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___youwillknownihilism Captain
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Posted: Wed May 21, 2014 7:52 pm

Full Name: Aurelia Samael Nicknames: Age: 22 Birthdate: 5/11 Gender:Female
Culture: Volana Religion:Vangelism Languages:
De Facto - Common Fluent - Angelica Basic - Demonica
Nation: Yuran Rank: Trainee Title: Citizen
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Bloodline: Nephilim Class: Knight Strength: 13 Speed: 5 Sin: Gene Mods:
Energy Color: Golden Energy Meter: 550 Element: Fire Battle Strength:Close range combat, tanking damage. Battle Weakness: Long range battle
Fights Won: 0 Fights Lost: 0
Completed Quests
S Rank: A Rank: B Rank: C Rank: D Rank: E Rank:
Talent:
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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.
Bloodline
• Illuminating Aura D This technique is very simple. A burst of energy forced out of the Nephilim results in a rather blinding flash of resulting in the equivalent effects of a modern-day flashbang grenade, producing a "white-out" effect. The closer one is the more incapacitating the light becomes. (If right beside the Nephilim it will disorientate the other for a post).
• Superior Presence D The one technique which the Nephilim created is actually uses to fend off those of the human race and other races which they do not hunt. The Nephilim will begin to emit their energy about them. In doing so they create a form of presence which makes them more than frightening. The pressure within the air almost seems to become heavier. Though it is a technique meant to, essentially, scare another if the Nephilim is of higher rank the stronger their presence seems. Almost Godlike at merely two ranks above the other. At three ranks the one they stand before will feel as if they are almost suffocating whilst they stand before the Nephilim.
• The Angel's Flight C After using their holy energy, compressing it to tightly that it forms a pair of large, majestic wings on their back, the user will now be capable of flight, gaining a boost of 1 speed in the process. Lasts for 10 posts.
Knight
The Oath Rank: E, Passive Once Learned Description: Every Knight, no matter their rank or status, must pledge their Oath and Allegiance to something. Without loyalty or purpose, life is meaningless. It is for this reason that, upon learning this skill, the Knight must pledge their Allegiance to something. It can be to a specific person, a Kingdom, or a Deity. The Knight must also say an Oath. The Oath itself is made up by the Knight, as each case is different. Once this is done, the Knight gains a +1 to strength permanently. Breaking their Oath eliminates this boost, and prevents the Knight from ever swearing Fealty again.
Return Rank: E Description: A knight without his blade is useless. This skill, for its low costs, is essential for any knight. This gives the knight the ability to return any sword that they have Claimed to their hand.
Aura of Tolerance Rank: E Description: What sets a Knight and a Paladin apart are few things. One being that Knights will help any one who needs help, no matter if they are dark or light. They tolerate both sides. But the Knight is also able to project their Tolerance out into the area, affecting those around him. Those bearing ill feelings will begin to cool off. Even if they can't find it within themselves to like the other person, they will try to tolerate them. This aura is great while the Knight is patrolling, it's sometimes the only thing that keeps riots from starting. People above the user's rank will not be affected. Those affected may not be harmed by the user. Once used, lasts for 5 posts.
Shockwave Rank: D Description: A simple move for the knight. By swinging their sword with great force, they cause a wave of energy to travel across the ground in a straight line towards their foes. If it strikes a wall, an enemy, or any object, it will cut into it as much as a normal strike with a bit of extra power would.
Endure Rank: D Description: A knight is trained to ignore the pain of their wounds and keep fighting, this skill will suppress the pain you feel for five posts but you don't regenerate those wounds unless you are healed. If you broke your arm don't try to swing its still broken you just don't feel it.
Commander's Call Rank: D Description: In an attempt to rally up any allies, the Knight will call out to his allies, giving them a temporary boost to strength and speed (+1 to each). The Knight himself is not included in the Call.
Rev Rank: C Description: You charge your sword with your energy so much so that it glows. Upon slashing your energy exits like a wave that is as sharp as your sword. You may charge it for an extra post making it B ranked, but it still only takes C Ranked energy.
Sword Break Rank: C Description: A common skill for knights to use. They swing their sword with enough ferocity that they cut into the enemy's sword, take note that if the enemy has a sharper sword you might cut your sword instead. If using the Claimed blade, this side effect is nulled. Upon that first impact you exert pressure until one of the two swords break or both.
Piercing Strike Rank: C Description: Though better used with a spear it can be done with a sword. You charge your body with your energy and run/ride towards the enemy. You thrust the weapon towards the enemy this stored energy will be then diverted to sharpen the weapon and make it capable of piercing through iron. This will create a significant dent into steel.
Two Handed Requiem
Buster D Requires Energy This is a basic skill for a Claymore Weilder. This skill is simply one downward slash with a little bit of energy for some extra power. it is capable of smashing most boulders to pieces, and if someone is hit by it, the sword is likely to chop off a limb.
Cross-slash D Requires Energy As the name says, this is a cross slash from the right side to the left added with a bit of energy for extra power. the cutting capability of this skill is similar to that of the "Buster" skill.
Sword and Shield
Imprint Rank: D Description: A simple attack that is pretty basic. Start off by making sure your stab hits, instead of pulling out the sword you slash to the left or right while its still inside then ram them with the shield.
Go Down Rank: D Description: A fairly simple combination off attacks that is easy to insert in any situation. First start off with the basic downward slash and then upward slash attack and quickly follow up with a jab from that shield of yours.
Comet Rank: C Description: A pretty basic attack combination best utilized when the enemy is off guard. Crouch down as you take a step to the left of your enemy. Once there preform a spinning upward slash and then point the sword directly down onto your enemy as you land.
No Holding Back Rank:B Description: A quick combination off attacks that will easily catch the enemy off guard. Start of with a diagonal slash downward while stepping forward. Step back with the same foot as you slash horizontally and then quickly step forward with a slash. As soon as you have stepped forward turn your entire body to make a spin before slamming your shield into them
No Quarter. Rank:B Description: A power combo that can devastate the unprepared. Starting off in the stance you take a step forward as you spin to swing the shield at the enemy and bring down your sword onto the enemy as soon as this is finished. Swing it upwards quickly and spin again but in place and keep the sword extended as to chop at the enemy.
Iron Defense
Iron Wall The most basic of all techniques, the user places their shield in-front of them, usually on the ground to cover their lower body, and crouches behind it to keep cover from fire or other attacks. Although effective defensively, it almost negates all options of mobility or counters, but is absolutely effective against ranged attackers. E
Iron Ceiling Almost identical to Iron Wall in terms of usage except for this is used for aerial defense or vertical attacks. Like before, the user places their shield in front but this time high above their heads. This is meant to defend against arrow volleys and overhand blows. This skill can instantly switched to at any time. E
Forward! When faced with an attack that is a continual onslaught, the user pushes forward with the strength of their legs into the attack moments before impact, causing it to occur prematurely and forcing the attacker out of position. From here, the user can lower their defense and expose themselves allowing for a form of counter attack to be put back at the enemy. E
Reflex Blocking After being caught off guard or surprised, the user quickly raises their shield in-front of them to defend against an attack, whatever form it may come from. Although effective, the user’s positioning is slightly off and can be pushed back or off balanced by sheer force attack.
