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Tags: Fighting, Fantasy, Roleplay, Original, Magic 

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HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100
PostPosted: Wed Sep 01, 2010 10:31 pm


This is where I'll stick all of my private customs. The public ones will probably just be added to the existing techniques and whatnot.

I have two rpcs, each with different sets of customs:
-Tsubasa Sonitus-Confuto
-Nai

To-do list:
- Finish the following list of skills for Siren revamp
- 5 B-rank or below auto-learns for Fable
• [b]Song of Double Time[/b] [i]Varies[/i]
The song repeats the previous song sung by the Siren for one rank less energy. The song retains its limitations.

• [b]Exec Harmonious[/b] [i]E[/i]
The Siren sings and all those who hear the song immediately calm down. Rising tempers fall. Paranoia disappears. Exec Harmonious even counteracts the effects of certain fear-based auras, like the Shadowknight’s. Those affected by the song will find themselves very reluctant to cause any harm to anyone, and will find it even harder to to muster up the will to harm the singer. The song can take up to three posts to sing and lingers for the number of posts it was sung multiplied by three.

• [b]Tune of Ages[/b] [i]D-SS[/i]
The Tune of Ages creates a barrier when sung. The shape and location of the barrier may vary as the Siren wishes, both strength and size varying on the amount of energy put into the song. The barrier must be located in the Siren’s field of vision. When an attack is successfully blocked by a barrier created by the Tune of Ages, the attack ceases to exist and simply disappears. Attacks that aren’t successfully blocked are reduced in power depending on the rank of the barrier. The song takes one post to sing and lingers for four posts.
D: Can block D-rank and below. Can cover one person.
C: Can block C-rank and below. Can cover an area with a ten meter diameter.
B: Can block B-rank and below. Can cover an area with a twenty meter diameter
A: Can block A-rank and below. Can cover a thread.
S: Can block S-rank and below. Can cover half a city.
SS: Can block SS-rank and below. Can cover an entire city.

• [b]Tune of Currents[/b] [i]D-S[/i]
The Tune of Ages creates a barrier when sung. The shape and location of the barrier may vary as the Siren wishes, both strength and size varying on the amount of energy put into the song. The barrier must be located in the Siren’s field of vision. When an attack is successfully blocked by a barrier created by the Tune of Currents, the Siren can redirect the attack, changing the attack’s angle by up to 90 degrees without any change in the attack’s power. Attacks that aren’t successfully blocked are reduced in power depending on the rank of the barrier. The song takes one post to sing and lingers for four posts.
D: Can block D-rank and below. Can cover one person.
C: Can block C-rank and below. Can cover an area with a ten meter diameter.
B: Can block B-rank and below. Can cover an area with a twenty meter diameter
A: Can block A-rank and below. Can cover a thread.
S: Can block S-rank and below. Can cover half a city.

• [b]Tune of Echoes[/b] [i]D-SS[/i]
The Tune of Echoes creates a barrier when sung. The shape and location of the barrier may vary as the Siren wishes, both strength and size varying on the amount of energy put into the song. The barrier must be located in the Siren’s field of vision. When an attack is successfully blocked by a barrier created by the Tune of Echoes, it is bounced back with a one-rank decrease in the attack’s power. Attacks that aren’t successfully blocked are reduced in power depending on the rank of the barrier. The song takes one post to sing and lingers for four posts.
D: Can block E-rank and below. Can cover one person.
C: Can block D-rank and below. Can cover one person.
B: Can block C-rank and below. Can cover an area with a ten meter diameter.
A: Can block B-rank and below. Can cover an area with a twenty meter diameter
S: Can block A-rank and below. Can cover a thread.
SS: Can block S-rank and below. Can cover half a city.

• [b]Song of Discovery[/b] [i]D[/i]
When singing the Song of Discovery all notable objects, artifacts, etc. within 20 ft. of the Siren, even those magically/physically hidden, have their locations revealed. The song takes one post to sing and lingers for four posts.

• [b]Exec Linker[/b] [i]C[/i]
The Siren sings, choosing two stats (strength, speed, defense, magic strength, etc.). All ally summons lower or raise these two stats by 1 rank. The song takes one post to sing and lingers for four posts.

• [b]Song of Soaring[/b] [i]C[/i]
The Siren and the Siren’s allies gains +1 rank to speed and evasion in the air. The song takes one post to sing and lingers for four posts.

• [b]Ballad of Gales[/b] [i]A[/i]
The Ballad of Gales takes three turns to complete, but after completion and until the end of the singer’s next extended rest (whenever the Siren rests and regains full energy), the winds favor the Siren. While in the air, i.e. not standing upon solid ground or submerged in water, the Siren gains +1 rank to speed, accuracy, evasion, strength, overall defense, and wind skills. Ballad of Gales cannot be stacked with itself or with any other stat boosts applied by the Siren benefitting from Ballad of Gales. The Siren is free to use stat boosting skills at any time, but unless he/she is willing to relinquish the benefits of Ballad of Gales, he/she will not benefit from the stat boosts created from those skills.



• [b]Song of Double Time[/b] [i]Varies[/i]
The song repeats the previous song sung by the Siren for one rank less energy. The repeated song retains its limitations.

• [b]Sun’s Song[/b] [i]D[/i]
The Siren sings and glows as bright as the sun. The song takes one post to sing and lingers for two posts. Its effects can be ended early by the Siren.

• [b]Song of Passing[/b] [i]D[/i]
The Siren sings and absorbs light into his/her body, creating a strange lighting effect on the surroundings. While the Siren is seen clear as day, not even being too bright but considered just right, everything else in a 20 feet radius around the Siren is pitch-black. The song takes one post to sing and lingers for two posts. Its effects can be ended early by the Siren.

• [b]Method Hymme Granzero Spear[/b] [i]D-A[/i]
With their voice, Sirens can replicate their feathers and then telekinetically launch them at the enemy. The energy used to launch the feathers also strengthen and sharpen the improvised weapons, with higher levels of energy turning the feathers more potent.
D: Can cut through bone. Can block bronze. (D-rank)
C: Can cut through bronze. Can block iron. (C-rank)
B: Can cut through iron. Can block steel. (B-rank)
A: Can cut through steel. (A-rank)

• [b]Wind’s Requiem[/b] [i]C-S[/i]
The Siren sings a beautiful but dangerous melody, the notes of which are then carried by the winds to the far reaches of the Siren’s current thread. Those marked by the Siren as targets and who are within range immediately feel sick, with the amount of energy poured into this skill dictating how sick the target(s) feel(s). Furthermore, singing this song to someone already sick increases the rank of the effects by one. Three posts of singing are required before any effects are seen. During these three posts, all who hear the song will feel a primal sense of dread that will clue them into stopping the siren from singing for too long. To afflict the full effects of the A- and S-rank variations, they must be sung to the targets at least twice. Only those who can fall sick are actually affected by the song (no barfing ghost cars). The illness created by this song is not contagious.
C: A passing feeling of wanting to barf. Those that aren’t particularly strong-willed will likely end up barfing. Lasts for two posts but only if the Siren continues singing.
B: A passing feeling of wanting to barf on the first post. Those that aren’t particularly strong-willed will likely end up barfing. Then the inability to stand up or see straight for the next two posts. Effects are only felt if the Siren is singing.
A: A passing feeling of wanting to barf. Lasts for two posts but only if the Siren continues singing. If sung again, the target(s) feel(s) a fever that lasts for the rest of the battle regardless of the Siren’s actions. The fever is merely a rise in body temperature. After the battle, those who felt the fever begin to feel really weak and sick. The illness is easily cured by any npc doctor/cleric but it does leave the target bedridden for at least twenty paragraphs. Only four paragraphs may be written per rl day.
S: A passing feeling of wanting to barf. Lasts for two posts but only if the Siren continues singing. If sung again, nothing else occurs during the battle. However, after the battle, those afflicted by the song twice are suddenly bedridden and unconscious with a terminal illness. An rpc healer must treat them or else the target(s) will die within a rl month’s time.

