Water • Streaming Water E Prerequisite for every following spell It is a move that draws water from a source, that water is moved by elementalists around their bodies.
Ice • N/A
Bloodline
Fairhair/Lycan • Sudreyajar - Passive You are constantly regenerating, as if your body is endlessly making an effort to kill and create new cells. When you take a serious wound, in all likeliness it will literally begin to regenerate before it's even finished being received. They have been known to take swords to internal organs and have all of the damage repaired by the time the sword was taken out. They can even regenerate a lost head, at high ranks.
The best way to kill a Fairhair is to destroy more of their body than they can regenerate at once, by hacking and slashing away, or obliterating them with exceptionally powerful spells. However, considering their sturdiness, even this is difficult. They are by far the most difficult race to kill in Axiom, even more difficult than ghosts.
• Svipjod - Passive The Fairhairs have a magical, icy cold breath, much as dragons can often breathe fire. This is a passive ability; they can constantly attempt to freeze opponents as well as projectiles mid-air, and the time it takes to freeze any one thing depends on the focus on that target. They can breathe large and unspecific, clunky but not too solid breaths of frost, or they can pinpoint an area and essentially freeze something nigh-instantly. This ability comes in handy in melee-based altercations as well as defense, and energy can be applied to it to make it more potent.
• Sixth Sense - Passive It is not hard for a wolf to feel the presence of another being about him. Beyond being capable of smelling, hearing, and seeing at higher qualities a "sneak attack" is virtual impossible to perform against these creatures for they will feel the bloodlust in ones aura. This ability furthers within a werewolf transformation, or the Takeover, allowing the wolf the ability to see others' energy for purposes of tracking.
• Moonsong - E The Lycan will let out a howl, one of a not-so-special pitch for regular ears. Even wolves and other canines won't notice any significance in it. However, other Lycans for many miles around will be able to hear a sort of 'frequency' in the howl; they'll notice the specific pitch, capable of telling whether it's the cry for help of an ally, or a stranger of no interest. Lycans rarely use this ability, for it is seen as a sign of weakness by the strongest of them, to have to call for assistance. But every now and then, it is permissible.
Full Name: Gremmy Palthrow Nicknames: None Age: Not evident, guessed at the early sixties, but could be any number higher than twenty. Birthdate: 5/11 Gender: Male
Culture: No longer follows a specific culture, but would be more aligned with the South Fraxionite from his life. Religion: Worships Cayenne Languages:
Detect Magic Rank: Passive Description: The user can detect magic. This means when others cast spells, or emanate high amounts of energy, you can see their aura. This also means you can detect magic in an area, meaning if an area has something magical about it, you can feel it. At higher ranks, you can determine the source in an area.
Light Rank: E Description: The user pushes energy into an object, and causes it to glow brightly. This easily illuminates and area.
Energy Ball Rank:E Description: The basic and starter skill that the arcanist should learn before he or she can learn any other skill. Its quite simple to preform. You move your hand in a circular motion gathering up energy and as soon as it forms into the white ball of energy you can toss it at people, it has no weigh thus it travels in a straight line and it is quite fast. Being hit by one of this is like getting punched. If it hits leaves they tend to turn into ash and human flesh suffers minor burns the strange thing is there is no heat present. Upon reaching adept rank this skill can be used by just aiming your open hand at the enemy and the ball will fly out. At master rank five at a time can come out yet it still just costs E rank energy. Well its not incredibly powerful anyway.
Mage Hand Rank: D Description: You aim your finger at something, and can lift it and move it from a distance. You can propel it, hold it in a certain fashion, and possibly manipulate it if it can be. This only forks for 10 Meters and 10 pound objects, and once it passes that mark, the objects falls victim to gravity again.
Ghost Sounds Rank: D Description: The user causes the sounds of anything they wish, from foot steps to a roar.
Projection Rank: D Description: The user will make the image of anything they wish appear before, or near them. Be it a man, monster, or object. Although it makes now sound whatsoever.
Acsio Rankbiggrin Description: An incredibly basic spell its force is equal to the force of the user. The user creates a magical circle over the target object and pulls it towards him, there is no distance limit but it has to be visible to the user.
Energy Coat Rank: D Description: Since Arcanists need lighter equipment because they would be focused on dodging their enemies rather than taking the hit they created this spell. They will create a magical circle around them and from that they will be covered with a coat of energy. 4 E rank or two D ranks will break the defensive coat anything stronger than D rank will go clean through it like it was not there. It lasts till it breaks or 5 posts, which ever comes sooner. Has a 4 post cooldown period after it breaks or fades away.
Mystic Impalement Rank: D Description: The arcanist forms energy in their hand and he or she swings it down towards the ground. This energy impacts the ground and then it forms into a wave of energy spikes headed towards where the arcanist is facing. This has a range limited to five meters. A total of four spikes are headed towards the target each one as sharp as a regular spear.
Illusory Wall Rank: C Description: This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.
Haste Rank: C Description: The altered creatures move and act more quickly than normal. This extra speed has several effects. For 5 posts, they will have +1 speed. As a Master, this is raised to +2. Cooldown of 10 posts.
