Energy Color: Grey with white lightning running around his body Energy Meter: 825 Element: Lightning Battle Strength: physical superiority Battle Weakness: unholy magic
Personality: quiet, collected man, with a serious but courteous demeanor. In combat, he is strong and fearless. He will not have any pity on something that deserves to be cut down or if given a reason to be cut down. Sexuality: Hetero Quote: "Humans who dare try to play god must pay a steep price for their arrogance" Height:6.4 Weight: 195 Eye Color: Brown
xxxxxLike all his brotheren, he was created by the almighty One that created all. But for some reason he has not a purpose. All his brothers(other wardens and angels), has a purpose and he does not. He wishes to discover his purpose.
Full Name: Arz Nicknames: Arz Age: He's been a void walker ever since their creation. Birthdate: ??? Gender: Male
Culture: Lumirian Religion: Despite Narathos being well...dead...Arz had a heavy belief in most of what Narathos stood for, almost feeling as though he had a deeper connection to that god over most. Thus even with the death of Narathos Arz follows most of Narathos' claimed beliefs as his own little religion. Languages:
Energy Color: Red Energy Meter: 550 Element: Fire Battle Strength: Overwhelming Force: Arz is quite proficient at fighting as a team and overwhelming enemies with numbers AND power. If not one than the other. He is also no slouch when it comes to fighting alone however he does prefer to at least have one ally with him...typically his dragon. Battle Weakness: He is not exactly proficient...or even all too amazing at ranged combat himself.
• Invocation: Brand [V] By focusing their energies to their channeling object the caster can generate heat and flames. This low level of invocation can produce small flames, nothing too wild. What it can do is start a real fire, and produce immense heat when focused on a particular point.
Bloodline
• Aetherial Sight - Due to the exact nature of the Void Walker, they can see through ''the Mist" and see the world for its true form. They instantly recognizing any and all creatures. Also giving them a general idea of how strong another is regardless of race. (Rank-wise, not as precise to be know the exact amount in the other energy pool.)
• Aura of the Dead - Void Walkers have the air and stench of death on them, at all times. Most of the time, it cannot be placed directly on the Walker, but they have an aura. The Void Walker is able to manipulate this aura to their advantage. For example, they can fool people into thinking lights have been dimmed, or even turned off completely, they can make it look like the weather became overcast and cloudy, they can make mists roll in, lower the temperature to 10 degrees cooler, and plant life look dead. This can confuse people, scare people, give people feelings of uneasiness, force sight disadvantages, make people cold, and give them the spooks.
• Blood Healing - As the Void Walker gets covered in blood from foes, it will begin to heal the Walker. 1 post: Small cuts & bruises are healed. 2 Posts: Gashes are turned into small cuts. 3 Posts: Broken limbs can recover 4 Posts: Internal injuries or burns from light/flame/holy techniques can be recovered. 5 posts: An entire missing body part can be restored at a slow, and painful rate
• Arms of the Void (E-A Rank) - You invoke the power of the Void, of the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within E - 10 feet D - 20 feet C - 30 feet B - 40 feet A - 50 feet This pushes away all enemies from the caster. If something prevents this effect (IE - Walls), the victim will feel immense amounts of pressure as the tendrils will still attempt to push the foe away. If the obstacle is weak enough, it is possible for the tendril to push the foe through it, if the radius would logically allow it.
• Fear (Rank D) - You project your true form to a creature. If the creature is 2 levels above you, it has no effect, 1 level above, they will be surprised, but can continue fighting uninhibited, if they are equal level, they will experience fear and will drop whatever they’re holding, if they’re below you, they will drop whatever they are holding and must flee the fight and move away from you by the safest route, unless there is nowhere to move, in which they are forced to cower.
[Bloodline says I get necromancy...so putting that stuff here.]
• Host of the Spirit E-SSS One of the most powerful abilities in the entire world of Axiom. A necromancer is able to bring back a previously dead character into life, as in an actual RPC. They will place the soul of the character in question in to a new body and perform the ritual. Once it is complete the character will become a minion under the complete control of the necromancer. Any abilities whether it is from the RPC's bloodline, race, previous skills, summonings, talents, gene mods, sub classes, etc. stay with them. When a character dies their mark goes away so those are invalid. The soul can never be leveled up or given anything new. Whatever they had in death is what they will have in undeath. The personality is exactly the same and they are sentient, but under complete control by the necromancer. A necromancer can retain any number of souls in their possession. They must have known exactly where the RPC died or where they are buried. They cannot have randomly read this in a book or discovered it out of nowhere. The crew will know. Do not try.