• [b]Bolero of Fire[/b] [i]C-S[/i]
The Bolero of Fire is one of a series of elemental songs. The Siren can sing out a storm of fire that whips and twists around them to create a fiery inferno for as long as they sing, up to three posts. The strength of the fire varies with the energy put into the skill.

• [b]Wind God’s Aria[/b] [i]C-S[/i]
The Wind God’s Aria is one of a series of elemental songs. A Siren singing this song, up to five posts, can direct the wind as they please. Up until A-rank, this can only nullify other wind skills of the same rank or lower. At S-rank, the power of this song spikes and utterly prevents anyone but the Siren and those the Siren chooses not to affect from having any semblance of control in or of the air.

• [b]Earth God’s Lyric[/b] [i]C-S[/i]
The Earth God’s Lyric is one of a series of elemental songs. While singing this song, up to five posts, every step the Siren takes affects the earth they step on. At C-rank, it’s just a mild tremor and the creation of some jutting rocks, perfect for tripping over but little else. At S-rank, every step creates what feels like a major earthquake and disturbs boulder-sized portions of the earth.

• [b]Serenade of Water[/b] [i]C-S[/i]
The Serenade of Water is one of a series of elemental songs. A Siren singing this song, up to five posts, can direct the water as they please. Up until A-rank, this can only nullify other water skills of the same rank or lower. At S-rank, the power of this song spikes and utterly prevents anyone but the Siren and those the Siren chooses not to affect from having any semblance of control in or of the water.

• [b]Minuet of Forest[/b] [i]C-S[/i]
The Minuet of Forest is one of a series of elemental songs. While singing this song in any area with plenty of cover (traditionally a forest), up to five posts, the Siren can cast any illusion they please to mislead the enemy with higher ranks allowing for more elaborate illusiosn. Higher ranks also result in more convincing illusions. At all ranks, though, the Siren is able to displace his/her voice, rendering useless any attempts to find the Siren via voice.

• [b]Exec Suspend[/b] [i]C[/i]
The Siren sings, choosing two stats (strength, speed, defense, magic strength, etc.). All enemy summons lower or raise these three stats by 1 rank. The song takes one post to sing and lingers for four posts.

• [b]Requiem of Spirit[/b] [i]B[/i]
The Siren screams at a normally immortal (or partially immortal) opponent at a moment vulnerability in the opponent, such as after receiving what would be considered a death wound for a mortal body, to permanently kill the opponent.

• [b]Reisha's Lullaby[/b] [i]A[/i]
The Siren sings and slowly lulls enemies to sleep even in the middle of a fight. The song takes five posts to show any effects. After the fifth post of singing, enemies will find themselves getting drowsy and receive a 1 rank debuff to all stats (e.g. strength, speed, magic). After eight posts of hearing the Siren, the enemy will get incredibly sleepy and find it hard to even stand. By the end of post ten of this song, the enemy will have fallen asleep soundly. The song takes ten posts to lure the enemy to sleep in the middle of combat. However, out of combat, times vary. Constantly paranoid targets may need ten posts to fall asleep even when out of combat. However, most people aren’t that cautious. Even those suspicious of the Siren’s motives won’t take much longer than five posts to fall asleep so long as they have no concrete proof to back up their suspicions. Unwary targets usually need no more than three posts, and it is possible for Reisha's Lullaby to need only one post of singing. Already asleep targets can have Reisha's Lullaby whispered to them to turn their normal sleep into a magically induced one. As Reisha's Lullaby induces magical sleep, whispering the song to those already asleep gives them no chance to awaken. Once asleep, the enemy remains firmly trapped in the magical sleep for at least ten posts if the skill was used out of combat and for at least five posts if the skill was used in combat. Keep in mind that the debuffing effects of Reisha's Lullaby are a result of the target growing sleepy rather than a result of the song. The debuffs indirectly caused by the lullaby are not valid reasons to suspect the Siren of any treachery.

• [b]Song of Storms[/b] [i]S[/i]
The Siren sings and summons a vicious thunder storm. Depending on the location, additional effects may be present, such as a sandstorm in a desert or a blizzard in a snowy area. The singer don’t have much control over the weather, but he/she can choose the targets who are most heavily affected by the effects of the storm and the targets who are least affected. Lightning will crash into the ground randomly, attracted to the general area of the targets that are most heavily affected but not guaranteed to hit those targets. Being natural, this lightning is as fast as light. However, because it’s strikes are loosely determined by the singer, a very clear sign of each lightning strike’s location is given shortly before each strike occurs. One post before each lightning strike, a bright yellow-white circle marks the surface that a lightning strike will land on. On average, two to three strikes will land each post for the first five posts of this song. The storm itself, minus the lightning, can last for days depending on the singer’s will when he/she is singing the song.

- Reloading accessory that holds ammo and quickly reloads whatever gun is shoved into it.
- Create a pocket watch custom weapon.
- Sakuya-based time skills.
PostPosted: Wed Sep 01, 2010 10:32 pm


Tsubasa's Custom Skills

Minstrel/Bard

Skill name: Ember
Type of skill: Bard/Minstrel class
Rank: D
If it uses ammo how much: n/a
Limits: Must have a string instrument (Sirens cannot use their voices). Must be able to learn minstrel skills.
Skill description: With enough friction, it is possible to create fire. By playing on the strings of a stringed instrument with enough force and combining the spark of fire with a sound wave, it is possible to magnify the flame and create a fire attack from an instrument. This ability, though, requires a sound attack (ex: War Song, Sound Wave) or some other means of transportation/magnification (ex: wind magic, more fire magic) if it is to create something even resembling a fireball. When used with fire magic, it adds more fuel to the attack and increases it by one rank. By itself, Ember will simply create a spark that will be able to light a fire but has little to no actual battle-use. For the most part, Ember is too small and the sound waves carry it away too quickly for it to damage the minstrel's hands.
Sample: Feather dashed into a narrow alleyway, only to skid to a halt at a dead-end not long after she had dashed into it. Turning around, the girl could hear the footsteps of her pursuers, bounty hunters after the wings that she had just had to show blatantly in the market earlier that day. the girl thought as she remembered the incident that had forced her to reveal that she was a siren. However, she didn't dwell for too long on the thought, knowing that she had to act quickly if she wanted to get away without creating any casualties. As the sound of the footsteps continued to get louder, a sign that Tsubasa was running out of time, she quickly strummed twice on her instrument, using up energy to first create a spark and then to create a note that would carry the spark. The result: a large blast of fire that seemed to explode upon exiting the alleyway. Hopefully, Feather's move would deter her pursuers. If not, then she was basically screwed….