Slow Rank: C Description: An affected creature moves and attacks at a drastically slowed rate of -1. As a Master, this is raised to -2. Lasts 3 posts. Cooldown of 10 posts.
Exuo Rank: C Description: The arcanist creates what seems to be a blade of energy from his hand, wand or staff and shoots it at the target. It can easily cut clean through organic objects like it was a blade but strangely shatters on inorganic materials.
Blasting Energy Rank: C Description: It is a quick stream of energy and upon contact it creates a similar explosion to a detonating grenade. This blast cannot be directed thus once again it only flies in a straight line towards the target. It has a maximum range of 1km, i made it like that for your imagination.
Chilling Touch Rank: C Description: A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energies into the creature, causing it to feel cold. Several posts (3) in contact will cause frostbite.
Burning Hand Rank: C Description: A touch from your hand, which glows red, funnels a heat energy into the target. This can cvause burns depending on how long the attack is kept up ( 1 degree of burns worse each post, up to 3 times)
Shocking Grasp Rank: C Description: By touching someone, you can emit a powerful shock through their body. This shock is painful, amounting to being tazed.
Leeching Touch Rank: B Description: Although it requires no energy, it does require you to touch the enemy. at different forms of touching, you can drain different amounts of energy. It starts at 25 Energy at novice, and for every rank after, it increases by 25. So by Sage, when you use this skill, you'll sap 125 energy.
Halcon Rank: B Description: One of the less area affecting spells under the Arcanist arsenal its made to kill lots of targets quickly. The arcanist creates two circles of magical energy beside him/her and then he/she will drive their hands into it and move their arms to throw it forward. The circles will not move but launch crescent shaped blades of energy that can slice easily through anything weaker than itself. At most you may create twenty but each one is only of C rank power you may use A ranked energy to make it of B ranked power.
Personality: He is... death incarnate. All he cares for for the most part is gaining power back from when he was alive nearly a Millenia prior to his first death. He has a divine hatred for the creatures of the light, and living things in general; however he can be civil still. His entire being is death and sending people to theres as he plans to remake the world into a perfect, zombified area. Sexuality: No opinion of sex, as he is a zombie. Quote: "When the fires of Undeath rain upon this world, I will usher them in. And you will be apart of my army..." Height: 6'4 Weight: 100lbs Eye Color: Green
Favorites:
• DEATH
Theme Song: X-Rated [Excision] Battle Theme: Not Ready to Die [Avenged Sevenfold.]
Full Name: Amias Nicht Nicknames: "Neverywhere" Age: 816 Birthdate: The Beginning Gender: Male
Culture: Volana (Less militaristic, more about the 'not caring about social norms, society, etc'.) Religion: Vangelist/Vaetian. Believes that neither power is truly superior to the other, and all of creation will be squabbling for all eternity as a result. Languages:
De Facto - Demonica Fluent - Common Basic - Meritian
Personality: The easiest way to describe Amias would be in three words; Wise, Berating, and Mobile. He is almost always traveling--as he has for hundreds of years--influencing the world only when he deems it absolutely necessary. Those who know of Amias consider him a great voice of wisdom and influence; like all Pagan Gods, he's been around through the thick and thin of it. Sexuality: Cares not for sex. Quote: "I would have given you the same answer eight hundred years ago." Height: 6'0" Weight: Weightless Eye Color: Grey
xxxxxTo be perfectly honest, there isn't much about Amias that modern day citizens of Axiom would even find remotely interesting. He's lived since the beginning of the Pagans, witnessed the changes in kings and power, even seen Angels descend from the heavens, and demons rise from hell. Nowadays, he simply uses the knowledge and wisdom he's gained to criticize those he encounters. Battle isn't really his thing, but when necessary...he's quite formidable.
Approved b***h! >D
Posted: Mon Jun 09, 2014 1:47 am
Dainar Inferni
Approved, sorry for the wait. People gotta buy map awareness >.>
• 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.
Bloodline
• Muscle Augmentation Using their energy, they can attempt things that even alive people can't do. Passive Ability
• Strength E-A Depending on your need you may augment your muscles. This is the strength augmentation. Your muscle mass grows and you too grow to a bit depending on how much energy you use. This temporary growth is not sudden and takes a certain number of posts to gain. You may attack as you gain the muscle mass.
E= You can break bones in a punch, requires at least trainee, instant D= You can break THROUGH a person in a punch, Requires at least Novice, one post waiting gain. C= Breaks Iron, Requires at least adept rank, two posts waiting B= Dents steel, Requires at least master, Three post waiting gain. A= Breaks steel, Requires at least sage, four post waiting gain.
Personality: Gemini is a total a*****e. He barely cares for the well being of others, let alone the well being of himself in all honesty. He takes things to the extreme most of the time, and if he is not taking them to the extreme he is sleeping right through it. Sexuality: Straight Quote: "What do you mean fear what you can't see?" Height: 5'7" Weight: 120 Lbs Eye Color: Unknown
xxxxxGemini first came to this world through a practically immediately and horribly failed experiment. A Necromancer had attempted to bring back a powerful being. Of course it failed horribly, bringing back a not only sickly looking person but also blind person. The necromancer was just about ready to scrap this body, when it moved on it's own without command, and managed to kill the necromancer. It named itself Gemini Yamato, taking the Necromancer's last name. He soon trained himself in how to fight and the like.
