        Element: Fire
                                        Battle Strength: potion/leadership
                                        Battle Weakness: average body/hand to hand/magic

                                        Fights Won: 0
                                        Fights Lost: 0

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


                                        Gold:

                                        Talent:


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                                            EQUIPMENT INFORMATION


                                        Weapons: Dagger
                                        Armor:

                                        Machine:


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                                            SKILL INFORMATION


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

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

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

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

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

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

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

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

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

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

                                          • Shield of Flames C
                                          Requires:Flame Deflection
                                          Creates a protective fire shield around the front of, or the whole body of, an 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.

                                          • Flame Blade B
                                          Requires Flame Dagger and Blaze Arcs
                                          A more advanced version of a blaze arc and Flame Dagger, they can narrow their fire arcs to create thin blades of fire that they can launch at their opponents. This move is known to cut through rock.

                                          • Fire Lashes B
                                          Requires Fire whip
                                          Description: An extension of the Fire Whip, you can create a long lash of Fire, and bring them down on their enemies, or several lashes to envelop an area in flames. A range of ten meters for long ones or three meters for several short ones.

                                          Bloodline
                                            • Unleashed Power
                                            Humans do not have supernatural energy. Indeed, they were not originally capable of magic, like the other races. It took hundreds of years of conformity, training, and even technological help to develop the ability to learn magic. However, when the goal was finally accomplished and settled, their physical augmentation turned out to be quite impressive. Their bodies gained the ability to contain and control magic, and also a unique other ability, gained through this augmentation: the power to pull magical energy from other sources. Just as humans often resort to solar power for electricity and whatnot, they can devise similar tactics when it comes to energy. Humans can pull solar power, whether gradual (meaning even if you're out of the sunlight, you can still do this) or present. This adds a scaling number to their energy pool:
                                            Trainee - 150 energy
                                            Novice - 300 energy
                                            Adept - 500 energy
                                            Expert - 650 energy
                                            Master - 750 energy
                                            Sage - 1000 energy

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

                                            Human Revolt: All human bloodline abilities and passives (except for human revolution) are increased by one rank. Unleashed power, if beyond sage, will give you 1500 energy.

                                            Machine Revolt: All technological upgrades, and their abilities, are increased in power, sturdiness and reliance. This essentially allows you to create super-machines, especially at a high rank, that are capable of things other machines are not.

                                            Physical Revolt: Adds +1/+1 to your speed and strength. Also allows the learning of one additional weapon/hand-to-hand style, and berserkers can learn inner storm at novice.

                                            Magical Revolt: Allows the complete learning of a second element. If you're a mage, it allows the complete learning of three elements. All elemental magical abilities are reduced in energy cost by 25%.

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

                                            Undead Revolt: Undead minions stats are increased by +1/+1, and their class abilities are increased by one rank.

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


                                          Class
                                            • Formulae Book E-SSS
                                            Every single alchemist carries a book that contains every single potions exact makeup and what they do. With this book they magically know every single formula without checking. They can create potions on the fly merely by holding the prepared base and infusing their energy. If for some reason their book is removed from their possession it takes posts to activate potions. E and D rank potions do not require time to figure out because they are so simple. For every rank the potion is above the user it takes 1 extra post. They can work on figuring out more than one potion at once so long as the time is fulfilled for all of them. This means they can do other things instead of standing still trying to remember formulae.

                                            • Antidote E-SSS
                                            Given enough time to study any given poison in the world an Alchemist is skilled enough to break it down and figure out how to nullify it. All they need is an idea of what it does and a sample. For every rank the poison is above the alchemist it takes one extra post. If it is equal to them it takes a single post. If it is below them there is hardly any time at all that is required.

                                            • Mutagen C-SS Custom Approval Required
                                            Alchemists understand the ways that a body can work. They also understand that taking the role they chose means they are out to break the bounds of nature. Mutagens are potions that mutate whosoever drinks the potion. These can have effects similar to gene mods, stat increases, granted abilities, extra limbs, etc. When the alchemist is creating them they should keep in mind a proper duration for the mutagen. Higher level potions will not last as long.