Skill name: Supersonic
Type of skill: Bard/Minstrel class
Rank: D
If it uses ammo how much: n/a
Limits: Musicians only.
Skill description: Supersonic sends out a high-pitched vibration that confuses the enemy. When using it on a target that can't hear the vibrations, roll a six-sided dice: odd numbers mean that the enemy is confused and even numbers mean that the move failed. When using it on a target that can hear the vibrations, roll a four-sided dice: odd number mean that the enemy is confused, 2 means that the enemy's sense of hearing is messed up, and 4 means that the enemy's vision is messed up. Because Supersonic relies on vibrations and not actual sound, it can even be used on those who are deaf or who have blocked their sense of hearing in some form or another. The targets for Supersonic can be chosen freely by the user and the effects can last up to five posts (the user can choose a shorter duration if they want to). People in a confused state must roll a six-sided dice on every turn: even numbers mean that their attacks have somehow managed to hit them (no way to dodge this), 1 and 3 mean that their attacks have worked perfectly fine, and 5 means that their attack completely missed the intended target and caused absolutely no damage at all (this includes "lucky shots" that managed to miss the target but still cause harm by knocking over a pillar or something onto the target).
Sample: Tsubasa was tired of dodging the seemingly endless stream of magic that the arcanist sent at her both mentally and physically. Her wings and the rest of her body were starting to get tired with the numerous twists and turns she had to use to dodge the attacks. She had fired a Supersonic not too long ago, only to see that it didn't work. Since then, she hadn't been able to send another one.
Finally, though, the girl saw her chance and immediately hit an extremely high note on her ocarina. The arcanist wouldn't hear it nor would he be able to feel the vibrations of the sound, but hopefully it'd affect him. After playing the note, the girl tensed her muscles to dodge another onslaught, which promptly came and caused Feather to immediately flinch--all of the hits had managed to hit the arcanist. Ouch, yeah, the technique had worked the second time around.

Skill name: Chill
Type of skill: Bard/Minstrel class
Rank: C
If it uses ammo how much: n/a
Limits: Must have a wind instrument. Must be able to learn minstrel skills.
Skill description: By drastically decreasing the temperature of the wind that is blown out of a wind instrument and tying that in with the larger-than-average lung capacity of minstrels, it is possible to significantly decrease the temperature of an entire area. The skill, Chill, does exactly this, with the addition of focusing the coldest air into the center. While left alone, this air will simply dissipate into the rest of the coldness. However, it can have devastating effects when tied in with sound attacks like Warning Song and Shockwave or any other attack that can move it to the desired target(s). In this form, the move that is powered up with Chill will have some sort of extremely dense (like a glacier), extremely cold (way below freezing) ice on it (ex: a solid wall of ice charging at the target for Warning Song). Even without using the ice attack component of Chill, the sudden decrease in temperature itself will lower all of the abilities, speed, etc. of everyone but the caster by one rank unless the others have some way to combat it. In some cases (ex: cold-blooded creatures), Chill could even cause sleep by the second post. Chill needs to be played for two turns and lasts for five turns. The ice blast can only be fired during the first two turns.
Sample: Tsubasa could not believe what she had gotten herself into. She had found a random and interesting looking cave and had decided to go on an impromptu spelunking trip into it. She wasn't lost, no, she could hear the breeze that signified the exit, but the problem was getting there without being devoured by the huge spiders that were blocking her way. Between dodging their hairy legs and their poisonous jaws, the small girl just barely managed to get in enough time to play a song of the cold and chill of ice, which she first used to push the nearby spiders away by empowering her Shockwave skill with the ice of the skill she just used. Immediately the temperature dropped and the spiders immediately became more sluggish. From there, it wasn't too long before each and every spider dropped down to sleep because of the cold. Her path cleared, Feather quickly and carefully hopped over the spiders before breaking out into a full-out run for the exit.

Skill name: Mental Melody
Type of skill: Bard/Minstrel class
Rank: C
If it uses ammo how much: n/a
Limits: Must be able to learn minstrel/bard skill. Only affects the user. Can only be used with non-offensive skills (ex: Improvised Spirit).
Skill description: By playing a song in their head, musicians can reap all the benefits and deductions of their song without letting anyone else hear and be affected by it. Using Mental Melody requires an extra D-rank amount of energy in addition to the normal energy amount of the song being sung. Sirens are able to use Mental Melody while playing/ singing a song out loud but are unable to use Nature's Harmony while Mental Melody is being used and vice versa.
Sample: Tsubasa was by herself, surrounded by enemies, and tied to a pole. She doubted that she would be able to escape as she was but what if she had a little boost? It would be bad if the others heard her singing so she would need to think the song in her head and play it like that. Sounding out Improvised Spirit through her head, Feather got lucky and managed to think a song that raised her class abilities. While maintaining the tune in her head, Feather started to hum a tune, her own personal melody, and managed to free herself in no time.

Skill name: Midnight Dream
Type of skill: Bard/Minstrel class
Rank: B or D
If it uses ammo how much: n/a
Limits: Must have an instrument and be able to learn minstrel skills. At D-rank, the target must be asleep. Only works on one target. Considered a B-rank technique when learning.
Skill description: With Midnight Dream, the performer is able to shape the music into the dream that he/she wants his/her target to see and then force the target to see it. All of the senses are trapped within this illusion, but it is possible to escape the dream by concentrating if the target is equal to or higher than the caster's rank. Of course, first, the target must figure out that the illusions are dreams and not reality. At D-rank, the target must be asleep but it is possible to cast an illusion over a target that is awake by using a B-rank amount of chakra. In either form, two posts of playing are required before the target will see the illusion. From there on, another three posts of playing are required to ensure that the illusion is placed perfectly. While the full force of the dream has already hit by this time, it is possible to end it instantly if this three-post period is interrupted. After the entire five posts required for the song are over, the dream will continue on for another two posts before the effects of Midnight Dream wear off.
Sample: As the enemy started to attack her relentlessly, Sora started to play on her ocarina. It was a fast-pace, triumphant song about battle. Wincing in preparation for whatever will happen next, the knight merely laughed boastfully when nothing seemed to go wrong. "Hah!" he announced triumphantly as he felt and saw his sword go through the woman, "You minstrels have no…." His eyes grew in horror as the body suddenly disappeared from in front of him and he finally felt the cold touch of metal on his neck. "Now," Sora asked with a peaceful smile on her face, "Will you come peacefully or no?".