Full Name: Gerrik Collins Nicknames: Doctor Fix-It Age: 23 Birthdate: August 15th Gender: Male
Culture: Lumirian (No so much for the evils, but for the freedoms) Religion: Does not worship a specific god or goddess, but does not look down on worshipped either. Languages:
Energy Color: Forest Green Energy Meter: 550 (+150 Unleash) Element: Fire Battle Strength: Adapting to Enemy Combat Style Battle Weakness: Does Not Fight To Kill
Personality: Gerrik is a conundrum. He has a very lay back attitude, but he also is not one for bullshit. He is an upfront person, but never makes rash dicisions. He never turns away people in need, and tries to stay neutral. Sexuality: Bisexual Quote: "Tinker, Tailor, Soldier, Spy. AIDA's gonna ******** you up," Height: 5'9'' Weight: 200lbs Eye Color: Green
xxxxx Gerrik always had a knack for technology. His brain was already running new ideas, new projects, new types of systems. His is the staple story of an evolved brain being chained in an average lifestyle. His parents were traveling merchants, selling wares from region to region. With all the time on the road and nothing to do, Gerrik began to tinker, and his passion for creation was soon revealed. When he was ready to move out on his own, he did what he did best to earn a living: create. If it could be imagined and he had the right materials, he could make it and sell it. On his off time, he produced what could very well be the most advanced system ever conceived: AIDA; Axis Intelligence Data Aid. It, or she as it would soon become, was a VI that could tap into a technological system. As Gerrik tinker and upgraded AIDA, she would evolve into a fully aware and sentient AI, and would have a wider array of capabilities. This alone would jump start Gerrik's skills. It would also allow him to set up little hot spots around the regions to buy, sell, and repair whatever was needed. So far, he is known as being easy to approach for repair jobs or to see if a product could be adjusted or upgraded, provided the money is good.
Full Name: Gerrik Collins Nicknames: Doctor Fix-It Age: 23 Birthdate: August 15th Gender: Male
Culture: Lumirian (No so much for the evils, but for the freedoms) Religion: Does not worship a specific god or goddess, but does not look down on worshipped either. Languages:
Energy Color: Forest Green Energy Meter: 550 (+150 Unleash) Element: Fire Battle Strength: Adapting to Enemy Combat Style Battle Weakness: Does Not Fight To Kill
Personality: Gerrik is a conundrum. He has a very lay back attitude, but he also is not one for bullshit. He is an upfront person, but never makes rash dicisions. He never turns away people in need, and tries to stay neutral. Sexuality: Bisexual Quote: "Tinker, Tailor, Soldier, Spy. AIDA's gonna ******** you up," Height: 5'9'' Weight: 200lbs Eye Color: Green
xxxxx Gerrik always had a knack for technology. His brain was already running new ideas, new projects, new types of systems. His is the staple story of an evolved brain being chained in an average lifestyle. His parents were traveling merchants, selling wares from region to region. With all the time on the road and nothing to do, Gerrik began to tinker, and his passion for creation was soon revealed. When he was ready to move out on his own, he did what he did best to earn a living: create. If it could be imagined and he had the right materials, he could make it and sell it. On his off time, he produced what could very well be the most advanced system ever conceived: AIDA; Axis Intelligence Data Aid. It, or she as it would soon become, was a VI that could tap into a technological system. As Gerrik tinker and upgraded AIDA, she would evolve into a fully aware and sentient AI, and would have a wider array of capabilities. This alone would jump start Gerrik's skills. It would also allow him to set up little hot spots around the regions to buy, sell, and repair whatever was needed. So far, he is known as being easy to approach for repair jobs or to see if a product could be adjusted or upgraded, provided the money is good.
You can go to Nocturne, Kusana, or Aramil... Kusana has a Mechanist Captain if you wanna hang with him. XD Human's gain a revolt to start with, can you list the Revolt in the Bloodline skills that you picked? And can you link me to the Approved Talent?
Posted: Tue Jun 10, 2014 5:19 pm
KnightsRoyal
iSuperKamiTenchi-kun
MAIN INFORMATION
Full Name: Gerrik Collins Nicknames: Doctor Fix-It Age: 23 Birthdate: August 15th Gender: Male
Culture: Lumirian (No so much for the evils, but for the freedoms) Religion: Does not worship a specific god or goddess, but does not look down on worshipped either. Languages:
Energy Color: Forest Green Energy Meter: 550 (+150 Unleash) Element: Fire Battle Strength: Adapting to Enemy Combat Style Battle Weakness: Does Not Fight To Kill
Personality: Gerrik is a conundrum. He has a very lay back attitude, but he also is not one for bullshit. He is an upfront person, but never makes rash dicisions. He never turns away people in need, and tries to stay neutral. Sexuality: Bisexual Quote: "Tinker, Tailor, Soldier, Spy. AIDA's gonna ******** you up," Height: 5'9'' Weight: 200lbs Eye Color: Green
xxxxx Gerrik always had a knack for technology. His brain was already running new ideas, new projects, new types of systems. His is the staple story of an evolved brain being chained in an average lifestyle. His parents were traveling merchants, selling wares from region to region. With all the time on the road and nothing to do, Gerrik began to tinker, and his passion for creation was soon revealed. When he was ready to move out on his own, he did what he did best to earn a living: create. If it could be imagined and he had the right materials, he could make it and sell it. On his off time, he produced what could very well be the most advanced system ever conceived: AIDA; Axis Intelligence Data Aid. It, or she as it would soon become, was a VI that could tap into a technological system. As Gerrik tinker and upgraded AIDA, she would evolve into a fully aware and sentient AI, and would have a wider array of capabilities. This alone would jump start Gerrik's skills. It would also allow him to set up little hot spots around the regions to buy, sell, and repair whatever was needed. So far, he is known as being easy to approach for repair jobs or to see if a product could be adjusted or upgraded, provided the money is good.