• Death Sense Passive Necromancers have the keen ability to sense death. Be it something already dead, something recently dead, something about to die, etc. They will always know when ghosts are around them. This does not mean they can determine who it is nor is it able to lead them to the location of a Dead RPC they do not know about.
• Nothing for Something - A necromancer is able to siphon the energy from a living creature. They must make physical contact with them. Once that connection is made energy is absorbed and added in to the Necromancer's energy pool. The first post of contact is worth D-rank energy, and for each post they remain in contact they siphon off another rank of energy.
• Seance D By spending D-rank energy per post a necromancer can summon forth a willing ghost from the area and speak with them. They can compel the ghost to speak and answer questions for B-rank energy. If they do not pay the cost of the technique they are unable to hold the ghost there and it will dissipate.
• Undead Army E-SSS The creme de la creme of a Necromancer's grimoire. RPCs are not always available, and in the event they are unable to find a suitable minion to take control of a necromancer can create one. By taking various body parts from dead things (can be NPCs) they can stitch them together and create an undead minion. These are all custom creatures that do not take up a summoning slot. The necromancer merely has to pay the initial cost of their creation to bring it to them.
• From the Abyss D-SSS Axiom has never been a peaceful plane of existence. From the dawning of humanity blood has shed. Nations are built upon the graves of soldiers and the battlefield is never dry. The necromancer can feel the souls of the dead vying to avenge themselves. By seeping their energy in to the ground they are able to revive these hordes of skeletal warriors. For D-rank energy 5 skeleton warriors are summoned. For C-rank energy 20 skeleton warriors are summoned. For B-rank energy 35 skeleton warriors are summoned. For A-rank energy 50 skeleton warriors are summoned. For S-rank energy 100 skeleton warriors are summoned, then 150, and then 200. These skeletons can have weapons and armor, but are merely bones. Skeletons are sturdier than zombies and take reduced damage to both physical and magical attacks. Their stats are 6/6.
Specialization
• Bestial Leap D From fighting atop their dragons and having to adapt to different heights at a rapid pace, Dragoons developed this ability. By applying energy into your legs and gaining traction from the ground, you may jump 50 feet, or over 100 meters if the landing direction is very close to the trajectory of your dragon. The energy does not disperse until they land, upon which it spreads out and absorbs the falling damage before it can break the dragoon's legs.
• Dragon Sight D In order to use this skill, the Dragoon must be in close proximity with their dragon. Closing their eyes and establishing an even stronger mental link between themselves and the dragon, They can see the world as a dragon does. Upon opening their eyes, their pupils will be slitted like a reptiles and they will see beings by their heat signatures, not by sight alone. Useful against illusions, or people attempting to sneak up on them.
• Aerial Recovery D This skill comes in handy for a dragoon that is hit by a knockback spell, or sent flying from a powerful attack. If hit through the air, a dragoon can activate energy and they will perform a sort of flip in mid air, stopping all of their momentum and coming to a safe landing on their feet.
Personality: Arz is quiet, typically preferring to take action than to speak before action. Arz is also loyal to those he deems his allies, as such he is loyal to the country he has resided in for quite some time for the most part at least. However he is huge on freedom, believing everyone should have the freedom to do as they want no matter what. Sexuality: Asexual Quote: "..." Height: 6'6" Weight: 130 lbs Eye Color: Red
Favorites:
• Red • Flesh...preferably human. • Dragons • Lumira
Theme Song: Will add later Battle Theme: Will add later
xxxxxEver since his freedom from the orders of Catherine, Arz had felt like he for the most part didn't really have a place in this world. He could feel in the back of his mind that he was part of it, but he also knew that he had nothing without those orders. Despite all of this he had clung to the fact he had freedom. Something he had wanted for a long time...since he had first been formed from the parts of that god that decided to gain power through the void.
Arz essentially roamed the world...he did just about nothing. Roaming until he came across a dying dragon. This dragon was actually rather selfish. He wished to preserve his life and asked for Arz to assist him in this endeavor. Arz of course explained that the only way he could do that was by binding his soul to a new body to make him into an undead. The dragon agreed, and also added that he would remain loyal to him because of this favor. Arz ended the dying dragon's suffering and bound his soul to a new body. Arz and his dragon companion then began to travel the world alongside each other.