Skill name: Sonic Barrier
Type of skill: Bard/Minstrel class
Rank: D to S
If it uses ammo how much: n/a
Limits: Must be able to learn minstrel skills. Must Remain still. Treated as a C-rank skill when learning.
Skill description: By controlling and containing the sound so as to form a sphere around the caster, a barrier can be formed that will block attacks coming from any direction, even underground. This sound barrier can encompass others that are close enough. The barrier extends five meters in all directions and prevents anyone from entering or exiting it once it is up. In terms of strength, the barrier can withstand up to three attacks of the rank above the amount of energy put into its creation. For every post that a song is played to keep it up, the barrier will remain for one extra post (ex: play for two posts, barrier stays up for four posts).
Sample: With her entire team practically out of energy and reinforcements still on the way, the only thing that could be done was to put up a barrier. Up until now, a cleric had been maintaining one, but now he had no more energy left. As soon as the cleric's barrier dissipated, Feather set up her own, preventing any enemies from striking. She had made sure that the barrier was able to withstand the attacks of the enemies. Now all she could do was wait for reinforcements.

Skill name: Soothing Sonata
Type of skill: Bard/Minstrel
Rank: C
Limits: Must be a minstrel. Must be at least adept rank. Must be a siren.
Skill description: A song that spreads out the users's sense of peace and takes effect as soon as it begins, Soothing Sonata's soft chords instills a sense of peace within all listeners and pacifies them, nullifying all aggressive tendencies, even those stemming from bloodline/class traits. During the first post, anyone who hears the song will start to feel the effects but still be able to attack if their rage is high enough. From the second post all the way to the end, it is impossible for anyone to attack. While the user may move while using this song, he/she may not attack or harm anyone in any way. Using this song as an escape method is also not an option because the effects will disappear as soon as it cannot be heard. Soothing Sonata does not need to be sung, but it will use half as much energy if a siren used his/her voice rather than his/her instrument. The song can be held for as long as the user wishes to hold it but requires a C-rank amount of energy every three posts. When used solely to pacify natural aggressive tendencies (such as those stemming from a bloodline), Soothing Sonata's effects can last for up to ten posts after it has been played (must be played for at least three posts for this effect). Although, this side-effect is very fragile and can be cancelled by the target at any time.
Sample: Feather looked on in fear as a fight began to brew between her two other teammates. Somehow, for some reason, their captain had seen it fit to stick a vampire and werewolf on the same team and, ever since the start of the job, they had been constantly bickering. Soon enough, the bickering turned into shouting and then, just recently, it turned into a stand-off to see who would make the first move in the fight. Not wanting to see the outcome, Tsubasa decided that she would be the one to make the first move and promptly began to play a song on her lute. It was soft and soothing, the name was Soothing Sonata, and as soon as it started the other two began to relax slightly. By the time the intro was done, they were both far from fighting. While the werewolf and vampire weren't exactly friends, they didn't exactly look like they would kill each other either.

Skill name: Water's Flow
Type of skill: Bard/Minstrel
Rank: C
Limits: Must be a minstrel. Must be at least adept rank.
Skill description: After much experimentation with Improvised Spirit, several distinct songs were created that were sure to increase a certain stat. Water's Flow's fluctuating rhythm and seamless changes between keys raises the evasion of allies by one level with C-rank energy and by two levels with B-rank energy. The performer must stay in one spot while playing (but is allowed to duck and dodge as long as their feet remain in the same area) and cannot stop the song until after two posts. Water's Flow can last for a maximum of five posts and requires a two post cool-off period before it can be played again.
Sample: Feather watched from behind the boulder as her partner tried his best to dodge the barrage of bullets from the gunslinger. So far, he had only earned a spattering of minor wounds, but that could very easily change sometime soon. Concerned, Feather began to play a flexible song that seemed to always be changing but remaining the same at the same time. Hopefully, the nature of the song will embed itself into her partner's movements and help him dodge the bullets. Well, not really hopefully seeing how, as a skill, that was what the song was supposed to do.

Skill name: Ranting Fury
Type of skill: Bard/Minstrel
Rank: C
Limits: Must be a minstrel. Must be at least adept rank.
Skill description: After much experimentation with Improvised Spirit, several distinct songs were created that were sure to increase a certain stat. Ranting Fury's accented impacts and furious runs up and down the scale raises the attacking power (both physical and magical) of allies by one level with C-rank energy and by two levels with B-rank energy. The performer must stay in one spot while playing (but is allowed to duck and dodge as long as their feet remain in the same area) and cannot stop the song until after two posts. Ranting Fury can last for a maximum of five posts and requires a two post cool-off period before it can be played again.
Sample: Feather sighed. Honestly, she didn't exactly like using the song she was about to try. She had nothing against the tune itself. It was just that most people used its effect for violence, which she didn't like. However, she saw no other way to break through the barrier that their target had set up and so began performing Frantic Fury. As Tsubasa's fingers scraped furiously against the strings of her lute as she played, her teammates would feel a sudden increase in their attacking power. Even the mage's magic attacks would start dealing more damage.


Skill name: Speed Devil
Type of skill: Bard/Minstrel
Rank: C or B
Limits: Must be a minstrel. Must be at least adept rank. Must stay in one spot while playing.
Skill description: After much experimentation with Improvised Spirit, several distinct songs were created that were sure to increase a certain stat. Speed Devil's excited rhythm and numerous chromatic runs raises the speed of allies by one level with C-rank energy and by two levels with B-rank energy. The performer must stay in one spot while playing (but is allowed to duck and dodge as long as their feet remain in the same area) and cannot stop the song until after two posts. Speed Devil can last for a maximum of five posts and requires a two post cool-off period before it can be played again.
Sample: Tsubasa flinched as she saw her kiranu partner (a trickster) continuously get beaten by the paranormal (who also happened to be a trickster) while barely managing to land a hit himself. Feeling that she needed to give him a bit of an extra edge, Feather began playing Speed Devil, hoping it'd give him the boost it needed.

Skill name: Diamond Defense
Type of skill: Bard/Minstrel
Rank: C or B
Limits: Must be a minstrel. Must be at least adept rank. Must stay in one spot while playing
Skill description: After much experimentation with Improvised Spirit, several distinct songs were created that were sure to increase a certain stat. Diamond Defense's steady beat and stable chords raises the defense/endurance of allies by one level with C-rank energy and by two levels with B-rank energy. The performer must stay in one spot while playing (but is allowed to duck and dodge as long as their feet remain in the same area) and cannot stop the song until after two posts. Diamond Defense can last for a maximum of five posts and requires a two post cool-off period before it can be played again.
Sample: The draconian besides Feather cracked his knuckles as he looked at the obstacle course he was supposed to pass through, with Tsubasa's help, of course. "Ready?" the man asked as he prepared to run straight through. "Yeah," Feather replied, wondering why this was really necessary. She began playing Diamond Defense, her hands strumming each note with a steady, unwavering tone. As soon as he felt his skin start to toughen even more under the music's influence, the draconian ran off, not even bothering to dodge, or even block, the numerous weapons that attacked him as he went through. Actually, many of them broke simply from touching his skin, which was even tougher than before.