You can go to Nocturne, Kusana, or Aramil... Kusana has a Mechanist Captain if you wanna hang with him. XD Human's gain a revolt to start with, can you list the Revolt in the Bloodline skills that you picked? And can you link me to the Approved Talent?
Between the middle and bottom post. Had to reedit my profile before posting it here about a dozen time because.... refreshing iPad >< thought I had the Machine revolt posted ><
Full Name: Gerrik Collins Nicknames: Doctor Fix-It Age: 23 Birthdate: August 15th Gender: Male
Culture: Lumirian (No so much for the evils, but for the freedoms) Religion: Does not worship a specific god or goddess, but does not look down on worshipped either. Languages:
Energy Color: Forest Green Energy Meter: 550 (+150 Unleash) Element: Fire Battle Strength: Adapting to Enemy Combat Style Battle Weakness: Does Not Fight To Kill
Personality: Gerrik is a conundrum. He has a very lay back attitude, but he also is not one for bullshit. He is an upfront person, but never makes rash dicisions. He never turns away people in need, and tries to stay neutral. Sexuality: Bisexual Quote: "Tinker, Tailor, Soldier, Spy. AIDA's gonna ******** you up," Height: 5'9'' Weight: 200lbs Eye Color: Green
xxxxx Gerrik always had a knack for technology. His brain was already running new ideas, new projects, new types of systems. His is the staple story of an evolved brain being chained in an average lifestyle. His parents were traveling merchants, selling wares from region to region. With all the time on the road and nothing to do, Gerrik began to tinker, and his passion for creation was soon revealed. When he was ready to move out on his own, he did what he did best to earn a living: create. If it could be imagined and he had the right materials, he could make it and sell it. On his off time, he produced what could very well be the most advanced system ever conceived: AIDA; Axis Intelligence Data Aid. It, or she as it would soon become, was a VI that could tap into a technological system. As Gerrik tinker and upgraded AIDA, she would evolve into a fully aware and sentient AI, and would have a wider array of capabilities. This alone would jump start Gerrik's skills. It would also allow him to set up little hot spots around the regions to buy, sell, and repair whatever was needed. So far, he is known as being easy to approach for repair jobs or to see if a product could be adjusted or upgraded, provided the money is good.
You can go to Nocturne, Kusana, or Aramil... Kusana has a Mechanist Captain if you wanna hang with him. XD Human's gain a revolt to start with, can you list the Revolt in the Bloodline skills that you picked? And can you link me to the Approved Talent?
Between the middle and bottom post. Had to reedit my profile before posting it here about a dozen time because.... refreshing iPad >< thought I had the Machine revolt posted ><
Approved.
Posted: Tue Jun 10, 2014 9:36 pm
MAIN INFORMATION
Full Name: Matthias N. Gayal [GILGAMESH] Nicknames: N/A Age: Forty-Seven Birthdate: June Ninth Gender: Male
[E] • Fireball: A basic ability; jabs and punches produce miniature fireballs and missiles of flame. • Flame Deflection: This spell uses energy equivalent to the power of the deflected fire-based attack.
Wind Magic
[E] • Air Suction: A technique used to bring people or things towards the user. Pulling another RPC makes this technique cost C rank energy. If the opponent is of a higher rank then they can resist the pull. • Air Punch/Kick: Air punches or air kicks are small, compressed formations of air that can be fired off the fists or feet of the user. It is commonly used in rapid succession.
Diabolus
[E] • Deception: Though they have physical abnormalities the Diabolus take use of this very basic technique to mask both their spiritual signature and physical presence. This is to make them seem as ordinary as a human to all others.
Shadow Knight
[E] • Deathscythe Rite: A more advanced form of the Aura of Despair technique that is learned by all Shadowknights. By utilizing their despair, they can condense it to where it appears as a sphere of chaotic dark energy in their hands. The user then throws the sphere of darkness onto the ground before them, summoning up a circle of darkness and death that is 6ft in diameter. This has a variety of effects, and a special type of Death effect. Skeletons the Shadowknight summons in the specific area are well armed for fight, being more useful and more resilient the entire time they remain in the field.