                                            • Extract E-SSS
                                            Potions and spells are very similar due to their power coming from the added energy of the caster or alchemist. By first understanding the concept of a spell the alchemist can create a bottled form of it. It takes equal power to infuse an extract as it does to cast whatever spell the alchemist is trying to recreate. In order to use extracts the alchemist must be in possession of their formulae book. They can learn as many extracts as they choose to but must properly document them.


                                          Sub-Class


                                          Hand-to-Hand/Weapon



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                                            CHARACTER INFORMATION


                                        Personality: Bitter and prideful
                                        Sexuality: Strait
                                        Quote:
                                        Height: 6'5"
                                        Weight: 110
                                        Eye Color: brownish-crimson

                                        Favorites:
                                          • red
                                          • spicy
                                          • (any) animals



                                        Theme Song:
                                        Battle Theme:


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                                            BACKGROUND INFORMATION


                                        xxxxx Pix Ban; raised by a gloomy self-center alchemist father, and a strong headed fighter master mother, lived happily in the mountain cyciaty of Yuran Nation. At a young age, she joined the military classes in Pronta, fallowing her father footstep as a beginner Alchemist.

                                        Serving the orders of her king, and gaining some relationship with her team member was pleasant during her growth. However her personality wasn't that exciting from getting the prideful attitude from her parents.Which carried her to her mature age. Of course doing that time, she was magically been token away, returning with sinned spirit inside her as being the host for GREED.

                                        After the second king (Haruki L. Zestu) gone missing in his thrown, a Draconian; Dervin Goldheart, decided to take charge as the new king of Pronta, leaving Pax as second in command Captain, yet again. Funny how she was the one that help out being his trainer since he even joined Pronta...

                                        Though it did not last long once The Aramilian Empire gone in motion. The head leader who is a host for a sin as well, attacked Pix to a corner, submitted even in GREED's form. No choice to ambit defeat to stay alive, Pix remain calm and stay smart to plot away from them taking everything from Pronta. However; as prideful King Dervin is, was killed. Chaos in the palace of who is next in charge with one member of the Empire came over to take the kings place added to the mess, Pix left and head over to Kusana, hoping for Sister Kora's give aid by combined each others army and stop The Empire from spreading and concurring the whole land.

                                        That was the last time anyone saw her.

                                        The Pronta City... Yuran Nation was destroyed during her absent.





A faint smile
There we go, my apologizes. Is this good enough?
 
PostPosted: Sun Aug 23, 2015 10:49 am
Chilling2


Yep, good to go! Approved!
 

A faint smile

Dedicated Friend


The Wild Hunt

Shirtless Giver

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PostPosted: Sun Aug 23, 2015 7:49 pm
Joestar Jak


Approved!  
PostPosted: Wed Aug 26, 2015 11:30 am
            User Image - Blocked by "Display Image" Settings. Click to show.


                                              MAIN INFORMATION


                                          Full Name: Nylus Ristel
                                          Nicknames: N/A
                                          Age: 27
                                          Birthdate: Febuary 2nd
                                          Gender: Male

                                          Culture: Technically Lumirian. His home city's culture was exactly as Lumirian's, though he himself is much more reserved in the more perverse aspects.
                                          Religion: Justoastrianism
                                          Languages:

                                          De Facto - Elvish
                                          Fluent - Common
                                          Basic - Demonica

                                          Nation: Nocturne
                                          Rank: Novice
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Dark Elf
                                          Class: Specialist - Shaman (Unholy)
                                            Sub-Class: unlocked at expert rank

                                          Strength: 5
                                          Speed: 9
                                          Sin: N/A
                                          Gene Mods: N/A

                                          Energy Color: Purple-Black Hued
                                          Energy Meter: 550 * 1.5 = 825
                                          Element: Water
                                          Battle Strength: Supporting
                                          Battle Weakness: Front-Line Fighting

                                          Fights Won: 0
                                          Fights Lost: 0

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


                                          Gold:

                                          Talent: N/A


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                                              EQUIPMENT INFORMATION


                                          Weapons:
                                          Armor:


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                                              SKILL INFORMATION


                                          Elemental
                                            • 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.


                                          Bloodline
                                            Dementia
                                            This ability allows them to store a tiny fraction of Justor's magic into their own body. The result is simple and yet very efficient. Not only are their casting times reduced by one post, but their spells are increased in size and range (and speed... slightly). This makes their magic harder to dodge, further solidifying them as the most efficient magic-users. The rate at which size/range are increased = add 1/3 of the base. So, 15 feet in length would become 20 feet in length. Speed is increased by about 1/5th, although this can become overwhelming if you constantly sling spells.