Wall Perfection Stance The user keeps their shield in-front of them at all time, offering very little if any openings at all for the enemy to attack them at. Although useful in not getting the user hit, it reduces the chances and effectiveness of counter attacking at the cost of having an almost impenetrable defensive shell. D - Costs E Per Post
Iron Wall Rotation Now slightly more adept at moving with their shield, the user is able to walk on an angle, but still perfectly eclipsing their body with their shield, allowing them to move with more freedom while keeping protected. This is a sheer defensive technique, offering little ability to counter attack physically, although offhand weapons such as daggers are much easier to handle.
LongSword
Double Slash Rank: D Description: The most basic of the longsword skills, the user takes their stance as the opponent rushes at them. Waiting for the attack, the user will slash their blade once, tapping on the weapon of the opponent and brushing the attack aside by swinging the blade to the left or right. From this position, the user will take a single step back, swinging their blade in the opposite direction of their first slash in order to counter the enemy attack.
Hilt Hit Rank: D Description: A variation of the double slash, the Hilt Hit takes advantage of the fact that the entirety of the sword can be used as a lethal weapon. Upon being attacked, the user will slash down using the blade of the sword, swatting the attack downwards. At this point, the user will take a step forward and bring the sword up, slamming the bottom of the sword against the bottom of the opponent's chin.
Dual Edged Defense Rank: D Description: As it states it can be a double edged attack since the broadsword is a double edged weapon. You hold the blade over your head slightly but angle it so it points down and quickly ram into the enemy. This is best used right after a dodge to catch them by surprise.
Thruster Rank: D Description: A simple stab taken a bit more seriously. You take three steps forward and thrust the sword with full force using one hand. This attack is quick and can knock someone over even if they block it with a shield.
O'l one Two Rank: D Description: The basic of basics really. It starts off with an upward swing and then take a step forward for a stab.
Full Commit Rank:C Description: A Speedy offensive move that allows little mistakes. Starts off with a powerful upward slash to either knock the enemy into the air or the enemy's weapon out of their hand. Use both hands with that slash. You immediately swing the sword downwards in a C shape to cut into the side of the enemy.
Tri-spin Rank C Description: This is a heavy hitting attack that can easily surprise the enemy. The first attack will be to the enemy's legs. You raise your sword and swing it down diagonally to chop at their legs and let yourself spin while you swing so that by the time you make a full spin your sword is also about to swing upward into the enemy's head. As soon as that is done pull the bladed down to slash at his/her side.
Ball and Chain
Kick Start Rank: D Description: While spinning the chain vertically, the user alters the course of the ball by interrupting the spin with their foot, thus sending the ball in the direction they aim at. Technique Contributed by: The Urban Superstition
Turtle Waxing Rank: D Description: While spinning the chain, the user will swing as hard as they can as they crouch, sitting on their rear and sending them into a sporadic spin. Technique Contributed by: The Urban Superstition
Buzz Saw Blur C Requires Energy This is one of the most basic techniques of the Ball-and-Chain style. The user focuses energy into the chain as they begin slowly spinning the weapon. This lightens the load of the weapon, allowing the ball-and-chain to be spun much faster than normal. This technique is deceptively simple, as this reduced weight only lasts until the user releases the ball to fly at its target. The weight then returns, and combines with the heightened speed, to crush iron defenses, and dent steel.
The Upswing D The user spins the ball horizontally counterclockwise, then using brute force brings the ball around to their right side so that it is spinning clockwise by their right shoulder. They then step forward, trying to bring the ball up into their opponent. If this connects, it will send unprepared opponents flying upwards.
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Personality: She's the groups most outspoken and hardy member. She says everything straight, just like she fights. She doesn't much care weather her enemies are good or bad. If they are of the darkness, unless she witnesses true goodness within them, will want them to be destroyed. He sees other races as lesser, but only because they are too blind and stupid to see what is right in front of them. He is a Vangelist, but he cares not for religion, as he has read and seen too many different pantheons be proven true to think his is better than another. All in all he intends to completely destroy everything that is of the darkness. By any means necessary. Sexuality: Straight Quote: "We shall hunt those who have fallen to darkness." Height: 5'9 Weight: 132lbs Eye Color: Golden
Favorites:
Theme Song: Devil's Never Cry Battle Theme: Shall Never Surrender
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xxxxxAurelia is one of three triplets, the other two being Ariel and Abigail. They are of course, Nephilim. The sisters grew up knowing of their nature and choosing to become apart of the barrier between good and evil. They were schooled in respective battle arts and were taught to act as a team. Aurelia was the knight, Abigail the mage, and Ariel the healer. The three of them trained day in and day out to become the perfect huntresses. Now they are apart of the military and ready to combat the forces of evil.
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Posted: Thu May 22, 2014 12:25 am
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___youwillknownihilism Captain
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Posted: Thu May 22, 2014 12:33 am
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Posted: Thu May 22, 2014 1:48 am
Full Name: Abigail Samael Nicknames: Abby Age: 20 Birthdate: 5/11 Gender: Female
Culture: Volana Religion: Vangelism Languages:
De Facto - Common Fluent - Angelica Basic - Demonica
Nation: Yuran Rank: Trainee Title: Citizens ▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Bloodline: Nepheilim Class: Gunslinger
Sub-Class: unlocked at expert rank Strength: 6 Speed: 9 Sin: N/A Gene Mods: N/A
Energy Color: Gold Energy Meter: 350 Ammunition: 90 Element: Water Battle Strength: Quick assesments of any situation Battle Weakness: Hand to hand combat
Fights Won: 0 Fights Lost: 0
Completed Quests
S Rank: A Rank: B Rank: C Rank: D Rank: E Rank:
Talent: Abby is a calm and level headed person that tries to look at every situation from everyone's point of view. This makes her more understanding of humanity and willing to try new things which has allowed her to become a Gunslinger. It also makes her have less of a grudge against the darker forces. (When in the same thread as her sisters they adopt her calm disposition.) [Approved] ▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Weapons: - Judgement (Revolver) - Hubris x Humility (Automatic Pistols) [Approved] ↪Purification: For 25 energy, Abigail can fire a bolt of holy energy that inflicts the same amount of damage as a normal bullet. A Nephilim hit with this will feel revitalized and any minor wounds will cease. A human hit with this will become numb at the point of impact but will be fine otherwise. Any other sort of creature will have the area hit become paralyzed for 1 post. ↪Warp: By paying 5 energy Abigail can summon Hubris x Humility back to her should they ever be taken or knocked away. ↪Sanctity: Creatures of the dark that are stricken by these burn until contact is loss. The longer contact is made. The worse the burn.
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• TEXT HERE • TEXT HERE • TEXT HERE Bloodline
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Class
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Sub-Class
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Hand-to-Hand/Weapon
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▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Personality: Studious, Aloof, Hard to anger but ruthless once done Sexuality: Bisexual Quote: "Your confidence isn't nearly enough to hide your weakness." Height: 5'9 Weight: 137 Eye Color: Gold
Favorites:
• Blue • Ambrosia • Wolf • Fraxen
Theme Song: The Poem For Everyone's Soul Battle Theme: Reach Out To The Truth (First Battle Remix) ▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃▃ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ xxxxxAbigail is one of three triplets, the other two being Aurelia and Auriel. They are of course, Nephilim. The sisters grew up knowing of their nature and choosing to become apart of the barrier between good and evil. They were schooled in respective battle arts and were taught to act as a team. Aurelia was the knight, Abigail the mage, and Ariel the healer. The three of them trained day in and day out to become the perfect huntresses. Now they are apart of the military and ready to combat the forces of evil.