Eventually Arz settled in Nocturne, where he grew accustom to their culture. He met a small group whom he happened to sort of form a small bond with...if that is what one could call it. He and his dragon companion became loyal to this small group.
(I have to add in weapon and hand to hand stuff...I'll do that later....)
Posted: Fri Nov 25, 2016 2:29 pm
CEOxJOE
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Posted: Sat Nov 26, 2016 12:59 pm
MAIN INFORMATION
Full Name: Caldarius Carmine Nicknames: Cal, CC, Carmine Age: 24 Birthdate: January 17 Gender: Male
Personality: Generally speaking, Caldarius comes off as one of those "nice guys" who seemingly do not talk much. However, once spoken to, one tends to realize that Cal speaks in a very sarcastic, condescending, and even dominating tone of voice. It is not often that he believes his thoughts or actions are wrong and even when they are proven to be such, Cal can only believe that he did not possess the right information to come to the right conclusion. In his eyes, nothing is ever his fault. If he fails in an endeavor, it was simply not meant to happen at that moment. Anything he strives for can be gained with the right amount of time. It is this belief that has Cal living his life as if he is simply better than everyone else. However, despite believing that he stands at the top of the world, he understands that, for now, there are actually beings higher than him in general power. Cal also understands that no matter how good someone is, they can not accomplish everything by themselves. Thus, the vampire will usually try and keep a few close companions near his level. Rather than stand alone at the top and peer down at everyone who tries to climb to his pedestal, he would rather reach down for a select few and help them up. Sexuality: Heterosexual Quote: "I'm absolutely livid.." Height: 5'11 Weight: 175lbs Eye Color: Dark Green
Favorites:
• Dark Reds • Chocolates & Blood (B- the most) • Bats & Spiders • Luimira • People who do not hide their ambitions
Theme Song: Currently None Battle Theme: Currently None
xxxxx Caldarius grew up within a family that praised Asteroth as their true god. Whenever anything good would happen, his parents and siblings would always say "Praise Asteroth" or "You have Asteroth's blessings." To be perfectly honest, Caldarius hated it. Although his family were always caring towards him and generally on his side, they always put all accomplishments under Asteroth's belt. Cal despised this because it made him feel inadequate. Why was it not just his own skill that brought about his success? Eventually Caldarius grew to both admire and hate the God of Blood. Day in and day out, the young vampire would research the first of his kind in order to figure out just how his bloodline began. It was through this determination that Caldarius found out that Asteroth was not just a simple vampire. The first of his kind was actually called a "True Vampire" and seemingly the only new ones brought to this world were done so by Asteroth's will. This discovery lead to an inner turmoil for Cal. Part of him wanted to surpass the God of Blood and become something better, yet another wanted to follow in his footsteps. Even moreso, Caldarius almost felt as if he had to complete the latter in order to succeed at the former. Regardless of what his path was, Cal now had a goal. He would become someone recognized by the world as his own person. He would do the same as Asteroth and feast on the remains of a powerful demon and not give in to the same temptations. Caldarius wanted to be more than just another of Asteroth's product. A part of him wants to create an entirely new breed of Vampires.
Posted: Sat Nov 26, 2016 8:55 pm
Vemix
Approved!
EVERY CHARACTER AFTER THIS HAS TO FOLLOW THE NEW RULES ABOUT WHAT TECHNIQUES RPCS CAN START WITH
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Posted: Sat Nov 26, 2016 8:56 pm
MAIN INFORMATION
Full Name: Leviticus Brine Nicknames: Salt Age: 465; Appears early 20s Birthdate: 01/01 Gender: Male
Culture: Lumirian with South Fraxonite fashion tendencies Religion: Vaet Nocturnum Languages:
De Facto - Demonica Fluent - Common Basic - Angelica
Energy Color: Fluctuates between the Ultramarine and Azure spectrum Energy Meter: 825 Element: Electromagnetism {Main}. Earth, Wind, Fire, Water {Elementalist} Battle Strength: Striking from afar and strategic combat Battle Weakness: Close-ranged fighting
Fights Won: 0 Fights Lost: 0
Completed Quests
S Rank: 0 A Rank: 0 B Rank: 0 C Rank: 0 D Rank: 0 E Rank: 0
Weapons: [ x ]. An earthen staff that's been refined and reshaped into a bow without a drawstring. A drawstring is formed from a malleable magical orb with the conjoined properties of the remaining three elements. Armor: [ x ]. Casual white, uniformed outfit.
xxxxx"I am but one of many - but I am the one that shall herald this world's end."