Skill name: Gear Harmony
Type of skill: Bard/Minstrel class
Rank: C or B
If it uses ammo how much: n/a
Limits: Must be able to learn minstrel/bard skills.
Skill description: Gear Harmony uses music to assist the gears and such of machines, allowing the invention as a whole to become much more efficient. By harmonizing the inner workings of a machine through sound vibrations, the rhythmic beats of Gear Harmony allow mechanists fighting on the bard's side to minus one rank from the energy cost of machine-related techniques. S-rank techniques and above require Gear Harmony to be played with a B-rank amount of energy. Gear Harmony is played for two posts and it's effects begin as soon as the first note is played. However, the soundwaves produced by it echo throughout the machinery and lowers the energy cost for up to four posts after the song ends.
Sample: Glancing at the mechanist of her group, who was in charge of keeping the enemy at bay as the others rested up, Feather noticed that he was starting to have trouble with his machinery. Apparently, his energy was running low. Not knowing how else to help him, Feather began to play Gear Harmony, hoping to help stretch the energy reserves of her ally.

Skill name: Shockwave
Type of skill: Bard/Minstrel class
Rank: C or B
If it uses ammo how much: n/a
Limits: Must have an instrument and be able to learn minstrel skills. Treated as a B-rank skill when learning.
Skill description:By playing a single note extremely loudly and sending out a huge sound wave, the performer is able to use his/her surroundings to attack the opponents--although, this move will not discriminate between friend and foe so be careful. Depending on the surroundings, different effects will happen (ex: being surrounded by water will create a large wave of that water, being surrounded by dirt will create a large wave of that dirt, being surrounded by very hard earth will create a wave of spikes). While the base rank of the skill is C, putting in a B-rank amount of energy will allow the shockwave to go out in all directions rather than just in front of the musician.
Sample: was all Tsubasa could think as she stared at the multitude of red, demonic, hungry eyes staring directly at her. To make things even worse, she was all by herself. From what she could decipher from her situation, the girl would need to get out of here, and fast. For all she knew, the monsters that were closing in on her could be venomous. Feather thought to herself as she strummed down on her instrument, hard, and sent out a shockwave in all directions. From beneath her feet, the earth rose up and crested into a wave, pushing back the monsters and giving the bard enough time to spread out her wings and take to the skies.

Skill name: Spark
Type of skill: Bard/Minstrel class
Rank: B
If it uses ammo how much: n/a
Limits: Must have a string instrument (Sirens cannot use their voices). Must be able to learn minstrel skills. Must remain still or the effects will wear off immediately.
Skill description: Static electricity is created by constant friction. By furiously playing the strings on a stringed instrument, the musician can surround himself/herself with static electricity for three posts with just one post of playing. For two posts after starting Spark, no skills can be used with the fingers (basic stuff like holding onto objects allowed, but stuff like playing more songs or using an archery skill are not allowed). The static electricity will painfully shock anyone that comes within a 5 meter radius of the bard. It is mainly meant more for trapping weapons (mainly metal) before they reach the bard, stopping other electrical attack from reaching the bard, and keeping people of adept rank and below (people that would experience severe pain when touching the barrier) away from the bard then for shocking anyone to unconsciousness. Anything within a 50 meter radius of the bard will have static electricity as well for up to five posts. While the only physical indication of this static electricity is the slight rising of hair, it can either lower the cost of electrical attacks by one rank or raise the power of electrical attacks by one rank. The outcome is decided by using a random number generator:
1-Lower the cost
2-Raise the strength
Sample: A series of furious strums from Tsubasa caused the hair on everyone's neck to rise as static electricity filled the air. As she blew on her burning fingers to cool them down after practically burning them with friction, the girl watched as bullets were caught in the magnetism of her electric shield. An adept berserker tried to get in a hit, only to have a painful shock delivered to his system while Feather easily dodged the punch that was delayed by the electricity. As for the arcanist, well, Feather had to be slightly worried a bit later on but, for now, she was safe from any electric attacks (attacks that her own move had powered up) that the magician had to offer.


Biochemist

Skill name: Summoning Mastery: Categorize
Training Rank: D
Energy Cost: Passive
Limits: Biochemist only
Skill description: The biochemist has gained a level of mastery over life magic where their summoning limit recognizes multiples of one creature registered in the codex as two summons. With the Categorize ability, Biochemists are able to perform feats like controlling 10 individual Charlies by sacrificing only two of their normally five summon slots.

Skill name: Summoning Mastery: Horde minor
Training Rank: C
Energy Cost: Double the cost of summoning one creature.
Limits: Biochemist only
Skill description: The biochemist's mastery over life magic allows them to summon up to five multiples of one creature up to B-rank all at once by paying double the cost of summoning one of the creatures. The Horde ability only summons what the biochemist has already collected and does not multiply one creature. For example, to summon 5 CHARLIES, the Biochemist must first have collected 5 CHARLIES.

Skill name: Summoning Mastery: Horde major
Training Rank: C
Energy Cost: Triple the cost of summoning one creature.
Limits: Biochemist only
Skill description: The biochemist's mastery over life magic allows them to summon multiples of one creature all at once by paying triple the cost of summoning one of the creatures. The Horde ability only summons what the biochemist has already collected and does not multiply one creature. For example, to summon 10 Goblin Wizards, the Biochemist must first have collected 10 Goblin Wizards.

Skill name: Summoning Mastery: Train
Training Rank: B
Energy Cost: Passive
Limits: Biochemist only
Skill description: Summons taken from the codex, or otherwise created by a member of crew for an event or whatnot, that have more advanced forms (ex: Goblin to Goblin Warrior) can be trained to "rank up" to their next powerful form, no skipping forms. Doing so, however, requires understanding and mastery of the very vague life magic that determines so much of summoning and biology in general. As a result, this is an ability only biochemists can do to their own summons. Ranking up can be done by either training the summon, which takes the number of posts it took to normally tame the creature when it was first met to tame, or successfully completing a mission, which must be equal or higher in rank than the summon's new form, with the summon.

Skill name: Advanced Weapon/Object Summoning
Rank: C
Skill description: Technically, this skill is only an advanced form of Weapon Summoning, as there is no prior Object Summoning skill. However, this skill doesn't summon only weapons, so naming it Advanced Weapon Summoning would be slightly inaccurate. Advanced summoning expands the summoning possibilities from weapons to any other inanimate object. It can summon tools, materials, medicine, and the like in addition to the swords, axes, etc. that the previous summoning skill could summon. Furthermore, it erases the need to inscribe anything to summon an object, allowing a biochemist who uses this skill to simply flow energy into their hand to summon the object of their choice. As before, the location and details of the weapon must be known to summon it and summoning weapons someone else is holding is not possible.