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Posted: Thu May 22, 2014 1:51 am
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Posted: Sat May 24, 2014 11:23 am
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Posted: Mon May 26, 2014 3:50 pm
Backgrounds are required unless specially told otherwise by a crew member. Posting Format: [align=center][color=black][size=29]C[/size][/color][u][color=grey][size=18]herry[/size][/color][/u] [color=black][size=29]L[/size][/color][u][color=grey][size=18]ovette[/size][/color][/u][/align] [IMGleft]http://i937.photobucket.com/albums/ad215/MasqueradeOfTheNight/4fd8d3e125edbe1edca1e97590b4eca5.jpg[/IMGleft] [IMG]http://i937.photobucket.com/albums/ad215/MasqueradeOfTheNight/pink.jpg[/IMG] [IMG]http://i937.photobucket.com/albums/ad215/MasqueradeOfTheNight/b844af38a039e46ee90bfc007d47ade0fe130c70.jpg[/IMG] [IMG]http://i937.photobucket.com/albums/ad215/MasqueradeOfTheNight/sexypink.jpg[/IMG] [color=indigo][b]"Why can't I hear you calling me?" Master Werewolf Wandering Rogue[/b][/color] (I actually have a more up to date profile that I need to pull her background stuff from, which I'll do tomorrow. And of course edit anything that needs it since a lot has changed since I left heart )
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Posted: Mon May 26, 2014 4:00 pm
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Posted: Mon May 26, 2014 4:03 pm

Full Name: Luna Kirei Moon Nicknames: Lulu or Mitternacht Age: 21 Birthdate: 4/27 Gender: Female
Culture: None Religion: For a specific God: I believe not in your foolish gods! Languages: Common
De Facto - Fluent - Basic -
Nation: Rogue Rank: Expert Title:
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Bloodline: Kiranu Class: Berserker Strength: 8 Speed: 10 Sin: None Gene Mods: None
Energy Color: Cerulean Energy Meter: 1300 Element: Lightening Battle Strength: -Bloodline Strengths: -Very agile and fast. Has a speed two ranks higher. -All skills take half the time to learn. -Hearing and smell. They are not as good as werewolves, but still quite powerful. Screaming in their ears won’t hurt them, just daze them a little. -Can see in the dark. -Cat-like grace. They can balance on just about anything, and with their claws they can climb up just about anything fairly quickly. They can hop from building to building as if it were Childs play and when falling from great heights will not be hurt, due to how their leg bones are placed.
Class Strengths -
After training they can have super human strength -Not only can they use all the unarmed fighting styles they have their own unique one -As training progresses they can neglect the pain of their wounds. - Third fastest class -Can heal their wounds using meditation skills. -Has attacks that can shut of energy usage. -the most stamina
Battle Weakness:Bloodline Weakness -
-Prone to quick mood swings making them unpredictable at times. - They can be distracted by something as simple as a string. Their natural instinct to hunt can cause them to get into trouble. It takes a lot of training to withstand such easy distractions. -Normally a pretty loud creature, although when trying to hide they can completely muffle their footsteps and be quiet and quick. -You stand out because of your ears and tail. -No shields can be used, nor any other universal weapons. Only the natural claws. -When near water you will do your best to avoid it. And despite your ability to swim, if you get dragged down you'll have a hard time making it back to the surface. - Since they are entranced by music, you're usless against any character that sings such as bards/minstrels and the Sire bloodline.
Class weakness -
- No weapon styles. - Does not wear armor - When using super human strength they give up 10 energy per tur - unlike paladins they cant heal in battle
Fights Won: 0 Fights Lost: 0
Completed Quests
S Rank: A Rank: B Rank: C Rank: D Rank: E Rank:
Talent:
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Weapons:Her own claws Armor:
Machine: delete if not mechanist
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Elemental
• TEXT HERE • TEXT HERE • TEXT HERE
Bloodline
•Feline Disguise Rank: E Description: The user transforms themselves into a small housecat. In this form the user doesn't have the ability to attack as this skill is mostly to be used for escaping tight situations and missions where silence is key.
Cat's Eye Rank: E Description: Opening their feline eyes the user can cause the opponent to stop moving for one post if they gaze into their eyes.
Claws Rank: D Description: The user learns how to unleash their claws. Their claws will be large metal blades that come out of their hands but their hands are always shielded by their jackets in this form.
D: Can cut through flesh C: Can cut through bronze B: Can cut through iron A: Can cut through steel S: Unattainable.
Double Slash Rank: D Requires: Claws Description: The user runs towards their opponent and unleashes a double slashing strike to their body.
Licking Wounds Rank: D Skill description: Cats normally lick their fur to clean themselves, kiranu can lick wounds to cleanse them. This skill can heal small wounds like cuts and bruises if the kiranu's tounge makes contact with it. This can be done in one post, making it good for healing during sparring or an easy battle. It does not work on broken bones or huge slashes that would kill the normal man. The most this skill can heal is a deep gash, nothing that can kill somebody. Note: There is no chance of infection so don't ask. (That's to Ultima)
Claw Enhancement (Thanks to Hinote for this skill) Rank: D Description: By adding energy to the user’s claws, they are able to strengthen them significantly. The claws gain in strength according to how much power is put into them. The enhancement lasts until the end of the battle. Enhancements can only be done at or below your rank, meaning a C rank user cannot use B rank enhancements, but can use C and D rank.
D: Can cut through bone. Can block bronze. C: Can cut through bronze. Can block iron. B: Can cut through iron. Can block steel. A: Can cut through steel. S: Unattainable.
Claw Extension (Thanks to Hinote for this skill) Rank: D Description: By adding energy to the claws, the user is able to force them to extend much longer than normal, to a maximum of two feet. Using this skill without the claw enhancement active is possible, but not recommended as they could be easily broken without it. Lasts until the end of the battle, or the user wishes to end it.
Static Roller (Skill thanks to Hinote) Rank: D Requires: Feline Disguise Description: An odd skill of the Kiranu, in their cat form, they are able to build up a large amount of static in their fur. Rolling into a ball, they are able to use this static to practically glide across any smooth surface at a surprisingly high speed. While rolling around, they are able to evade almost any attack simply by changing direction, and seem to bounce right off of solid obstacles. As the Kiranu rolls, they build up even more static, and after three posts they are able to ram into a target, transferring all of that energy into the target in one burst.
Energy Claw (thanks to Hinote for this skill) Rank: C Requires: Claw Enhancement Description: Following the principle learned in the claw enhancement technique, the Kiranu wraps their energy around their released claws for this technique, but not to strengthen them. In this technique, the claws become surrounded in energy, allowing them to cut though things much easier, but without the added durability of the enhancement technique. Of particular interest is that this technique is capable of hitting intangible targets, such as ghosts.
C: Can cut through bronze. B: Can cut through iron. A: Can cut through steel. S: Unattainable.
Bladed tornado Rank: C Requires: Adept rank, Claws Description: The user unleashes their claws and spins rapidly, moving quickly towards their foe win a tornado-like fashion to cut them up.