From an early age Leviticus was self-aware of his existence. His birth was one of many hell-spawns summoned to this world. A wicked thing chosen to wreck havoc upon this forlorn world, to demolish everything dear to it before conquering it in the name of their lord. However, Leviticus was born with great intellect unlike a vast number of his destructive brethren. He chose to use his intelligence to learn the ways of this world, to blend in and harness its power - the undesirable becoming desired so that he may collapse this realm using its very weight. He considers himself one of many yet he was among the first to walk this plane.
His body has been torn down and rebuilt time and time again. A reincarnation of himself who has reclaimed the memories and gained the knowledge of his former selves; his own ancestor. Leviticus has learned this world's secrets but keeps them under lock and key within his mind. He expels human emotion, feigning his empathy for this world while instinctively being filled with disdaining thoughts. He's under the perfect guise - even mastering the ability to manipulate his appearance to seem nonthreatening.
But a Diabolos is suppose to kill without remorse. To take what they desire.
Naturally, he harbors evil of his people, but true embodiment of negativity means absolute control over it. Reaping death isn't an unyielding necessity to him but simply an act her relishes partaking in whenever the mood strikes him; and that mood strikes often. His mind has erased useless memories, the lives he's lived and the ones he's taken away; only recalling the most knowledgeable experiences. Where his physical prowess has regressed his mental abilities have increased tenfold. By simply "being human" - as he calls it - Leviticus is but hairs away from achieving his goal, Vaet Nocturnum.
Posted: Sun Nov 27, 2016 8:37 pm
MAIN INFORMATION
Full Name: Michael Kasai Nicknames: The Bladed Gun Age: 21 Birthdate: 01/25 Gender: male
Culture: Elvhalan-for views towards nature, South Fraxonite for dress and acceptance of others Religion: Mazdakism Languages:
De Facto - Elvish Fluent - Common Basic - Demonica
Strength: 7 Speed: 11 Sin: Gene Mods: (if you have any)
Energy Color: White with a slight reddish tint Energy Meter: 550 Element: Fire Battle Strength: Reload speed, Speed, and Versitility Battle Weakness:Water, Biochemicals, Cold Weather
Personality: friendly to all, but don't harm his friends or nature,(nature without good reason) or he goes after you Sexuality: Heterosexual Quote: My Revolvers were forged in the Heavens, my shotgun was forged on Axiom, and my Scythe was forged in the pits of hell. How well of a chance do you have against my celestial weapons? Height: 5'8" Weight: 164 Eye Color: red
xxxxxMichael Kasai was born to two militaristic parents who he rarely ever saw. He was raised in the military Academy, but never truly felt at home or that he was doing the right thing when he went on Missions. As soon as he graduated he left the country where he had been raised and traveled the world, taking in the sights this time instead of as a dog of the military.
About two years after he left he came across the country of Khalia and definitely enjoyed the peaceful minded people. During his first few years Michael picked up gardening and would frequently be seen trimming his garden. One of those times his village was attacked and he had none of his weapons on him besides a scythe which he used for his garden. Utilizing the scythe he helped defend the village, after the battle he was approached by an older elf and told he showed promise with the Scythe as a weapon. The man trained him in the proper usage of it as a weapon. In secret he would mix what he had learned from the old man with his military training in the use of firearms. Over time he mastered the mixture of the two. Now he has sworn to defend the country which has accepted him and also to master his Bladed Gun Style.
xxxxx Luimira, The City of Sin. Life in excess was how Nalia grew up. Born to a street whore and a pimp when protection just wasn't as protective as it should have been. Life was rough from day one for the young woman. Her mother was too busy trying to survive to be much of a mother and her father spent more time on the streets trying to earn money to ever be home. It was a miracle Nalia made it out of infancy. It was a rough life, but she wouldn't have chosen any other, after all it was fun too. Stealing to survive was a game. Lying to get something of worth/ Manipulating people to achieve your ends. It was one big game to the girl. She won some, she lost some, but she always managed to survive. Where some might see this as a depressing lot in life, Nalia saw it only as a starting point and the more she gained the more her own worth. She saw the people around her, content or complacent with their lot in life and felt nothing but disgust. She wasn't going to stay at the starting point forever. She was far to important for all of that.