At higher ranks, this field begins to grow, and it begins to gain a darker power over the foe. Novice: The field reaches out 8ft and has a darkly feel for it. Adept: The field reaches out 10ft diameter and begins to make any neutral being feel uncomfortable to be even in the area. Expert: The field now reaches 12 ft diameter and any neutral being entering the area will begin to feel a bit dizzy with their discomfort. Master: The field extends to 14 ft diameter and RPC's of 3 ranks below of neutral powers will begin to feel sick just by entering the area itself. Sage: The field maxes out at 16 ft diameter and RPC's of 2 ranks and below that enter this area foolishly will be feeling a different, much heavier form of darkness that acts like gravity, pulling them down into a stasis.
Note: This is a field, lasting for 10 posts upon activation, extended use will cause the inability to use any other skill besides Deathscythe skills. All deathscythe skills are now empowered a rank higher for each post, as long as the user stays in this field. It is recommended that the user takes a 3 post cool-off before using this aura safely. Any scythe blade summoned, is only a maximum of 3 ft. • Death Bomb: A fairly weak skill of the necromancer it shoots a direct bolt of negative life energy. Call this the opposite of heal it creates random shallow wounds on the enemy. The bolt of energy is light green and will seem to sink into the target then explode creating the shallow wounds. Note: This is one of the skills that will heal a Shadowknight of their wounds. • Darkness Ascends: For five posts, the user will completely cover the skies in darkness, darkening out the sun, or even the moon. Those hurt by the sun will find themselves at normal power. • Obscurity: By purposefully leaving a trail of energy behind, the Shadowknight is not only able to physically damage anyone trying to track him, but he is also able to give a false trail. If a werewolf tries to track through scent, then his nose is damaged to the point where it must be healed by an actual cleric before he can track again. If a Paladin tracks through Clarity, their eyes are blinded for 2 posts before they can heal themselves.
Personality: GILGAMESH prefers solitude above most things. In fact, he is driven to go off on his own and have his own agenda, unannounced to anyone else. When alone, he feels an impulse to simply hunt creatures and beings. Not even he understands why he must do this, but he knows that he must simply do it. The only other being that he does like to be around is his brother Karthus. Sexuality: Asexual Quote: "I follow only the darkness. My brother is the greatest darkness I have ever known, therefore, I shall never leave his side." Height: 6' 8" Weight: 264 lbs. Eye Color: Dark Violet
xxxxxThe story of this demon, known simply as GILGAMESH, is relatively unknown. He has a blood brother, Karthus, whom is the only other being that he will fight alongside. GILGAMESH actually chooses to fight for his brother much like a minion. He calls himself his brother's viceroy.
The rest of GILGAMESH's story has yet to be written.
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Iron Form D This lasts 10 posts. You meditate pre-battle or while you are not being attacked, it takes 2 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 isn't as affective to you. Only C rank and above attacks can hurt you in this form.
Ki Barrage D A weaker version of the Ki Assault skill. However, what it lacks for the same power it makes up with the number. The user throws punches and kicks made purely of energy up to 5x each. (meaning 5 from hands and 5 from feet). These can easily break through D rank things and are ranged. At Expert rank, they can send double the amount. Each blow feels like a punch or an actual kick from the user.
Inner Storm
Electric Eel D 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 D 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 D 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.
Capoeria
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.
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.
Capoeria
Raging Fist
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).
Epic Elbow-D The student will quickly spin towards the opponent, catching them, or nailing them with their elbow. This is a costly movement, as missing, leaves you severely open. But if it hits the opponent in the head, it will easily disorient them, possibly knocking them over.
Violent Fist- C The student, from punching the tree in short bursts, has learned how to put that short burst to work upon the enemy. They quickly punch the enemy where ever they can land the hits. Depending on the student’s strength to carry they may carry on more hits.
Hammer Fist- D The student, using only their fist, and body weight, will bring a single arm/fist down upon the enemy. This is another move that is high risk high reward, as if it hits, it will bring the enemy to their knees. If it misses, the student may lose balance, falling to the ground.
Arcing Uppercut-D The student brings their fist into the opponents gut, sending them up into the air. From this position, there’s much a student can do with the opponent, such as a follow up.
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.
Muay Thai
Clench Rank: E Description: The clench is a grabbing move used in close quarters where the user wraps his arms around his opponent's neck and brings them in close. Much like the saying "leading the bull by the horns" the user can force his opponent into whichever direction he wants by pulling on their neck and head. Once an opponent is captured in it there is little they can do to escape since most retaliations will be quieted from the opponent being pushed off balance, or they will be too weak to stop the tough muay-thai fighter. It is from this position that the user can deliver multiple incredibly deadly knee strikes, which with their training can be performed easily in the close distance while delivering their full power.
Knight's Shield Rank: D Description: This is a defensive stance the fighter can use to both strengthen their footing and ease damage from incoming blows. This is done by raising one leg off the ground and bringing the elbow and forearm of the same side down to the raised knee to create something that looks similar to a shield in front of the user (see pic). By using the strongest bones in the body that they've been training, this defense can completely block D-rank and below attacks while also lowering the damage dealt from higher attacks by one rank. The user can't move while in the stance, and it only prevents damage from the user's front side, leaving the back and sides vulnerable.