Skill name: Nyan Cat Rank: C Limits: Adept Skill description: This skill creates the illusion of a strange cat-like creature that stays in the peripheral vision of the target it's cast on. For the duration of 5 posts, that target will repeatedly think they're seeing a gray cat flying around just out of the center field of their vision, that is constantly meowing in the tune of a very odd song.
Sample: Something like this http://nyan.cat/ (Thanks to Mayvine)
Skill name: Cheshire Smile Rank: C Skill description: This skill allows the user to blend in to their surroundings. In two posts the Kiranu begins to fade away and by the third post they are pretty much invisible to the human eye. However, one could still detect their heat source or pick them out by smell. However, if the Kiranu opens up their mouth, the opponent will be able to see their teeth.
Skill name: Constricting Tail Rank: C Skill description: Strong tail allows the Kiranu to gain a strength boost to their tail. The tail becomes strong enough to hold onto something or someone, and constrict or can send the opponent flying back a few feet. This skill lasts the entire fight.
Skill name: Catbus (Transportation skill) Rank: C Skill description: This skill cannot be used in battle. It is merely a transportation skill. The Kiranu using the skill lets out a loud meow, to which a giant 10-legged cat comes running up. This is Catbus. The Kiranu may use catbus to transport themselves and others to different places. The good thing about Catbus is that it can go pretty much anywhere. Tree's bend out of it's way, it is able to climb, and it has the grace and balance of a normal cat. A truely exceptional mode of transporation.
Cat Scratch Fever Rank C: Requires: Claws Description: The user goes into a frenzy, swiping their claws left and right. In this mode the feline depends on their speed and agility to get close enough to the opponent to unleash this attack. A total of six swipes will be unleashed at the opponent by the end of the post.
Burst Claw (Thanks goes to Hinote for this skill) Rank: B Requires: Energy Claw Description: For this technique, the Kiranu forces a large amount of their elemental energy into the claws of one hand, until they gain a slight aura. Once the aura has been formed, they stab the claws into the target, and release the energy, causing a large burst of the elemental power to expand from the claws.
Fire - If the user’s element is fire, their claws will glow a dull red. Upon releasing the burst, flames will shoot out of the claws in all directions, closely mimicking a fireball. The flames will basically cook the opponent from the inside. Not necessarily fatal, but extremely close to it. Flames will also escape the entry holes around the claws, creating an interesting theatrical effect.
Wind - If the user’s element is wind, their claws glow a bluish white. Upon releasing the bust, a cyclone of cutting winds forms around the claws, raveling outwards. This can very well be deadly, as the blades of wind slice through flesh, going outwards from the claws for about a foot before stopping.
Earth - If the user’s element is earth, their claws glow a dark brown. Upon releasing the burst, the energy travels outward for several feet around the claws, much differently than the other elements. The effect of the earth energy traveling through the opponent will begin to transform their flesh, into stone. The effect is slow, starting quickly from the immediate point of impact, and traveling outwards. It would take five posts to fully turn the opponent to stone, and the effect stops as soon as the Kiranu removes their claws.
Water - If the user’s element is water, their claws will glow blue. Upon releasing the burst, water gushes out of the wounds caused by the claws. The water then begins to freeze, and becomes a sheet of ice making it’s way along the opponent’s skin and trying to encase them. In five posts, the opponent will be completely encased in ice. However, that is only the visible outward effect. Much the same is happening inside, as from the start the opponent will feel a harsh chill form at the point of impact. The chill slowly expands throughout the body, making it difficult to control as the opponent’s flesh is frozen. In five posts, the opponent will be unable to move, and will have to be heated somehow to regain freedom of movement.
Lightning - If the user’s element is lightning, their claws will glow bright yellow. Upon releasing the burst, electricity blasts out of the claws, traveling through the opponent’s body directly. This will not only burn the body out from the inside, but also fry the opponent’s nerves, quickly reducing them to a quivering pile of flesh from the electricity running through their body. While not inherently fatal, the victim will not be able to control their body for some time, and continued exposure could mean death. Works particularly well on armored opponents, as the electricity is trapped in their armor, keeping up the electrocution much longer than normal.
Lethal Image ((Thanks to Enslaved Neko for this skill)) Rank: B rank Limits: Must be Kiranu, Must know Claws and Cat's Eye Skill description: The Kiranu uses their eyes to manipulate what the opponent see's. The opponent will see the Kiranu split into five clones which surround him. Each clone attacks at once with their claws, creating a devastating attack. Due to these clones being made of energy, the attack will harm paranormals. These clones are only good for one attack per energy use and due to the devastating nature of this skill, a three post cool down is needed before attempting to use it again.
Class
• Iron Form Rank: D Description: once it is activated its limit is ten posts. You meditate pre-battle or while you are not being attacked it takes two undisturbed posts of meditation to activate. In iron form your body is as tough as iron meaning your punches hurt and getting hit by swords wont usually hurt you. Only C rank and above attacks can hurt you in this form
Catch Blade Rank: C Requires: Activated Iron form Description: This skill takes quite a bit of skill to pull off. You wait for someone who uses a sword or some sort of bladed weapon to attack and with the proper timing you catch it with one hand unharmed. This only works if the attack is not a C ranked attack. Masters can catch without the iron form and remain unharmed.
Ki Assault Rank: C Description: You throw a punch that is purely energy. This punch can easily break C rank things out of the way and is ranged.
Mind over Matter Rank: C Description: A non combat skill, this is useful after battle. You slowly heal your wounds during this meditation period. Though it cannot heal a removed limb, it can heal anything that did not kill you will be healed over time. The C rank energy usage is constant till the wounds heal. The amount of time for a wound to heal varies due to the wound's seriousness.
Light cuts and even deep ones as long as no muscle tissue is torn is one post. Torn muscles and fractured bones take two posts. Major Burns take three posts due to their nature. Light burns would take two posts. Punctured organs would take ten posts. If you are disturbed you must start over since it is a form of meditation. Note if the wound is that serious you may die as you try to heal it this way. Poisons wont be cured.
Dark Ascent to Madness Rank: C Requires: Must be Adept, Berserker and must do the mission required for this skill. Skill description: This skill allows the berserker to transform into their true state (All berserker states will be different). This skill ups the speed and the strength of the user by 1 extra point. All skills for the beserker form must be approved in the custom forum. However, while in this state your friend and foe become the same. You cannot tell which is which and are likely to attack anything that comes near you. All you will know in this state is blood and death. However, due to the nature of this beast, it is strongly recommended that you find yourself a TAMER. The Tamer will be the one person able to calm down the berserker form. It is the one person they trust more than anyone else and the one person they confide in. Tamers are the only people who can calm down the person in this berserker state.
RULES for the skill: 1)When a berserker goes into this state, since they loose their rational thinking they'd get this stat boost. I take this from the Anime Record of Lodoss war: Chronicles of the Heroic Knight, since one of the side chars becomes berserker and looses all reasoning. He also seems to have some added power.
2) Berserkers using this skill MUST have a Tamer. A Tamer is someone who knows the berserker personally and can "soothe the savage beast". If a person has this skill and uses it without their tamer, they will fight until their opponent dies, they die, or they get knocked out. Even after the battle is over, if there is no tamer they can't transform back.
3) All skills for the berserker must be custom made and approved. Each berserker is going to be unique afterall. :3
This skill will last until your energy is depleted, you are knocked out, or your Tamer calms you down.