Nalia left home young, moving to the streets to escape the disgust she felt for her parents. The streets were more her home at that point anyways. Falling in with a simple crowd of thugs was of course the next obvious step. Drug runners to be precise. Small pieces in a much larger game. It was while working with these runners that she discovered more about her natural abilities. A natural understanding for complex things, specifically in her case, Magic and Machines. Practice made perfection out of her natural talents. The money she earned from her night job, running drugs, she spent on equipment to further her skills in her talents, well and to buy some of the inventory she ran for herself, but that was unimportant. It was in this manner Nalia lived her life, planning for the future and taking pleasure where she could find it.
Posted: Sun Nov 27, 2016 9:07 pm
MAIN INFORMATION
Full Name: Imprudence Nicknames: N / A Age: ∞ Birthdate: N / A Gender: Vaguely Male
Culture: Lumirian Religion: ? ? ? Languages: Common | Demonica
• Invocation: Brand [V] | E By focusing their energies to their channeling object the caster can generate heat and flames. This low level of invocation can produce small flames, nothing too wild. What it can do is start a real fire, and produce immense heat when focused on a particular point.
• Flare | C Generating heat and flames through their channeling object a caster can create a crescent shaped flare of flames. These have no true solidity to them, and will merely scorch whatever it happens to come into contact with. These flames are white hot, capable of third degree burns. The flares are 5 ft long, and grow in size by 5 ft for every rank of the caster.
• Dragon's Maw [V] | C A true fireball ability. The caster conjures up either one 20 ft ball of flames that explodes and bursts on contact in to even more fire, or multiple 5 ft balls that do the same.
• Incinerate | C The caster can release a constant jet of flames from their channeling object. The longer this spell is consecutively fired the hotter and farther the flames can go. It starts at 10 ft, and grows 10 ft every post it is maintained. These flames can turn sand to glass, melt metal and more when kept going.
Bloodline
• Black Soulgems | Passive The Soul of a Dreadnought is contained within a Black Soulgem that the Demon protects at all costs. If it is destroyed, so too will be them. However, this is not often located on the Dreadnought's person. It can be kept literally anywhere, and is the reason why Dreadnoughts are so tough to kill. It is widely known, however that this is the case. If anyone comes to be the possessor of the Dreadnought's soul gem, the Dreadnought will become their willing seek them out and be compelled to do whatever it takes to get their gem back. However... a Dreadnought's Soulgem is a powerful artifact for the dreadnought. When their bodies are slain, their form will turn into a black flame that shoots into the air, retreating to it's gem to regenerate. After a small amount of time decided by crew, the Dreadnought will revive in a massive explosion of fury and genesis, equal in strength to what they were before death.
• Black General's Rally | E With a deep bellowing roar of commands the general will send his allies into a rush, rejuvenating them and fueling them to keep on going. Mostly raises morale, allowing allies to ignore wounds and push forward.
• Shed | E Their most basic skill, allowing them to enter/exit their demon form. Costs no actual energy.
• Terror | D This skill sends a boomburst outwards after a massive roar, reaching across the battlefield to do the opposite of the Black General's Rally. It demoralizes enemies, putting fear into the most hardy of enemies barring something such as the Lich passive making them immune to fear.
• Carapace Shield | C-SSS A hard outer layer of damage reducing energy armor grows from the dreadnought's skin. It lasts until its knocked off but cannot stack, and cannot be used for two posts once it comes down to an equal or higher ranked attack.
• Domination Ray | D-SSS Depending on the energy put into the attack, this skill shoots a concentrated beam of energy from somewhere on the dreadnought's body straight ahead. This beak, for one payment of its cost can, lasts up to two posts at maximum and it's range scales with payment of energy, starting at 20 ft and doubling for every rank after. The beam is only 10 feet wide, however. The damage is enough to bore into and destroy defenses of equal rank over the course of it's attack, and is devastating when focused on a target. However the already low dreadnought speed is even slower during this time (-2.) It also has the elemental affinity of the dreadnought, if they so desire.
• A Gift from the Dark One | Varies By expending equal ranked energy a dreadnought can protect an ally from damage up to the energy they put into this skill. The shield will last upon them until it is taken down, and can be formed fairly quickly, though at least a moment is needed before they attack to see it coming.