Elephant Kick Rank: D Description: This kick is, simply enough, a strong roundhouse-like kick used from the back leg to fully extend and strike the head or torso of an opponent. There are two things that set this off from most kicks of its kind though, and the first is the part of the leg the kick uses to strike an opponent. Rather than using their foot, this kick strikes with the lower part of the user's shin. The hard bone creates more force and generates a more damaging impact. Also, unlike other kicks this one fully unloads the user's power. This is good for if it lands, as it will go through most defenses and even possibly break an arm that tries to stop it, but if it flat out misses then the force will follow the kick and spin the user completely around, making them turn their back to their opponent. Even if it is blocked this kick will send most people flying through a tree fifteen feet away, but missing often gives the opponent a split-second to strike at your back.
Shin Stomping Rank: E Description: An easy way to block attempted kicks from opponents in close range. While the enemy attempts to bring their leg forward or up to kick, the user delivers a fast and painful strike down on the opponent's shins, stopping their attack before it can even begin.
Dim Mak
Chi Sense Rank: D Description: This is required for all Dim Mak techniques. It allows the user to see the flow of chi within 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 others 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.
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.
Jiu - Jitsu
Phantom Feint Rank: E Description: This is the most basic but necessary move to all Jujitsu masters. The idea is that as an opponent thrusts themselves at you in close range, you move to make it seem like you're moving forward while in actuality you sweep over to their side. When done properly it would appear to the opponent that you'd vanished completely, if only for a moment, giving you the opportunity to strike or grab them from the side.
Hip Throw Rank: E Description: This throw works just like a crowbar, where your leg is the lever and your hip is the fulcrum. The trick comes right after the user grabs the opponent's shoulders, in which they have to pivot to position themselves in just the right place. If you're just an inch off your thigh and hip can require over twice the energy (D-rank) to throw the opponent. Performed correctly the hip throw requires almost no energy, yet it can deliver up to 5k pounds of force for D-rank damage and a possible knockout.
Snap Throw Rank: D Requires: Phantom Feint Description: Best when used in combination with Phantom Feint, but can also be done when you're simply facing an opponent's side. The user positions their leg behind the opponent while coiling their arm under their opponent's defenses to press on the middle of their chest. With a simple spin the user pulls their leg into the opponent to sweep them while the push flips the opponent and sends them head-first into the ground with impressive force.
Sacrifice Throw Rank: D Description: The Sacrifice Throw is a simple lesson in conservation of energy. The harder the opponent attacks, the farther he gets thrown and the harder he's going to fall, so this skill does a rank more damage for every two ranks the opponent attacks it. The move itself works like a catapult, where the user grabs the shoulders of the opponent and places his foot on their center of gravity. The opponent's weight supplies the counterweight so as the user rolls onto his back and lets go of the shoulders, the opponent is flung over behind him.
Wing Chun
Shifting Punch Rank: E Description: The user rotates their shoulders to the side, useful when dodging an attack aimed at the center-line, and counters with a single swift punch to the opponent’s face or throat. Because they are striking the opponent while they are still trying to strike the user, the opponent has little chance of dodging this strike.
Straight Blast Rank: D Description: A simple chain-punch combination that can dish out a lot of damage very quickly. Once in close range the user first unleashes 3 or 4 chain-punches to the opponent's chin/throat before bringing closing with a powerful elbow. All the while to user moves forward with their punches to blast the opponent off balance and finally send them to the ground with the final blow.This technique can also be linked up well with a close ranged kicking maneuver immediately afterwards.
Intense Friction Rank: E Description: While the user’s forearm is connected to their opponent the user vibrates the energy around their arm so quickly that it causes burns on direct skin-contact, giving your opponent something of an indian burn. It doesn’t cause any major or permanent damage, as its purpose is to either harass your opponent or create an opening for attack when they pull their arm away from the pain.
Palm Block Counter Rank: D Description: The user deflects a single punch or kick attack up to C-rank with a twist movement from their palm/forearm, while striking their opponent simultaneously with their other fist. Lasts two posts.
Snap Strike Rank: D Description: After blocking a punch with the corresponding arm the user snaps their wrist out to strike into their opponent’s body, thus blocking an attack and countering with a strike in the same motion.
Encircling Palm Strike Rank: D Description: After blocking a punch with the corresponding arm the user encircles their hand around the opponent’s arm, leading into a natural palm thrust to the opponent’s midsection. It has the same principle as the Snap Strike only the palm strike pushes the opponent away with the thrust.
Boxing
Side-Step E Just as simple as how it sounds. The practitioner picks up how to swiftly sidestep to avoid an attack. Though it does not have to truly be done to the side alone and can be take into any eight directions of the eight trigrams configuration, even forward. In doing so the speed of the movement is slight greater (in a sense equivalent to +0.5Spd. Not even a whole stat). Null D Learning to maintain near perfect balance allows the boxer to maintain steadiness. This technique allows him to take on the blow of an attack, equivalent to their strength or below, and continue to stand with being "rocked" of balance.
Double Jab D With whatever hands in lead, closest to the opponent, the boxer will throw two swift jabs. The jabs being so fast, to the normal eye, it would seem as if the boxer merely threw a single punch at his opponent. Even if the first is blocked a second punch is still deployed. One, Two D The boxer will toss out a jab first, either as a faint or to stun the opponent, and then right behind it will come soaring a straight with enough to force to break bones. Double Hook E Similar to the Double Jab, but a bit slower considering the jab is a boxer's fastest strike. This is done with a single hand as well. A hook is thrown for the torso of the opponent at a normal rate of speed. It is intend to make the opponent flinch, block, etc.; react in a way to leave their face open, although the strike can land and still follow up with the second hook. Now the second hook is devastatingly faster than the first. Regardless of who its thrown at all they'll see is a blur.