HeadlessKoko

Invisible Regular

12,125 Points
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HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100
PostPosted: Mon Sep 20, 2010 5:34 pm


Tsubasa's Custom Skills

Air

Skill name: Air Goggles
Rank: E
If it uses ammo how much: 0
Limits: Must be able to use wind magic.
Skill description: By shaping a protective layer of stationary air around one's eyes, a pair of goggles can be created to protect the eyes against a variety of conditions (ex: swimming underwater, walking through a sandstorm). Air Goggles can also be used on other parts of the body and even the entire body if need be.
Sample: In a single movement, Feather dived from the boat and into the water not so far below. On the way down, she shaped the air around her into a stable layer around her eyes, protecting her vision from the salt water that soon surrounded them. She had considered using the skill to surround her entire body with air instead of just her eyes but decided against it, figuring that she didn't really need to keep her feathers dry.

Skill name: Shuriken Storm
Rank: C
If it uses ammo how much: Varies
Limits: Must know shuriken skills. Must have wind element.
Skill description: By tossing a bunch of shurikens or any other sharp object into the air and then controlling each individual one with the wind element, it is possible to create an intricate storm of a multitude of sharp objects. However, creating a storm of weapons is only one way to utilize this skill. It can also be used to precisely control weapons and have them move as one wills them to. A C-rank amount of energy is required for every other post of control.
Sample: Feather breathed in and out heavily. All around her were feathers from the various siren skills that she used. Also all around her were more Charlies than she could count. She had attempted to reason with them and even to tame them with song but had been unable to play for long enough without being attacked or stopped in the middle of her playing. She gulped, her saliva leaving a bitter after-taste as she simply just imagined what she would have to do next. It was her only option and her barrier was about to give way soon.
The girl looked up and readied herself, the wind stirring in preparation for her next attack, a Shuriken Storm. Once the barrier dissipated, she unless a flurry of winds, each breeze controlling a separate feather and created a mini storm of the sharp objects in the cave. She stood in the center of the frenzy, trying her best to aim each individual feather at only the legs of the Charlies. Even with all of the damage she had sustained, she only wanted to handicap them enough for her escape. She didn't want to kill them.
PostPosted: Sat Sep 25, 2010 4:53 pm


Tsubasa's Custom Skills

Talent

Skill name: Lost Woods
Rank: -
If it uses ammo how much: 0
Limits: Tsubasa is the only person who can use it. Must be played with either her custom ocarina or her voice.
Skill description: A song integral to her talent, Feather uses this song to call certain summons, specifying the summon by imbuing the harmony with a specific energy signal--or signals seeing that it is possible to summon multiple monsters with one tune. The amount of energy needed to summon with this song differs with each summon, usually being one rank below the rank of the summon itself.
Sample: Tsubasa stood at the edge of the large ocean and began to play her summoning song, calling upon a good friend of hers. Her teammates stood waiting for Feather to bring out whatever creature she had in store for them. Suddenly a loud roar sounded out as Feather neared the end of her song and everyone but the small siren immediately went into the battle mood. "Our ride is here!" the girl exclaimed enthusiastically as she pointed to her source, the hydra that had been the source of the roar. The other three looked at the child with shock, wondering how in the world she had managed to get something like that under her control and wondering whether or not the hydra could be trusted.

HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
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HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100
PostPosted: Sun Oct 03, 2010 8:11 pm


Tsubasa's Custom Skills

Siren

Skill name: Wing-blade
Type of skill: Siren bloodline
Rank: D
If it uses ammo how much: n/a
Limits: Must be a siren.
Skill description: A skill taken from Sora but with a higher energy cost because of the larger wings and other factors, Feather is able to sharpen all of the feathers on the outer edge of her wings, creating a blade of sorts. While extremely sharp and durable, the power behind this skill is severely limited by Tsubasa's strength.
Sample: Feather rushed through the air, her speed enhanced by the urgency of her errand. Even when she descended to a lower altitude to try and avoid the wind, the girl sliced through the bushes with her wings, which were now sharpened with Wing-blade.
PostPosted: Mon Nov 08, 2010 7:57 pm


Tsubasa's Custom Weapons/Poisons

Class: Bard

Weapon name: A dagger…. What?! Does it really need a snazzy name?!
Type: Weapon
Description: A seemingly regular dagger, the only thing special about it is the various grooves on it, all of them made and placed in such a way so as to cause it to whistle through the air while used correctly. By using this whistle and investing an extra D-rank amount of energy, the bard is able to use attacks that require only one note/chord/whatever to be played without the use of an instrument. Furthermore, if used close enough to the ears of the opponent, it will cause them to lose their sense of hearing and balance for two posts. Those with extremely sensitive ears will lose their sense of hearing and balance for four posts. Of course, it is also possible to use the dagger in such a way so as to prevent any whistle from being released.

When Feather reached adept rank, she decided to have the dagger upgraded. Now, the sheath holds two daggers instead of one, both daggers placed side-by-side and with one handle sticking out from each end. Additionally, the screech has a chance of paralyzing those with sensitive hearing when used close enough to the target's ears (roll a four-sided dice; 1 paralyzes the target for one post, 2 and 3 paralyze the target for a moment, 4 does nothing to the target). The separate effects of the individual daggers do not stack, but the fact that there are two daggers does increase the area that they can affect.

Sample: Feather was without an instrument and separated from her team while remaining within hearing distance of them. In other words, she was in one of the worst possible scenarios from her. While they were in the same team, the girl had just met her teammates in the most recent mission and couldn't trust them. At the same time, though, she couldn't do anything without any instruments. Well, it wasn't exactly that serious. Unsheathing her daggers and swinging them in a wide arc, the girl created two blast of sound (Soundwave) that pushed back the nearest enemies both behind and in front of her. Another slash, this time right next to the hearing organ of the creature, created a high-pitched whistle that disrupted the hearing and balance of the beast. Another one, right next to the first beast, had it much worse and was paralyzed by the high-pitched screech. However, Feather knew that she couldn't stay on the defensive for forever. Not if she wanted to stay alive. Gritting her teeth with disgust at herself, the girl pounded the blade into the ground, sending out shockwaves in all directions (Shockwave). The attack sent all of the beasts flying back, creating an opening for Feather to run through and reunite with her group.


Weapon name: Tsubasa's Ocarina
Type: Instrument
Description: An seemingly normal ocarina that Feather has had for as long as she could remember, it seems to be made out of a ceramic-like material but its scratch-less surface gives away a durability that is much greater than most ceramics. Created by sirens, the pitch is perfect and, to an ear that is trained and has heard a siren's tune before, most closely resembles a siren's voice, even if the substitute is still very poor. Feather can use the ocarina to play Lost Woods, a song integral to her talent and only useable with either her voice or the ocarina. If the ocarina were to break, which is completely possible, it has the habit of magically piecing itself back together after some time (three posts or as soon as a battle starts/ends, whichever one comes first).