Class
• Suppression | Passive If a Siege Master does nothing but focus on firing on a target with a minigun or similar weapon that can maintain constant fire upon a target they can disrupt their focus, making focusing on a task difficult even if they are under cover. While the bullets are no more likely to hit, they make skills that require a charge impossible to use, and limit the amount of skills able to be used by the target down to 2 in the psot following suppression. Leaving cover would lead to the target taking damage from the bullets if they don't defend themselves. Putting up a barrier to hold the bullets at bay negates this effect however.
• The Five D's | C If the Seige Master is ever under any kind of fire, they can dip duck dodge dive or dip out of the way far easier than normal, because they gain a speed modifier of plus 4 for the next 2 posts, but only when avoiding an attack.
• Dread Chase | D The user will charge their next shot with energy, and fire a bullet that, upon leaving the barrel turns into a small missile that flies at the users speed +2 and hunts down a target, rounding corners and going over stationary cover to deliver a harmful explosion. Unlike a bullet, however, this shot does explosive damage in stead of piercing.
• Scatter Shot | C-SSS Fired from the barrel of any heavy weapon is a projectile that drills through the air towards a target, exploding at the press of a button from the siege master and scattering a highly charged, very dangerous spread of shrapnel that can level an area, rendering even the most dense of foresty cleared. At C rank this can only affect an area of about 40 feet and deal relatively lower damage, though it is still dangerous by nature of being shrapnel. Every rank adds twenty feet of range and far more shrapnel. SSS rank energy hitting someone could literally turn them into mulch.
Personality: Polite | Manic | Fond of Destruction Sexuality: Imprudence is as much prone to blatant, unfettered hedonism as the next demon. Quote: "A good gun can be fired a thousand times, but the best guns need only be fired once." Height: 10' Weight: Heavy. Eye Color: Black
Favorites:
• Color : Red | Orange | Yellow • Food : Raw meat, especially if allowed to fester for at least three days in a humid setting. • Animal : Cone Snail • City : N / A
xxxxxIt is suggested by some that Imprudence was once a menace – even amongst Dreadnoughts; that he was a force of nature given motion, bringing destruction and hellfire wherever his many legs took him. A war machine of flesh and chitin, he was but one of the many of his daemonic kin that reveled in the razing and warmongering that followed the relinquishing of Kala’s grasp. In the present day, however, Imprudence is but a shell of his former self, residing in a dark, loamy corner of Nocturne’s underdark.
Yet, like a cockroach in an unclean trough, Imprudence is more than content with his existence, where he exists in the shadows as a broker of both dirty secrets and tainted arms – both of which he considers possessing equal potential for considerable destruction. Though he still harbors an undying fondness for carnage he has since learned to curb his daemonic urges with copious amounts of opiates and sedatives, if only to allow himself the luxury of day-to-day life in Nocturne. Still, the beckoning madness still rings ever so sweet in the dark crevices of his mind.
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Posted: Wed Nov 30, 2016 11:50 am
Expired Nyquil
• Go ahead and put an exact age for your character. You can read the history in the lore thread if you want to know how old you can be. The profiles are for other people as well and your character's age can affect how much you know about the world and their experiences.
• As a weapon master you'd start with things relevant to the weapon you use, not your element. That was a recently changed rule, so you can take more of the gun styles that are specific to the guns you use, as well as the beginning of the scythe style(s) if there are more than one.
Amethera
• You wouldn't start with your element skills up to D, just class, BL, and any styles pertaining to the weapons you use. Mechanist doesn't get a lot at the beginning because they rely on custom machines.
APPROVED
Desshu
• Have a definitive gender, even if its something dumb like apache helicopter. People won't automatically be able to tell what you are just by looking, but there can be creatures/beings on Axiom that can divine this information and somehow use it against you.
• Please include your RPCs actual age.You can read the history in the lore thread if you want to know how old you can be. The profiles are for other people as well and your character's age can affect how much you know about the world and their experiences.
• Under your main information, it should look like this.
• You wouldn't have your element as you are not a caster. Instead you begin with the styles relevant to your specific weapon. It's a recent rule change.
Posted: Wed Nov 30, 2016 1:14 pm
MAIN INFORMATION
Full Name: Imprudence Nicknames: N / A Age: He's been around since the conception of his kind Birthdate: N / A Gender: Male
Culture: Lumirian Religion: ? ? ? Languages: Common | Demonica
• Invocation: Brand [V] | E By focusing their energies to their channeling object the caster can generate heat and flames. This low level of invocation can produce small flames, nothing too wild. What it can do is start a real fire, and produce immense heat when focused on a particular point.