Note on the mission: The mission will consist of the berserker adept heading up the coldest mountain where a mirror lies within one of the caves. The trainee will need to step through this mirror. Once through they will witness all the horrible events in their lives over and over. Once the person finally snaps, their berserker form will manifest itself and assimilate with them, giving the promise of strength and speed while taking away knowledge of right and wrong.
Custom Berserker:
Username: Isis Delacroix Cherry Lovette Rpc name: Luna Moon Rank: Adept Picture or Description of the Berserker: Looks like this but she also has a pair of bone wings on her back
Berserker's skills: Screaming Moon: Rank: C Description: The spikes on the end of Mitternacht's tail open up to unleash a scream so loud that it peirces the eardrums causing them to bleed. The scream is so frightning that it takes down the opponents speed by -2. This skill can also peirce the energy placed into the ears of sensitive opponents like Lycans and other Kiranu
Bone Needle Rank: B Description: Mitternacht turn her bone wings infront of her and unleashes a hundred bone needles at her opponent.
Berserker Stat Boost: +1 Strength
Berserker Special Strengths: The fur on Mitternacht is incredibly thick, making it a natural armor that can deflect up to C rank attacks. Mitternacht stands at around 6 foot just on all fours.
Berserker Weakness's: The more enraged Mitternacht becomes, the less focus she has. Multiple enemies will likely confuse her.
Gentle Strike Rank: B Requires: Master rank Description: The gentle strike is a single attack meant to cripple the target. This is a series of weak punches, one behind the elbow one behind the knee below the ribs and one at the back of the neck. These strikes have a certain amount of energy from the Berzerker and upon impact will be released. This energy is made to disrupt the flow of the target's energy thus making the target unable to use his skills for ten posts even out of battle.
Havoc Palm Rank: B Description: A quick and powerful strike of the palm this can cause massive damage. You first take whatever stance feels comfortable and then energy is focused into your palm. You take one step at the target turn 360 then hit the target with your palm the force you will exert is equivalent to an explosion that can blow up a boulder. You can be dodged when doing this and it can be prematurely detonated if it hits something other than the target. You may choose to use this on buildings to knock them down, use your imagination.
Steel Form Rank: B Requires: Iron Form, adept rank Description: It is the same as iron form except you are now as tough as steel. Only B rank and above attacks can hurt you.
Capoeira
Stage 1 The first stage deals with learning the basics of capoeira. This will first include mastering the fighting stance, which is always kept low to avoid a larger strike zone. They alternate sweeping their legs behind their body while lightly hopping on the balls of their feet to get into a certain rhythm, as well as keep their arms forward and spread out. Since the arms are not used for striking in this style, they instead are used to balance the fighter's constantly shifting body, as well as attempt to keep the opponent's eyes concentrated on their more noticeable arms than their feet. Training wise a capoeira student will go through a lot of cardio-exercises and running, as this style's powerful movements tend to be quite exhausting for beginners. They will also learn how to properly deliver the basic kicks such as front kick, charging side kick, hook kick, and crescent kicks.
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 2 This stage is where the styles strength truly plays out, the ground. From a crouching position on the ground a Capoiera fighter is just as deadly as he was standing up, if not more so. Further cardio, flexibility, and abdominal exercises are used here for training, as they will help with generate fast kicks and recoveries.
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 3 Next fighters will learn the handstands of Capoeira, which they are so recognized for. Training is very diverse but important in this stage. A strong abdomen is needed, as well as a firm grip of upper body strength and balance to hold and move the body. Trees are often used to help with this part of training, as they can use the tall bark to slowly lean against during handstands to balance themselves, as well as perform hundreds of situps as they hang down from the tree branches.
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 oppoent'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.
Earth Greeting Requisites: Phase Shift Rank: E Description: Using a movement similar to the Phase Shift technique, the user uses low and fast crawls and sweeps to find an opening in the opponent's legs. Instead of moving through this opening, however, the user grabs the opponent's legs and with a sharp tug sends them to the ground. Doesn't damage opponent but being on the ground they will have a much harder time defending against attacks, especially from the capoeira style.
Passing Goodbye Rank: C Description: As the user passes by an opponent's side he strikes the side of their leg with a quick and powerful stomp. This will break the opponent's leg instantly, and because it is done as such a close range it is nearly impossible to dodge in time or predict unless they were staring down at the user's feet.
Stage 4 After mastering the ground, Capoeira will finally complete its unpredictability and power by mastering the air. Training is done through various extreme stretching exercises to increase flexibility, as well as performing techniques in foot deep water to build leg strength to reach heights for the jumping techniques. By being able to strike from the ground to the air, the user becomes even harder to predict.
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 transfering 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 backflip (frontflip 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.
Reaching for Heaven, Falling to Hell Requires: Flash Uppercut Rank: D Description: User performs a flashy no handstand backflip (similar to the flash uppercut) that attempts to uppercut an opponent with both legs. Even if this misses though, the user kicks their legs out again as they fall back down to kick in their opponent's shins, putting them through immense pain while also bringing them to their ground. This can also be linked with Flash Uppercut, should the skill miss.
Crow's Offensive Requires: Rocket Recovery Rank: C Description: User grabs the opponent's shoulders and then performs a handstand above them. Then the allow themselves to fall over before suddenly turning in the air and kicking the opponent to the side of their head from behind. If this is blocked, then the user can kick them again with their other leg, blasting them away and breaking whatever limb they used to block. This move is particularly effective when the opponent tries to block a user's Rocket Recovery, as it allows the user to easily link this attack by getting easy access to their opponent's shoulders.
Entwined Submission Prerequisites: Phase Shift Rank: B Description: After using Phase Shift to get behind an opponent the user shoots their legs up around the arms of their opponent and pulls them to the ground while sitting up. This will make the opponent land in a strong submission hole where the user's legs are pinning the opponent's arms to the ground and the user is sitting up inbetween their legs, unable to be kicked by the opponent. From here the user is free to attack the enemy with their arms while they are helplessly pinned to the ground. Only an opponent of great strength superior to the user can push themselves out of this hold (2 ranks higher).
Dim Mak Hand to Hand style:
Stage 1 The first stage of Dim Mak isn't about attacking or even defending, but rather opening a new sense within the fighter, the ability to read chi. By being able to see chi within everybody around them the fighter learns where their chi points lie within their body, as well as other things such as their health/physical condition, emotions, and murderous intent. While for beginners this technique is actually very straining for them, and thus costs energy to use, by the time the style is mastered the ability to reach chi will become passive. All training in this stage is done internally, through several hours of meditation and by first recognizing their own flow of chi. It is only by recognizing their own flow that they can learn to apply it through their attacks, and with over 361 basic points in a single body there is much to discover.
Chi Sense Rank: D (now passive) Description: This is required for all Dim Mak techniques. It allows the user to see the flow of chi whithin any surrounding enemies in an area, making hiding from them quite useless as they pop up in their vision just as easily as infrared. This vision will last for five posts at a time, and requires a cool down of one post after usage. Once Stage 4 is learned, the negative effects of this technique disappear and becomes a passive ability of the user.
Chi Block Rank: D Description: Similar yet opposite to the Chi Sense skill, being able to see other's chi and their own gives them the same ability to hide their chi, preventing other Dim Mak users or those who can sense energy in general from detecting the user's energy. This lasts for five posts, and requires a cool down of 2 posts after usage.