Sample: Feather took in a deep breath and began playing on her ocarina. Her team stood behind her, wondering how in the world playing a song could help them cross the huge canyon that stood in their way. It wasn't that they thought that bards were useless--it was kind of hard to think that after the countless times Tsubasa's music had helped them get out of a tricky situation--it was just that it seemed unlikely that a song would be able to do something as physical as transporting them across what was essentially a large gap in the ground. As they mused, the group saw a large shadow on the ground and immediately looked up to see a giant wyvern hovering above them. Immediately, they went into a defensive stance… only to see that Feather was waving happily to the apparent enemy?! A small explanation from Sora cleared it up, the dragon had been summoned with Feather's song to help them cross the chasm.


Name of poison: Bezoar
What's it do: A bezoar is a small, kidney-like stone taken from the gastrointestinal system (usually the stomach) of a goat. When taken in any form (ex: powder, swallowing the entire stone) it will protect the user from any poisons for a random number of posts (generated by using the one ten-sided dice) and can be used as an antidote to nullify the effects of any poisons.
How to find:Being fairly rare and hard to come by, only one bezoar can be found per week. When trying to find a bezoar, whether it's through dissecting a goat's stomach or looking around in an area that goats are known to frequent, roll a six-sided dice. If a 3 comes up, then a bezoar is found. If not, then there is no bezoar.

Sample: Sora knelt by her partner, who was unable to move from the effects of a paralyzing poison. She herself was only managing to move because she had managed to shove a bezoar down her own throat before the nerve gas had taken full effect of her body. Knowing that she won't last long against their opponents without her teammate's attacks, Sora shoved a bezoar down his throat as well. Practically choking him in the process but, nevertheless, managing to revitalize him within a couple seconds. From here on out, they had ten posts to defeat the enemy. Unless, of course, the poison gas went away by then.

HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
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HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100
PostPosted: Wed Nov 24, 2010 10:12 pm


Tsubasa's Custom Summons

Sora
Picture:
Normal-
User Image
Winged-
User Image
Land-
User Image
Rank: same as Feather because he grows alongside of her
Description: A dragon-rabbit-dog-fox-whatever-like animal, Sora has several forms. Unlike most other summons, Sora sticks to his master, his ability to breathe underwater and in areas with little oxygen along with his tolerance for extremely cold and extremely hot temperatures helping with this little quirk, and does not need to be summoned. With his own pool of energy, which is equal to half the energy pool of someone of his rank, Sora can pull off a couple of moves. Despite how he may look like in the majority of his more evolved forms, Sora's personality is more suited for his usual form: cute and irresistible to those who aren't used to it. Of course, the little guy is always up for a good fight--unlike Tsubasa--and is more than willing to harm his opponents should he need to--once again, unlike Tsubasa. Despite the looks and the behavior, though, he is very intelligent and has the ability to read, understand morse code, sign language, and so on and so forth. Sora is only able to change into his more advanced forms after returning to his normal form. Changing between forms requires a minimum of one post.

Abilities of the summon
Okay, because there are three different forms, I'll assign each a different color.
Normal form is goldenrod
Winged form is purple
Land form is green
Multiple forms will be assigned the color black

Name: Telepathy
Energy cost: -
Description: In all forms, Sora talks through the mind and, if granted permission, is able to read the minds of others. This is a passive ability that takes absolutely no energy to use. The only other way for Sora to communicate his thoughts is through the wordless sounds that he makes and his actions.


Name: Sacrifice
Energy cost: E
Description: By using an E-rank amount of energy, Sora is able to transfer whatever energy Feather might have received to his own body. In this transfer, the size of the injury changes to maintain the same proportion and severity.


Name: Read
Energy cost: D
Description: When Sora is concentrating on a specific target in any form, he is able to Read his target and gain basic information about the target's abilities. At the most, he can understand the rank, class, and bloodline of the target.


Name: Fur Explosion
Energy cost: D
Description: Contradicting what his size seems to say, Sora is able to create an explosion akin to a smoke bomb with just his fur. While it does no damage, it is still useful when making an escape thanks to its surprisingly thick density and large area of effect. The explosion is triggered by a controlled but extremely strong--and cute--sneeze. After using Fur Explosion, Sora still manages to be fully covered in fur. However, he is unable to use the technique again for at least two posts.


Name: Night-light
Energy cost: D
Description: By vibrating extremely quickly, Sora is somehow able to cause his fur to light up. Actually, the more accurate phrase would probably be "glow in the dark." While the effect isn't obvious when there is enough light, it is clear that the summon is somehow managing to emit light once the area around him becomes dark enough. Of course, this glow isn't all that strong, but it does become extremely useful when spelunking and such. When using this skill, Sora cannot move on his own. A D-rank amount of energy will fuel the skill for up to five posts.


Name: Change 1
Energy cost: B
Description: Sora is able to switch between his usual form and his winged form should he ever need to. While changing back into the usual form is effortless and requires absolutely no energy. Changing into the winged form requires the use of a B-ranked amount of energy on the part of the owner. The summon, himself, does not need to use any energy to change between forms. Sora's winged form is only slightly bigger than his normal form at about a foot and a half in height and has the speed and strength of a ninja. As an added perk, Feather's wind magic is increased in power by one rank when Sora is in his winged form.


Name: Extend
Energy cost: -
Description: Despite how small his wings may appear from time to time, Sora is able to extend them effortlessly should he feel the need to. The maximum he can extend the wings to is 12 feet each.


Name: Flight
Energy cost: -
Description: In his winged form, Sora is able to fly with absolutely no energy cost.


Name: Helping Wing
Energy cost: -
Description: When in his winged form, Sora is able to attach himself to a person's back and extend his wings to the length required to lift the person, acting as the passenger's wings. By molding his energy with theirs, Sora is able to draw on the energy of his passengers and allow them to fly at their running speeds (except for tricksters; tricksters can fly as fast as ninjas/assassins). Of course, to achieve these speeds, Sora must use the energy of his passengers so they will feel an amount of exhaustion equal to the amount that is felt should they be running at the same speed and across the same distance on the ground. With his Telepathy, Sora can know where his passenger wishes to go without being given any verbal commands. Of course, Helping Wing is most efficient when used with his master, Tsubasa. While giving Tsubasa a lift, Sora can fly one rank faster than her running speed. If Tsubasa has her own wings out while also using Sora's, she can fly two ranks faster than her running speed. Sora cannot use After-images while using Helping Wing.


Name: Wing-blade
Energy cost: D
Description: By surrounding the edges of his wings with energy, Sora can create a blade-like edge to his wings. This edge can be used as either an attack or a defense but it is only on the edge of the wings. In terms of strength, the blade is as sharp as a regular sword and the wings can attack with the force of a novice swordsman. He is able to fly and use Helping Wing while using Wing-blade.


Name: Wing-shield
Energy cost: C
Description: By surrounding his entire wing with blunt energy, Sora can use his wings as a shield. While it can be used while flying, the rule of physics still apply so this skill is somewhat restricted while in the air. Wing-shield can stand up to three B-rank attacks and one A-rank attack before breaking and exposing the actual wings to the blows.