• Flare | C Generating heat and flames through their channeling object a caster can create a crescent shaped flare of flames. These have no true solidity to them, and will merely scorch whatever it happens to come into contact with. These flames are white hot, capable of third degree burns. The flares are 5 ft long, and grow in size by 5 ft for every rank of the caster.
• Dragon's Maw [V] | C A true fireball ability. The caster conjures up either one 20 ft ball of flames that explodes and bursts on contact in to even more fire, or multiple 5 ft balls that do the same.
• Incinerate | C The caster can release a constant jet of flames from their channeling object. The longer this spell is consecutively fired the hotter and farther the flames can go. It starts at 10 ft, and grows 10 ft every post it is maintained. These flames can turn sand to glass, melt metal and more when kept going.
Bloodline
• Black Soulgems | Passive The Soul of a Dreadnought is contained within a Black Soulgem that the Demon protects at all costs. If it is destroyed, so too will be them. However, this is not often located on the Dreadnought's person. It can be kept literally anywhere, and is the reason why Dreadnoughts are so tough to kill. It is widely known, however that this is the case. If anyone comes to be the possessor of the Dreadnought's soul gem, the Dreadnought will become their willing seek them out and be compelled to do whatever it takes to get their gem back. However... a Dreadnought's Soulgem is a powerful artifact for the dreadnought. When their bodies are slain, their form will turn into a black flame that shoots into the air, retreating to it's gem to regenerate. After a small amount of time decided by crew, the Dreadnought will revive in a massive explosion of fury and genesis, equal in strength to what they were before death.
• Black General's Rally | E With a deep bellowing roar of commands the general will send his allies into a rush, rejuvenating them and fueling them to keep on going. Mostly raises morale, allowing allies to ignore wounds and push forward.
• Shed | E Their most basic skill, allowing them to enter/exit their demon form. Costs no actual energy.
• Terror | D This skill sends a boomburst outwards after a massive roar, reaching across the battlefield to do the opposite of the Black General's Rally. It demoralizes enemies, putting fear into the most hardy of enemies barring something such as the Lich passive making them immune to fear.
• Carapace Shield | C-SSS A hard outer layer of damage reducing energy armor grows from the dreadnought's skin. It lasts until its knocked off but cannot stack, and cannot be used for two posts once it comes down to an equal or higher ranked attack.
• Domination Ray | D-SSS Depending on the energy put into the attack, this skill shoots a concentrated beam of energy from somewhere on the dreadnought's body straight ahead. This beak, for one payment of its cost can, lasts up to two posts at maximum and it's range scales with payment of energy, starting at 20 ft and doubling for every rank after. The beam is only 10 feet wide, however. The damage is enough to bore into and destroy defenses of equal rank over the course of it's attack, and is devastating when focused on a target. However the already low dreadnought speed is even slower during this time (-2.) It also has the elemental affinity of the dreadnought, if they so desire.
• A Gift from the Dark One | Varies By expending equal ranked energy a dreadnought can protect an ally from damage up to the energy they put into this skill. The shield will last upon them until it is taken down, and can be formed fairly quickly, though at least a moment is needed before they attack to see it coming.
Class
• Suppression | Passive If a Siege Master does nothing but focus on firing on a target with a minigun or similar weapon that can maintain constant fire upon a target they can disrupt their focus, making focusing on a task difficult even if they are under cover. While the bullets are no more likely to hit, they make skills that require a charge impossible to use, and limit the amount of skills able to be used by the target down to 2 in the psot following suppression. Leaving cover would lead to the target taking damage from the bullets if they don't defend themselves. Putting up a barrier to hold the bullets at bay negates this effect however.
• The Five D's | C If the Seige Master is ever under any kind of fire, they can dip duck dodge dive or dip out of the way far easier than normal, because they gain a speed modifier of plus 4 for the next 2 posts, but only when avoiding an attack.
• Dread Chase | D The user will charge their next shot with energy, and fire a bullet that, upon leaving the barrel turns into a small missile that flies at the users speed +2 and hunts down a target, rounding corners and going over stationary cover to deliver a harmful explosion. Unlike a bullet, however, this shot does explosive damage in stead of piercing.