Stage 2 Next the users can finally start to learn how to attack with their newfound sense, hitting specific chi points in their opponent's arms or legs to cause temporary paralyzation. Training is done through repetitve practice of the technique against random opponents or even one's self, and then is performed on human dummies of straw and wood. The reason is to make the movements of hitting the points quicker and to strengthen the fingers and weaker parts of the fist while they are at it so that a stronger signal can be created.
Sleep Rank: C Description: User grabs an opponent's shoulder and presses a chi point there that immediately makes them pass out, falling into a peaceful sleep.
Limb Immobility Rank: C Description: User grabs an incoming strike with one hand, or just grabs the limb in general, and then sharply strikes an opponent's chi point on said limb with two fingers. This sudden message delivered by the sharp strike, combined with the pressure being placed on the limb by the grab, cause it to become immobile for ten posts. It will continue to be paralyzed even out of combat.
Potty break Rank: D Description: A rather humorous use of the style's abilities, the user forcefully opens their opponent's bowels with a simple squeeze of the shoulder, pat on the back, or strike to the lower abdomen. This will immediately make the opponent piss and/or crap themself depending on how hard they're hit.
Skill name: Spasm Rank: B Description: A technique used to disable and inflict pain to those who are more muscle then others. Building up negative chi in two fingers, by striking the body the chi wil forcefully push into the body, causing the muscles to go into fits painfully and lock up, almost like a seizure. The area that was struck will continue to spazz and lock up for three posts, making it impossible to use that part or do anything related to it.
Stage 3 Besides just stopping communication to a limb or organ, other much more deadly and permaneant effects can be inflicted on an opponent's body. This stage teaches users how to deal those lasting blows by showing them combinations of points that can be hit to inflict damage on a body that mimics poison. Again, training is performed through much practice and meditation.
Instant Bile Rank: D Description: After striking an opponent's lower stomach or back they send the user sends their chi into their victim's stomach. The agitation will instantly (as the name says) make the opponent vomit and cause temporary dizziness and fatigue after doing so. If performed with enough energy (B-rank cost) then the effect can be made to last longer and force the opponent to vomit several times instead of just once.
Memory Wipe Rank: B Description: By rapidly striking three chi points around the opponent's head or face, they temporarily paralyze a portion of the opponent's hippocampus, causing instant memory loss. As one could guess, this could lead to potentially deadly strike to an opponent, who will suddenly be standing around not knowing any of his/her techniques or even what they're doing there. Their memory will quickly return within a few hours, though parts of their lives up to an hour (depending on rank) will remain forgotten.
Stage 3 Besides just stopping communication to a limb or organ, other much more deadly and permaneant effects can be inflicted on an opponent's body. This stage teaches users how to deal those lasting blows by showing them combinations of points that can be hit to inflict damage on a body that mimics poison. Again, training is performed through much practice and meditation.
Acid Claw Rank: B Description: User inbues their fingertips and nails with a very sinister chi that will act like a strong acid if contact is made with flesh. Even a small scratch can cause a hole that will burrow through the opponent's other side. Lasts 5 posts. The chakra can also be fired within a close-range distance of ten feet, though this will cause the acid to leave the user's hand entirely.
Stage 4 BERZERKER ONLY FOR REST OF THE STYLE In this stage the user learns the most infamous and well guarded techniques of not just this style, but all martial arts. These are the Death Strikes. Attacks can differ from delayed effects to painful effects to immediate effects, but almost all of them cause death to their victims. A different set of training is also used for the last two stages of this style, and that is the art of shooting the user's own chi. It is a trick many have sometimes seen, but by controling the power of their chi a user can push their energy beyond the range of their arms and make it travel a considerable distance. What's more is that they can even make this energy become passive until it hits its mark. Users train this by setting a long row or hard objects, from planks of wood to blocks of ice. Then they begin trying to send out their energy by hitting the first object in line but aiming to break the objects they never touch. A master will be able to touch a block of ice at one end, but make the last ice block on the opposite end explode instead. A heightened sense of meditation is also used to gain insight to the hidden chi points that cause death in their victims, and it is only once they are able to see these points that a user becomes permaneantly placed in their chi sensing state.
Heart Explosion Rank: A Description: User curls the fingers of one hand into a claw and strikes the area of an opponent's heart. Energy bursts from each point on the user's fingers and palm, and the combined force causes the opponent's heart to literally explode from the power. Almost nothing can survive a direct blow from this attack, but because a direct blow is needed it is often difficult to pull off.
Raging Fist Style:
Stage 1 As a beginner, one must bring about a personal stance. Usually whatever the student is comfortable with. From there, they must begin training. They must lift weights, in both their arms, and their thighs as the beginning movements and training is the foundation for the rest of their training.
Wavering Fist- E The user from their stance, waves their off hand, quickly following with a direct fist to the opponents body. This is a quick and effective movement, as it will knock an enemy off balance if braced, and if unbarred usually sends them tumbling.
Iron Trap- D The student grabs the opponent by the throat or another limb, performing a sort of death grip. From here, they will clamp on as long as the student has the strength to carry on (5 pts per post).
Stage 2 At this point, the student is made to punch a tree as much as possible in 30 second bursts. When they can strike 100 times, they will begin to train with weights as they attempt this training. This begins to form bone upon the student’s knuckles.
Epic Elbow-D The student will quickly spin towards the opponent, catching them, or nailing them with their elbow. This is a costly movement, as missing, leaves you severely open. But if it hits the opponent in the head, it will easily disorient them, possibly knocking them over.
Violent Fist- C The student, from punching the tree in short bursts, has learned how to put that short burst to work upon the enemy. They quickly punch the enemy where ever they can land the hits. Depending on the student’s strength to carry they may carry on more hits.
Hammer Fist- D The student, using only their fist, and body weight, will bring a single arm/fist down upon the enemy. This is another move that is high risk high reward, as if it hits, it will bring the enemy to their knees. If it misses, the student may lose balance, falling to the ground.
Neck Slam- D The student grabs the opponent by the neck, lifting them with one arm, and bringing them to them crashing to the ground. This is devastating, as it can knock the wind out of an opponent, or possibly knock them unconscious.
Arcing Uppercut-D The student brings their fist into the opponents gut, sending them up into the air. From this position, there’s much a student can do with the opponent, such as a follow up.
Stage 3 The student learns little the next few stages. But they train their bodies adversely. They learn things for a more defensive stance, and countering at this stage. To train for this stage, the student must train their chins, and forearms for countering by striking them against a surface, usually a tree. This is painful, but it makes the bones stronger.
Bone Block-B A student, will block an attack with his shins/forearms by: If facing an armed opponent, instead of blocking the blade, they will catch the opponent at the forearm, hurting the opponent. It’s essentially the same if blocking an unarmed foe.
Over Hand Crush – D The student will clasp their hands together, and bring them down upon their opponents head. A simple, and powerful technique as it can send opponents through the floor of a building.
Stage 4 The Student now learns the true meaning of pain. Again, they will not learn much. This time, they will strengthen their legs for the kicks they will learn by running far distances, and doing squats with weights on their backs. After they can do 10 repetitions of 10, they will begin the learning.
Spartan- D The student will bring their leg up horizontally to their chest, and will put it to an enemy, sending them back. Although the student may modify this to get away from the opponent by jumping off of the opponent, sending both their separate ways.