                                            Mania *Can be used at any time
                                            The Dark Elves may project their immediate conscious into the moonlight, and projecting your conscious into very nearby mana allows you to directly connect to Justor's energy. This allows for a wide-range of spells that are not possible with other bloodlines, simply in concept. Furthermore, these spells are all free of energy, as they use the mana nearby, not your own reserves.

                                            These abilities, as listed:
                                            The Dance of Veils By projecting your magical conscious somewhere else, a very quick and easy process, you may warp to that location, similar to a teleport. Upon disappearing, your location is wrapped in a dusk-colored shroud, and re-appearing is animated by a bright white flash. Of course, this is a very useful spell, but it may only be done once every other post. You can only teleport up to twenty feet away. It should be noted that you only project your [magical conscious] here, meaning you don't go blank or lose concentration while using this.

                                            The Bride of Justor In legend, it is told that the very first Dark Elf, Cirstec, was made into a demi-goddess by Justor, brought up to be his bride. This ability conjures her influence in the mana rather than his, allowing for a unique spell. Cirstec will allow you to twist the light around you, making you invisible to the enemy's eyes. Those with good hearing/smell can still sense you, but many people will be unable. Striking, casting or moving too quickly will break this ability. This means all you can really do is walk. It's useful when cornered, as it's a very potent hiding skill. It's also useful when trying to use a surprise attack, although the technique will end the moment you begin the attack. The most common use of Cirstec's shroud is waiting for the cooldown on the Veil (teleportation) to come off, so that you may make distance between you and the target. The Veil will not end the shroud until it has already teleported you.

                                            I am loved This is a legendary ability of the Dark Elves, only spoken of in stories for its heartwarming take on the relationship of Justor, his bride, and their children. If a dark elf is to die, their light fading and their blood running cold, they may call upon their God and hope that he answers. Generate a number between 1-3. If it's two, Justor will personally project his own power into the mana and restore you, a divine intervention only made possible through the love between the elves and their god. If anything other than two, he will not hear you, and you are on your own. This can only be attempted once a month in earth time.

                                            Sabotage D; C at master rank
                                            This is the base for the racial-exclusive Dark Elf magic, which is known as debilitation magic. Something to compare it to would be the spell known as 'Slow', in the C-rank category for mages. Sabotage replaces slow (meaning Dark Elves cannot learn Slow). It has the same base effects of Slow (-1 speed, -2 at master), but also tightens up the enemy's muscles, which makes them feel very uncomfortable, and also decreases their precision to a small degree. It lasts for one post longer than Slow (6).

                                            Poison Skin D
                                            Another ability of the Dark Elves is 'Poison Skin'. Like all saboteur spells, it is simply casted upon them via the mana in the air. Poison Skin does not actually poison them, but makes them feel a stinging and even burning sensation (during the second half of the spell's duration) on their skin. It's very distracting, hurting their concentration and their ability to properly process what is going on in battle. This is also recognized as the first 'bluff' spell of the Dark Elves, where they seem to prove to the enemy that they're god-like beings that can kill people at a whim. However, as it is only a bluff, this is untrue. This lasts for six posts.

                                            Hot Handles D
                                            This spell can actually magnify the heat around a weapon, making it extremely painful to wield. This can also apply to a Berserker's gauntlets, but it cannot apply to natural bloodline weapons such as a Reaper's arm. Holding a weapon that this has been applied to for longer than two posts in succession will result in your hands facing first degree burns. Four posts can mean second degree burns, or only three posts if the Dark Elf is at expert rank or higher. Five posts will, no matter what, result in third degree burns. This lasts for six posts.


                                          Class
                                            Spiritual Recovery E-SS
                                            A shaman will draw upon the plane of their chosen alignment and supply their own energy as an offering. That plane will comply and expel an energy amount equal to one rank higher than the energy the shaman gave. E-Rank energy will yield D-rank, so on and so forth. The Shaman themselves are unable to receive the energy but can direct it to an ally of their choosing.