• Scatter Shot | C-SSS Fired from the barrel of any heavy weapon is a projectile that drills through the air towards a target, exploding at the press of a button from the siege master and scattering a highly charged, very dangerous spread of shrapnel that can level an area, rendering even the most dense of foresty cleared. At C rank this can only affect an area of about 40 feet and deal relatively lower damage, though it is still dangerous by nature of being shrapnel. Every rank adds twenty feet of range and far more shrapnel. SSS rank energy hitting someone could literally turn them into mulch.
Personality: Polite | Manic | Fond of Destruction Sexuality: Imprudence is as much prone to blatant, unfettered hedonism as the next demon. Quote: "A good gun can be fired a thousand times, but the best guns need only be fired once." Height: 10' Weight: Heavy. Eye Color: Black
Favorites:
• Color : Red | Orange | Yellow • Food : Raw meat, especially if allowed to fester for at least three days in a humid setting. • Animal : Cone Snail • City : N / A
xxxxxIt is suggested by some that Imprudence was once a menace – even amongst Dreadnoughts; that he was a force of nature given motion, bringing destruction and hellfire wherever his many legs took him. A war machine of flesh and chitin, he was but one of the many of his daemonic kin that reveled in the razing and warmongering that followed the relinquishing of Kala’s grasp. In the present day, however, Imprudence is but a shell of his former self, residing in a dark, loamy corner of Nocturne’s underdark.
Yet, like a cockroach in an unclean trough, Imprudence is more than content with his existence, where he exists in the shadows as a broker of both dirty secrets and tainted arms – both of which he considers possessing equal potential for considerable destruction. Though he still harbors an undying fondness for carnage he has since learned to curb his daemonic urges with copious amounts of opiates and sedatives, if only to allow himself the luxury of day-to-day life in Nocturne. Still, the beckoning madness still rings ever so sweet in the dark crevices of his mind.
Personality: Rambunctious, Charming, Gallant, Loyal, Free-Spirited Sexuality: Bisexual, leans towards men Quote: "I don't know what else that I would do... than try to kiss the skin that crawls from you." Height: 6'3" Weight: 204 lbs Eye Color: Hazel Green
xxxxx From days long since passed, I've never really belonged. Not in the world of mankind, dwelling in their tall towers or their floating domes in Fraxen City, where I was born. Not really in the world of modesty and peace with nature that I found in Kusana - nor in the obsession with valor and glory that circled me in Yuran. No matter where I went, I couldn't find a place, Nocturne least of all.
When the winds of change came breezing by and war consumed the Third Plane, I took to Aramil in hopes of finding a purpose for my life. Something more than bedding random men and singing tunes at a bar to keep my wallet from going empty. It wasn't even at this point where my purpose was found.
It was with the Wardens, and with Emperor West, that I found my future. In the mountains north of Geshan, when the Reds first rose, I was sent as a sellsword to help combat the ambitious mages of Makassar. In the loyalty and brotherhood I found alongside the Wardens, my place in this world was given. Beneath the banner of the Emperor of the West, East, and soon all the world combined, I lived a life worthwhile.
It wasn't always as such. As I said, my life was once a game of finding my place. Like most Incubus before the Emperor taught us civility, my father left me when I was young. My mother was a bordello bride who'd gone wrong; she'd fallen in love with my father, chasing after him, tossing me from her arms. I was raised by her parents - my grandparents - though forever scorned for my bizarre behavior. Something in them knew what I was, and they loathed me for it.
I left my family behind, and for the longest time, I looked above from the pits down below. From the caverns and crypts onto the shining palaces of Kings, wanting but never having, chasing but never reaching.
Raphael brought me a home where I'd never had one. While my heart still longs to find a place to lie my head, I can feel his will guiding my path.
Posted: Wed Nov 30, 2016 5:41 pm
MAIN INFORMATION
Full Name: Bastion Malek Nicknames: The Boy King Age: 16 Birthdate: February 12th Gender: Male
Culture: South Fraxonite Religion: Mazdakism Languages:
De Facto - Common Fluent - Demonica Basic - Meritia
Personality: Bastion has always been a shy boy. Naturally timid, he has had a hard time acclimating to his role of 'Prince'. People expect a person in his position to be powerful, charismatic, commanding and wise. The boy has always preferred listening and observing how others act and react to things. He isn't particularly violent and often shies away from aggression and confrontation. Recently, he has been trying to change. Not wanting to always live in his father's shadow has pushed him out in to the world for the first time on his own. Slowly he is gaining confidence in himself. Sexuality: Heterosexual Quote: "We fight for those who cannot" Height: 5'6 Weight: 133 Eye Color: Blue