The Hi-Jack –C The student, quickly spins, bringing their leg up, and kicking the opponent in the face. Although this is a lethal move, it can easily be turned around by a creative force sending you flying instead.
Wrestling:
Stage 1 Here is where the user learns the basics. Usually done with a partner or dummy the user will practice various basic strikes and principles. Training is done by through stretching, practice, and building upper body strength. It'll help with the throws later on.
Chest Slap Rank: E A very basic attack where the user brings their hand back and slaps their opponent's chest. Normally this doesn't do much damage, but it does cause a lot of pain, especially with repeated hits. And it can be performed easily when the user is exhausted, and thus great for keeping their opponent back while they try to catch their breath or regain some energy.
Drop Kick Rank: D User jumps up and kicks their opponent with both legs, generating a massive amount of power capable of knocking just about any sizeable opponent to the ground. However, because it kicks with both legs the user will usually fall to the ground as well. If performed from a run this attack deals C-rank damage.
Grip of Paralysis Rank: C This is the basic skill absolutely necessary for all wrestling techniques. It trains the user to inject a wave of paralysis through the opponent's body via their own energy, immobilizing them during the user's attack. It was around this skill that the entire style of wrestling was created around. However, in a way it works much like the hypnotic tempo of the Capoeira style, in that the skill only works for wrestling techniques only. Once the user deviates away from the style then the paralysis of this skill wears off instantaneously. This skill is passive once learned.
Disruptful Spirit Rank: C The counter to the Grip of Paralysis, this skill allows the user the disrupt the Grip of Paralysis so that they may break away from another wrestler's attack. Note that just because you can move doesn't mean you'll be able to instantly break away from the attack. This skill can only disrupt the Grip of Paralysis on attacks that are lower rank than the user. This skill is passive once learned.
Elbow Drop Rank: C The user drops down on their opponent, striking with their elbow. This can cause solarplexes, ribs, or even skulls to break depending on how high the user can get. For B-rank energy the user can even jump fifteen feet into the air to gain their own height before coming down on their opponent, though the damage done remains the same.
Inner Storm:
Stage 1 The first part of training is to generate a center of ki in your body. The ki center is generally located in the lower abdomen. From there, the user will concentrate their energy and repeatedly purify it. This is done by meditating while staring at a common-day purifier such as a water cleaner. The point is that this becomes visual imagery for the user to 'cleanse' their ki. By purifying their energy, the user loses his ability to use elemental energy, but in its place the energy is instead given pure energy, which is interpreted as electricity. To keep up this electrical property, the user must at least meditate once every week (7 days irl) and purify their chakra once more. This might be interpreted as something like charging your battery after it gets low. If the training is not done at least once a week, then at master level the electricity will become significantly weaker, while beginners will lose their electricity powers completely.
Electric Eel Rank: D Description: User's body pulses with electricity to give anybody touching them a nasty shock. This will paralyze anybody with a strength rating less than 9 for one post, giving the user an opening for attack. Anybody else will just have difficulty moving around for the next couple posts.
Lightning Fist Rank: D Description: User builds up lightning into their fist and punches an opponent with a quick but powerful blow that can send them flying if the user so desires. This also has the ability to stun and paralyze an opponents body for one post if hit and slow them down for three. Berzerkers can use this technique with their feet as well.
Lightning Tackle Rank: D Description: This is the first instance where the user uses their electrical energy to enhance their own speed. By charging their body full of electricity for a split second the user flies off their feet and extends their arms to tackle an opponent with their palms facing towards them. The enhanced speed and the minor shocks from palms keep the opponent from breaking free or counterattacking as the user is free to push them into the nearest wall, or through it if they so desire.
Stage 2 This stage teaches the user on extending the lightning energy of user beyond their body. Thus, this stage focuses more on the ranged attacks of the style. This is usually done by splitting the user's own energy and using it to hone in on the energy of foreign objects. The user's pure energy clashes with the energy around it to create an explosion. By following this theory, things like streams of lightning can be created between a user and another object. Training is done through extensive purifying and meditation.
Lightning bolt Rank: E Description: User fires a single ball of condensed lightning from the palm of their hand. A hit can push even strong enemies back a few feet while leaving extensive burns and momentary loss of motor functions.
Lightning Blast Rank: C Description: An upgraded version of Lightning Bolt, this jutsu works the same way except now it is a continuous blast of electricity. The blast can be ended prematurely by the user. A target hit by this technique will experience quite painful electric shocks, however they are still relatively minor.
Lightning Beam Rank: B Description: Here the power from Lightning Blast has been upgraded, making it into a beam twice as wide as before, and much more damaging. Targets hit head-on with this skill will experience a fantastic amount of pain and be stunned after the skill ends. Also, nearly missing with this skill also has some effect. Because of the high amount of voltage, small lightning bolts can arc from the beam to someone standing within a few feet of it, causing shocks a little bit more damaging than those of Lightning Bolt technique. This skill can be ended prematurely by the user.
Sub-Class
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Hand-to-Hand/Weapon
•Phantom Knee Rank: D Description: From a crouch, you rise, bringing your knee into the opponent's stomach. If your opponent is taller, you can charge the move to jump when you do it, causing more damage, and reaching whatever height the target is at. This is a perfect countering move, quick and effective.
Jade Strike Rank biggrin Description: Taking a step forward and lunging at your enemy, the user will thrust their claw gauntlet forward in order to stab through flesh with its piercing metal.
Double Death Fist Rank: D Description: With their claw gauntlet, the user will create a fist in order to strike at the opponent, smashing their fist into the stomach. The moment the fist makes contacts, the opponent will undoubtedly get the wind knocked out of them, since the gauntlet makes for a stronger punch. It is at this moment that the user will slash upwards with their claws, letting the metal rip upwards through their flesh.
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Personality: A little bit of everything. Luna's moods can switch very quickly. She can be calm, cocky, psychotic, whatever she wishes to be whenever she feels the need to be it. Luna really isn't ever tied down to just one emotion. Sexuality: Straight, but like Cherry she is attracted to power and intelligence. Quote: "You're mistaken if you think I'll give you a straight answer." Height: 5'4" Weight: 120lbs Eye Color: Cerulean
Favorites:
• color • food • animal • city [in Axiom] • feel free to add your own
Theme Song: Control by Poe
Gothic Lolita - Emilie Autumn Battle Theme: Mitternacht by E - Nomine (May change)
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xxxxxLuna was born to Adrian Kirei Moon and Isis Luna Moon, meaning that her name is made up of both her mother and father's names as was customary in their village. When she was a very small child, Luna was loved by both her parents. But her father was a little upset that his first child was not a son. As Luna grew older, this became more and more evident.
Despite her consistant training in different fields, such as music, arts, and social studies, her father didn't take any notice. Desperate for her father's love and adoration, she began training to be a fighter at a very young age. She was about four when she started training. At the age of eight, Luna was competing in Gladiator arena's with other children up to sixteen years of age who also wished to prove their strength and worth. It was only at this time that she was able to gain her father's approval, but only to a point. In his eyes, she was still just a girl, and not the child he wanted.
Her mother grew stressed at the situation. And quite upset that her husband would treat their daughter so horribly. She warned that it would have horrible reprocussions, but he didn't listen. Of course, neither of them would live long enough to see what their daughter would become.