Duck E Nothing more simple than learning how to duck. Same as the Side-Step the speed about such a basic movement is even a tad bit more than usual. This, however - and like many other techniques - will soon find themselves necessary for others. Sway E Simple as the Duck and Side-Step, as well as allowing for slightly a bit more agility like the others do, simply swaying to and fro, left and right tends to leave the boxer finding such a dodge very helpful. Bob & Weave D If the opponent flies at the boxer with a series of ferocious combinations of attacks they will find it counteracted by a series consecutive dodges no matter how close together the two are. This can only be done, however, if the speed of the two are equivalent or the boxer "outranks" the opponent in speed. As well this can only be done against physical attacks such as other combat styles, weaponry, and magic which takes physical forms(i.e. Elemental magic).
Personality: Jet is sometimes considered to be wise beyond his years, but trapped within a body that only permits for rage and ignorance to flow free from it. More often than not, he can be baited into fights he need not be caught up in, or arguments that are purely him arguing just to argue. This has led to a lot of fights in his life, but he has come out on top of nearly all of them. His body is a toned masterpiece as a result of this, and his power only permits for an even higher level of arrogance. However, he isn't as stupid and rash as he would have you think. No he has the wisdom of an old chinchilla within him, and when he feels secure, like he has nothing to prove, he can be heard spewing quotes you'd here only from masters in today's age. Sexuality: Straight Quote: "A wise, strong, and humble man once advised us to be like water. If that is to be heeded, then I am both a raging river, and a vast but calm lake. I form my world, not the other way around." Height: 5'11 Weight: 190lbs Eye Color: Brown
Favorites:
• Black • Ramen • Bear • Fraxen • Combat
Theme Song: Battle Cry - Shing02 and Nujabes Battle Theme: Same
About the age of five, the young Jet became keenly aware of how different he was from the elf who had raised him. The old man had found him amid the chaos of a wildfire in a less fortunate part of town, no living beings in sight but the sound of crying ringing out. The boy lived with the old elf, Chai, for his whole life. It was from him that he learned how to fight. At first it was just menial. Something he had to do because he was told to. Practicing his punches and kicks. One day, the boy dared question why the training was so rudimentary, and the Elf, old and small, walked up to him and put up a lazy guard. The boy, only 14 and hitting his stride in life sorta, accepted the challenge. He got his a** whooped, but that taught him something. He had been putting up a good fight with only those basic things he'd been learning his formative years. So they moved on to more complicated things from Capoeira to Boxing and back again.
He became a champion of the martial arts, a berserker with little to no regard for his weaknesses but keenly aware of his strengths. Fight after fight, win after win, even the occasional loss, he only got better and better until finally his master put his guard up again, this time a serious look on his face. Jet came at him full force, punches, elbows, kicks, knees and even headbutts went out. A heavy rain poured, gusting winds blowing the tree behind them violently but not blowing a single leaf out of place. And then Jet fell exhausted, but defeated still. The master laughed in his old elf way and sat beside him. He spoke quietly, softly. He said he was proud of his son, and that no matter who said what that he'd be his son forever. The old man closed his eyes as the rain stopped and the wind blew the leaves of a tree past his body. Jet watched as he turned into nothing but a breeze, a scattering of leaves in the wind. Without a word, Jet stood, bowed with tears drying on his face, and walked on his own path with his master's blessing.
Posted: Tue Jun 10, 2014 11:39 pm
iMama Harkles
MAIN INFORMATION
Full Name: Matthias N. Gayal [GILGAMESH] Nicknames: N/A Age: Forty-Seven Birthdate: June Ninth Gender: Male
[E] • Fireball: A basic ability; jabs and punches produce miniature fireballs and missiles of flame. • Flame Deflection: This spell uses energy equivalent to the power of the deflected fire-based attack.
Wind Magic
[E] • Air Suction: A technique used to bring people or things towards the user. Pulling another RPC makes this technique cost C rank energy. If the opponent is of a higher rank then they can resist the pull. • Air Punch/Kick: Air punches or air kicks are small, compressed formations of air that can be fired off the fists or feet of the user. It is commonly used in rapid succession.
Diabolus
[E] • Deception: Though they have physical abnormalities the Diabolus take use of this very basic technique to mask both their spiritual signature and physical presence. This is to make them seem as ordinary as a human to all others.
Shadow Knight
[E] • Deathscythe Rite: A more advanced form of the Aura of Despair technique that is learned by all Shadowknights. By utilizing their despair, they can condense it to where it appears as a sphere of chaotic dark energy in their hands. The user then throws the sphere of darkness onto the ground before them, summoning up a circle of darkness and death that is 6ft in diameter. This has a variety of effects, and a special type of Death effect. Skeletons the Shadowknight summons in the specific area are well armed for fight, being more useful and more resilient the entire time they remain in the field.