Name: After-images
Energy cost: C
Description: While boosting her flying speed with energy, Sora has the ability to travel at the speed of a trickster and create after-images but only for up to three posts. After the three posts, a two post cool-down time is needed.


Name: Change 2
Energy cost: B
Description: Sora is able to switch between his usual form and his land form should he ever need to. While changing back into the normal form is effortless and requires absolutely no energy. Changing into the land form requires the use of at least a B-ranked amount of energy on the part of the owner, more if he grows to be S-rank (in which case the energy required to summon him is A-rank). Unlike his winged form, Sora also needs to expend some energy to change into his land form; up to A-rank he needs to use a D-rank amount of energy and his S-rank form requires a C-rank amount of energy. In comparison to either his winged form or normal form, Sora's land form is huge and deadly with claws and two scythe-like blades (one on his head and another at the tip of the whip-like tail). At roughly the size of a horse, Sora can easily carry two people, three if one of them is light enough, at once. As the name of the form suggests, the land form is restricted to the ground and cannot fly. However, his combat ability grows, making him the perfect defender for Feather. His speed and strength rivals those of a human berserker of his rank and his fur is naturally as tough as steel without slowing him down in any way.


Name: Fur Explosion
Energy cost: D
Description: Exactly like his normal form's Fur Explosion, Sora is also able to send his fur flying out in all direction in his land form as well. This time, though, a snarl is used to initiate the skill rather than a cute sneeze.


Name: Bristle
Energy cost: C
Description: By charging energy into his fur, Sora is able to increase its defensive properties by one rank and sharpen it so as to harm anyone who directly touches it. Using Bristle right before Fur Explosion can also cause the energy-hardened fur to shoot out like needles, creating both a distraction and an attack.


Name: Energy Slash
Energy cost: C
Description: By charging the blade on his head/tail with energy, Sora can either power up his attack by one rank when hitting something directly with the blade or shoot the energy blade out as a ranged-attack with the slicing power of an adept-rank swordsman. This same concept can be used with his claws as well.


Name: Roar
Energy cost: Varies
Description: Hanging out with a bard has its perks, like the ability to use any sound-related attacks that requires only one note. As a result, Sora is easily able to use any one-note bard skills when needed. The only drawback is that it takes 1.5 times more energy more than what most minstrels have to use to do so.


Name: Barrrier
Energy cost: A
Description: Barrier creates a large barrier with a maximum radius of 7 feet around Sora and his allies. This skill can withstand up to one S-rank attack at once or three A-rank attacks at once at the most. Every three posts, more energy must be put into the barrier to maintain it.



RP sample: (OOC: First one up is an rp sample for the winged form. Yes, it's the same one I used before.)
{Sora,} Tsubasa thought to her little friend, {Can you Read the opponent?}.
Sora, perched in her usual, wingless, form on top of Tsubasa's shoulder nodded, {Yes, a biochemist of Adept rank.}
{Well,} Tsubasa figured to herself, {Considering how I'm a bard of Novice rank what do you suggest?}.
Sora knew exactly what Tsubasa was thinking, {I'm going to have to agree with you. Let's just hope that he doesn't have any summons that can fly.}
{Yeah, let's,} Tsubasa thought back as Sora's normally white fur suddenly darkened to black and her body began to distort.

Meanwhile, the biochemist had already started bringing up his own summons; although, he couldn't help but wonder what exactly Tsubasa was doing, simply standing there right in the middle of the fight. Soon, though, he would find out. Especially when Sora fully turned into his winged form and clasped tightly onto his master's back. With a flap of his wings, the girl was up in the sky and… running away. She wasn't a coward--okay, maybe she was--but she really didn't want to fight. There was no reason to other than the fact that the biochemist was in a bad mood and she had banged into him on accident. As they had feared, though, the chemist wasn't without flying summons.

{Umm…. Tsubasa,} Sora brought her attention to the giant flying bird that was steadily gaining ground on them.
Sora nodded, {I know. What do we do now?}
{Are you asking me?!} Sora responded incredulously as he avoided a snap of the bird's beak. The blasted bird was right on top of them.
{Umm…. Erm…,} the girl had an idea but….
Sora knew the idea and, unlike his master, had absolutely nothing against it.

As the bird neared for another chance to snap at the pair, Sora suddenly stopped and sharpened his wings, causing a nasty cut across one of the eyes of the unsuspecting bird. The bird, surprised and in pain, writhed and started to fall towards the ground. Luckily, though, it managed to regain control halfway down. However, by then, the biochemist's target was long gone, hidden in the clouds.


(OOC: Next is a sample for the land form)
Feather traveled through the cave with Sora lighting the way on her shoulder with his Night-light ability. Suddenly, the Tsubasa froze in her tracks. Sora looked at his summoner strangely for a moment or two before finally hearing what she had heard. A heavy crunch resonated throughout the cave, signaling the arrival of some huge monster. Looking up, he saw a pair of menacing eyes towering over them.

{RUN!} Sora thought as his summoner shouted the exact same thing. Immediately the two dashed down the way they had come from, their little bit of spelunking having come to a sudden end. As the unknown beast changed them, Sora quickly hopped down his summon's shoulder while changing into his land form. Knowing what her summon wanted her to do, Feather promptly jumped on just as Sora released a huge cloud of fur, confusing the beast just as a blade of energy that was shot from the tail hit it right in the face. By the time that the fur had settled and the monster had recovered from the blow, both Sora and Feather were nowhere to be found.
PostPosted: Wed Nov 24, 2010 10:14 pm


Tsubasa's Non-custom Summons

The Pale One (aka: Shiro)
User Image
Rank: S
Summoning Rank: A
Description: Long thought of as a myth, the Pale One is actually an old, deaf wyvern. At 20 feet tall and 40 feet long along with a wing span of 40 feet, he is a formidable foe despite his age, especially with his whip-like tail--which contains a large bone spike at the end for extra damage.

Abilities of the summon

Name: Heat Blast
Energy cost: No specific energy cost but it can only be used up to 5 times per battle.
Description: In addition to his physical prowess, the Pale One also has the ability to blast out extremely hot streams of air, enough to severely burn anyone standing in the line of attack and even kill. Although the heat blast is not visible, it is possible to tell when it will be used thanks to the loud, high-pitched noise made by the wyvern before firing.


Goblin Commoner (aka: Gobli)
User Image
Rank: D
Summoning Rank: E
Description: Average Goblins, goblin commoners attack using whatever they can find. They are quick and cunning, so they may be difficult for low ranking people.

HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100

HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100
PostPosted: Wed Nov 24, 2010 10:15 pm


Tsubasa's Custom Something
PostPosted: Mon Dec 20, 2010 2:58 pm


Tsubasa's Custom Something

HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100

HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100
PostPosted: Mon Jan 03, 2011 3:41 pm


Tsubasa's Custom Something
PostPosted: Mon Jan 03, 2011 4:01 pm


Tsubasa's Custom Something

HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100
Reply
Custom Approval

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