                                            I Release You D-S
                                            It takes a lot of will for anyone to resist auras and seductive capabilities, and not everyone can resist the temptation. As long as the Cleric has not been affected, the Cleric can release one target from the magical hold. Whatever rank the aura is equals as much energy the shaman will need to spend in order to release their target.

                                            Minor Heal D
                                            Shamans spend their time focusing their abilities on supporting their allies and ensuring that they do not die. They will learn a multitude of ways to heal, each progressing in effectiveness the higher level they become. The first skill of healing is the Minor one, which is capable of healing light wounds and first degree burns. Physical contact is required with the target. If used on beings of an opposite alignment from what the Shaman chose it instead inflicts light wounds on contact.

                                            Cure D-SSS
                                            There are those who dedicate themselves to crafting poisons and biological weapons meant to inflict harm on to others. Shamans, through their studying and training are experts at counteracting these effects. If the shaman is equal to the rank of the poison/infection in question it takes one post to cure. For every rank the infliction is above the shaman it takes an extra post to figure out how to stop it.


                                          Sub-Class
                                            N/A


                                          Hand-to-Hand/Weapon
                                            N/A


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                                              CHARACTER INFORMATION


                                          Personality: Triple C: Calm, Collected, Calculating.
                                          Sexuality: Bisexual
                                          Quote: "Mortals that fight Mother Nature tend to die."
                                          Height: 5'7''
                                          Weight: 125lbs.
                                          Eye Color: Silver

                                          Theme Song: X
                                          Battle Theme: X


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                                              BACKGROUND INFORMATION


                                          xxxxx In Menzoberranzan, women are the law. The city is ruled by the females of all the noble houses attached to the city's founding, while males are seen as nothing more than conquests and third-rate lifeforms. Women with enough money and power can simply seize what they desire, so long as it does not interfere with an even stronger power's influence. Nylus was the result of a passing fancy between such a noble woman and a male slave freshly bought for manual labor and physical release. The babe was sold to a slave trader in hopes of making a quick profit and was not given a second thought.

                                          xxxxx A decade later, he appeared before the gates of Menzoberranzan as a healer and as a communer with the Planes. In his absence, as was the history of the place, the powers that controlled the city had changed over a dozen times and the house he had been 'born into' was no more. A woman by the name of Khaless Baenre, matron of House Baenre (dur) now ruled the city and had requested outside help, a rare occurrence to heal the youngest of her three daughters, Maya Baenre. Impressed with his skill (though still regarded him as lower than the norm, because... you know: male bits), she hired him under the guise of needing a private healer for her house. While he was not necessarily a slave once more, e was only slightly more now. He was used to mend wounds of his matron's house and its allies, used physically as either a means of excerting control or forcing release, and tutored the house's heirs in otherworldly matters. Over years, he became somewhat respected. Maya and Vess (the middle child) beloved him, though Miz'ri (the eldest) loathed him because of the same prejudice that came from being raced in Menzoberranzan.

                                          xxxxx It came crashing down around him in the next decade. The dark elves of the city were highly religious and even had half of their laws based around that fact. During a year of drought, the ruling matrons voted to perform a sacrifice. Guess who was suppose to be kidnapped from his bed in the middle of the night. He was not, as he had foreseen this kind of act coming eventually when he first stepped foot back into the city and so made plans just in case. He does not speak of what happened before his escape, but those events are forever seared into his mind, nightmares haunting him every other night.
 

TDG Super Kami

Dapper Werewolf

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A faint smile

Dedicated Friend

PostPosted: Wed Aug 26, 2015 4:15 pm
TDG Super Kami


Approved!
 
PostPosted: Fri Aug 28, 2015 10:35 pm
          User Image


                                            MAIN INFORMATION


                                        Full Name: Sanguine
                                        Nicknames: The Red
                                        Age: Late twenties in appearance; origin date unknown
                                        Birthdate: wutda
                                        Gender: Male

                                        Culture: Volana when it comes to his lack of apparent knowledge/interest in societal norms, Luimiran when it comes to his wardrobe.
                                        Religion: Self Worship
                                        Languages:

                                        De Facto - Meritia
                                        Fluent - Angelica
                                        Basic - Common

                                        Nation: He is a wanderer with no real home or allegiances as of yet.
                                        Rank: Novice
                                        Title: Citizen


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                                            MAJOR INFORMATION


                                        Bloodline: The Red
                                        Class: Magus || Sorcerer
                                          Sub-Class:

                                        Strength: 6
                                        Speed: 8
                                        Sin:
                                        Gene Mods:

                                        Energy Color: Red as ********
                                        Energy Meter: 500
                                        Element: Fire
                                        Battle Strength: Magic; his energy based attacks are usually more than enough to rip adversaries to literal shreds. He's also very tactical in the usage and placement of his spells.
                                        Battle Weakness: Anything physical. He don't got time fo dat s**t!