At higher ranks, this field begins to grow, and it begins to gain a darker power over the foe. Novice: The field reaches out 8ft and has a darkly feel for it. Adept: The field reaches out 10ft diameter and begins to make any neutral being feel uncomfortable to be even in the area. Expert: The field now reaches 12 ft diameter and any neutral being entering the area will begin to feel a bit dizzy with their discomfort. Master: The field extends to 14 ft diameter and RPC's of 3 ranks below of neutral powers will begin to feel sick just by entering the area itself. Sage: The field maxes out at 16 ft diameter and RPC's of 2 ranks and below that enter this area foolishly will be feeling a different, much heavier form of darkness that acts like gravity, pulling them down into a stasis.
Note: This is a field, lasting for 10 posts upon activation, extended use will cause the inability to use any other skill besides Deathscythe skills. All deathscythe skills are now empowered a rank higher for each post, as long as the user stays in this field. It is recommended that the user takes a 3 post cool-off before using this aura safely. Any scythe blade summoned, is only a maximum of 3 ft. • Death Bomb: A fairly weak skill of the necromancer it shoots a direct bolt of negative life energy. Call this the opposite of heal it creates random shallow wounds on the enemy. The bolt of energy is light green and will seem to sink into the target then explode creating the shallow wounds. Note: This is one of the skills that will heal a Shadowknight of their wounds. • Darkness Ascends: For five posts, the user will completely cover the skies in darkness, darkening out the sun, or even the moon. Those hurt by the sun will find themselves at normal power. • Obscurity: By purposefully leaving a trail of energy behind, the Shadowknight is not only able to physically damage anyone trying to track him, but he is also able to give a false trail. If a werewolf tries to track through scent, then his nose is damaged to the point where it must be healed by an actual cleric before he can track again. If a Paladin tracks through Clarity, their eyes are blinded for 2 posts before they can heal themselves.
Personality: GILGAMESH prefers solitude above most things. In fact, he is driven to go off on his own and have his own agenda, unannounced to anyone else. When alone, he feels an impulse to simply hunt creatures and beings. Not even he understands why he must do this, but he knows that he must simply do it. The only other being that he does like to be around is his brother Karthus. Sexuality: Asexual Quote: "I follow only the darkness. My brother is the greatest darkness I have ever known, therefore, I shall never leave his side." Height: 6' 8" Weight: 264 lbs. Eye Color: Dark Violet
xxxxxThe story of this demon, known simply as GILGAMESH, is relatively unknown. He has a blood brother, Karthus, whom is the only other being that he will fight alongside. GILGAMESH actually chooses to fight for his brother much like a minion. He calls himself his brother's viceroy.
The rest of GILGAMESH's story has yet to be written.
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• Fireball - A basic ability; jabs and punches produce miniature fireballs and missiles of flame.
• Flame Deflection - This spell uses energy equivalent to the power of the deflected fire-based attack.
Bloodline
• Blight E - This ability is a simple one, but very powerful. The lich will call a bolt of energy down from the sky at a target. It takes only a half a second for this bolt to be created, and another second for it to strike. It can even come out of nowhere on a clear sunny day. It reduces healing effects and deals basic damage to the target.
• Aura of Pain E - This skill conjures up an Aura around the Lich that harms everyone within it, regardless of their armor or class, for E rank damage for five posts. Of course, the damage is mostly external, but for each rank it is pumped up it deals more harm, until up to B rank standing within the five meter radius seems to burn and decay flesh slowly. It only lasts for three posts, and must be paid 10 energy to upkeep, doubling each extra post.
• Defile E - This ability can occur spontaneously anywhere within a twenty meter radius around the Lich. A ball of pure unholy power will well up anywhere of their choosing, and after three seconds explode. It sends blunt force in a five foot radius, which has enough power to knock all but the strongest (10str) on their a**. This skill has the blunt power required to dent steel as well, so shields will only defend against this for so long.
Necromancer Skills
[E] • Death Bomb - A fairly weak skill of the necromancer it shoots a direct bolt of negative life energy. Call this the opposite of heal it creates random shallow wounds on the enemy. The bolt of energy is light green and will seem to sink into the target then explode creating the shallow wounds.
• Undead Limb - A beginner skill for the up and coming necromancer, Undead Limb simply summons a single, animate limb. As a necromancer becomes more advanced, they become unable to use this skill because of their inability to use only enough energy to bring back one limb. Whenever adept rank necromancers and higher attempt to use Undead Limb, they will use Undead Minion (and use up the energy cost of Undead Minion) instead.
Personality: Karthus is a quite person who will lash out at a lot of times. He has a hard time controlling his anger which tends to lead to many problems in all fights. He is also a very quite person a lot of the time who tends to keep to himself as he moves on with his own thing. Sexuality: Asexual Quote: "Go forth, you faithful, and offer these wretches freedom from life’s prison. Deliver unto them the word of death, and bring their wayward spirits home." Height: 6'4" Weight: 178 lbs Eye Color: Green
xxxxx Not many know about Ghull, he has never been one to really talk about himself outside of what little people know of him. The most anyone knows of him is the fact he is a necromancer as well as the fact he is a blood brother GILGAMESH. The rest of Ghull story has to be written.