The Kiranu and the Lycans had been at war for some time. A natural cat and dog fight, the Lycans had more power, but they would often be outsmarted by the clever Kiranu. Unfortunately, one night the Kiranu were completely taken over by the Lycans that wished to destroy them. Their village became nothing but ruins of death and decay. Those who resisted were killed. Those who would not bring a profit on the black market were also killed.
Luna's mother and father were caught up in the battle. Isis wanted to protect their daughter, and oddly enough, this would be the only time that Luna's father Adrian actually looked worried for his daughter's fate. Even now Luna can still remember the look on his face as he was murdered.
Flying into a rage, Luna began to attack. Of course, being a scrawny Kiranu girl of fourteen, the Lycans just laughed. They figured that such spunk would fetch a grand price in the black market. Being defeated, the girl was locked up in a cage and transported there.
At the Black Market, Luna was bought by a seedy Vampire by the name of Alexander Dujon. Without getting into much detail, one can just imagine what a vampire would do to a spunky and fiesty Kiranu that he bought as a slave. But revenge would soon be hers.
Two years have passed and news has spread about a sixteen year old Kiranu who murdered her master and escaped. No one really knows where she has escaped too. But then again no one knows the full details and hell that she went through in that place either. Luna has made her way to Fronta, hoping to be trained to become one of the best fighters ever so that she may one day rid the world of Vampires and Lycans that she deems her mortal enemies due to her past experiences with them.
Luna has spent the past five years pretty much just ******** around.
((Again, I have a more up to date profile on my computer. Just gotta wait until tomorrow so I can grab all the stuff from it.))
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Posted: Mon May 26, 2014 9:30 pm

Full Name: Castyfe Stratostyle Nicknames: Cas, Cast Age: 19 Birthdate: 04/25 Gender: Male
Culture: Elvhanan Religion: Unchoosing Languages:
De Facto - Common Fluent - Demonica Basic - Elvish
Nation: Yuran Rank: Novice Title: Citizen
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Bloodline: Pagan God Class: Weapon Master
Strength: 6 Speed: 6 Sin: - Gene Mods: -
Energy Color: White Energy Meter: 550 Element: - Battle Strength: Pagan Abilities Battle Weakness: -
Fights Won: 0 Fights Lost: 0
Completed Quests
S Rank: A Rank: B Rank: C Rank: D Rank: 1 E Rank:
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Elemental
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Bloodline
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Class
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Sub-Class
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Hand-to-Hand/Weapon
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Personality: Sarcastic and smart. Inwardly and outwardly critical, but a big softie. Sexuality: Bisexual Quote: "Another Day, Another Sigh" Height: 5'11 Weight: 132 lbs Eye Color: Pink
Favorites:
Theme Song: Royals Battle Theme: Razor Sharp
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xxxxx
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Posted: Mon May 26, 2014 9:39 pm
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Posted: Mon May 26, 2014 11:28 pm

Full Name: Toya Nicknames: The Dark Prince Age: Appears to be in mid twenties. Birthdate: 11/05 Gender: Male
Culture: Lumirian Religion: Vaet Nocturnum Languages: De Facto - Demonica Fluent - Common Basic - Elvish
Nation: Yuran Rank: Novice Title: Citizen
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Bloodline: Shade Class: Necromancer Sub-Class: unlocked at expert rank Strength: 2 (6 when in darkness and 1 in super bright areas) Speed: 7 (8 when in darkness and 3 when in super bright areas) Sin: None Gene Mods: None
Energy Color: Black Energy Meter: 825 Element: Wind Battle Strength: • Immunity to pure physical attacks. Attacks that simple involve a strong punch with no energy around the fist literally go through the user. • Massive boosts when in shadowy or Darkened areas. • Thrive as Necromancer(+1 Rank in strength for all skills of this class) • You do not age; you do not breath; you do not sleep. Larger energy pool (x1.5 the normal pool) • Can replace decapitated limb with UNDEAD LIMBS! • Can make zombies • May drain life out of others to give life to them • When they have learnt the skill they can bring others back from the dead perfectly but under their command • May learn two ranged weapon styles. Battle Weakness: • Fire and Intense Light are toxic to you, exposure to either weakens your body, and directly contact with fire or a light attack launched at you can deal massive damage to your body. • Fire and light skills deals 1 rank higher damage. • As a creature of shadow, the light, or holy skills used by a paladin or cleric can hurt you, rather than heal you. • The slowest class • The paladin's and the cleric's Heal does not work on this class... It actually hurts them • Cannot learn physical combat skills except for scythe (Up to A) • No shields • Some spells can be interrupted. • No hand to hand
Fights Won: 0 Fights Lost: 0
Completed Quests S Rank: A Rank: B Rank: C Rank: D Rank: E Rank:
Talent:Pandora's Box: Toya's mental instability causes his mind to be under total chaos at all time. If one poor soul would try to tap into his mind with some sort of power they would be instantly stunned for a post and remain panicked if they ever were around Toya.
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Wind • Air Suction [E] • Air Punch/Kick [E] • TEXT HERE
Shade • Rolling Shadows • TEXT HERE • TEXT HERE
Necromancer • Death Bomb [E] • Undead Limb [E] • TEXT HERE
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Personality: Toya's mind is not that of a rational being, but of clashing whispers that each contradict each other. His motives are unknown. He has no feelings like compassion, love or sympathy. Love, he definitely believes in it, but not in the way most people look at it. He sees it as something to be abused and taken advantage of for his own gain. Sexuality: None Quote: "The Darkness speaks to me so clearly...AH I NEED TO MAKE IT STOP!!!! SO DIE!!" Height: 5'8'' Weight: 135 Eye Color: Gold
Favorites:
Theme Song: https://soundcloud.com/ninja-tune/lorn-soft-room Battle Theme: https://soundcloud.com/shinamonmonsuta/fullmetal-alchemist-1
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xxxxxToya doesn't remember when he became...Alive. Time to him is irrelevant. He just remembers a voice ushering him into a new world. At first he was much more controlled, but as time went on the boy who endlesslt wandered about lost his mind. There was point in his existence where his body became a fog of darkness. Then he finally found home. A place where the monsters didn't need to hide from the good for nothing light lovers. He regained his human form, but his mental health didn't return. During his pre-fog travels the boy found a glowing green stone in a deserted, mountainous region. Upon grabbing it his body was filled with power. The power to raise the dead and much more, but he did not know this. He only discovered his necromancy powers during a confrontation with a paladin. The Paladin wanted to kill Toya before he ever became an actual threat to the world, but underestimated him greatly giving the shadow a chance to escape. The voice in his head insists on Toya gaining more power and the more power he gains the louder it gets.
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Posted: Mon May 26, 2014 11:46 pm
Even as a shade you'd still technically have an age. The day you 'became' would be your birthdate/age. You'd also gain the E rank techs for your main element.
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Posted: Tue May 27, 2014 12:26 am
A faint smile Even as a shade you'd still technically have an age. The day you 'became' would be your birthdate/age. You'd also gain the E rank techs for your main element.
I think I already had the main element techniques. Is the age thing ok now?
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Posted: Tue May 27, 2014 12:35 am
malavaes A faint smile Even as a shade you'd still technically have an age. The day you 'became' would be your birthdate/age. You'd also gain the E rank techs for your main element.
I think I already had the main element techniques. Is the age thing ok now? Yup yup yup!
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