                                        Fights Won: 0
                                        Fights Lost: 0

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


                                        Gold: 3,000

                                        Talent:


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                                            EQUIPMENT INFORMATION


                                        Weapons: Grimoire
                                        .357 8 round revolver (holstered on his left hip)
                                        a set of ten inch daggers (hidden within his sleeves)
                                        Armor: basic clothing, it provides no real protection lest an attack requires direct skin contact.

                                        Machine: delete if not mechanist


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                                            SKILL INFORMATION


                                        Elemental
                                          • Fireball E
                                          • Flame Deflection E
                                          • Flame Dagger D
                                          • Flame Launch D
                                          • Flame Punch/Kick D
                                          • Flame Whip D
                                          • Fire Stream D


                                        Bloodline
                                          • Meditation D-S
                                          • Static Red D-SS
                                          • Skinweave D-SS


                                        Class

                                        Magus
                                          • Detect Magic Passive
                                          • Mage Fingers E
                                          • Energy Ball D-S
                                          • Energy coat D-SSS


                                        Sorcerer
                                          • Book of Spells E-SSS
                                          • Break D
                                          • The weight of my power D-SS
                                          • On my terms D-S


                                          Sub-Class


                                          Hand-to-Hand/Weapon


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                                            CHARACTER INFORMATION


                                        Personality: Sanguine is a genius, inside and out. He loves anything that is even remotely tricky or puzzling; above all mind games, riddles are his well known favorite. He generally pays other people very little mind, only bothering to take notice of others when he is addressed or fickle interest is piqued. Even then, not many are considered relevant for more than a few mere moments. Though not cruel, he is by no means kind; indifference is generally the name of the game he plays. While not apathetic by any means, rarely do his reactions come with an overbearing sense of emotion. Well reserved is the best way to describe this man, lest somebody manages to anger him. When he snaps there is generally no warning and even less mercy. He has a scathing, sarcastic sense of humor.
                                        Sexuality: Heterosexual
                                        Quote: 'Nothing could ever stop me from stealing my place in the sun.'
                                        Height: 6'4"
                                        Weight: 180 lbs.
                                        Eye Color: red
                                        Appearance: Sanguine is tall and slim in build, his body resembling that of an olympic sprinters in the fact that it is well defined but slight in weight. His skin is light brown, the color of caramel. Eyes and dread locked hair both possess a color as crimson as his namesake, sclera and pupil alike overcome by this pigment in times of extreme rage or anguish. his hair is a darker tone, closer to burgundy but still very red. He is commonly garbed in the traditional nocturne color coordination of black on black with a hint of black.

                                        Favorites:
                                          • color - Red (huge surprise)
                                          • food - He doesn't eat
                                          • animal - Red Nose Pit Bulls
                                          • city - He doesn't much care for civilization
                                          • Book genre - Horror/Fantasy


                                        Theme Song: Fall out boy - Phoenix
                                        Battle Theme: Starset - It has begun


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                                            BACKGROUND INFORMATION


                                        xxxxxThis mage has yet to tell his tale.



 

Daddy Raz


The Wild Hunt

Shirtless Giver

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PostPosted: Sun Aug 30, 2015 3:19 pm
The King of Razgard


Only one issue I've noticed as of yet: The Reds are from Geshan, which is a remnant of a Fraxon colony. Thus it makes sense for them to speak Common primarily, most likely with a Volana dialect/culture. I would say 99% of their population speaks Common exclusively, considering they're isolated.

If you want Common to be non De-Facto or Fluent, you will have to justify it somehow. But it will be difficult because it's unlikely that you'd be inducted into the Reds knowing only Meritia and Angelica. No one would be able to speak to you in Geshan. Basic Common isn't enough. That's like how to say your name and how old you are. Maybe talk about the weather for thirty seconds.

Other than that, all good.  
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