|
|
|
|
|
|
|
|
|
Posted: Fri Jul 29, 2011 10:17 am
This is where you can choose from the factions. Choose wisely because once chosen it's hard to get out.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Fri Jul 29, 2011 10:25 am
The Crimson Legion Founded by Sin Azio, His goal with this faction was the protection of his brothers people and ruling all of the planet. They are known for their great fighting skills and burtalitly to anyone outside their cause. They Welcome all who wish to join or they will convert you or kill you. Rules:-You Must Devote yourself to the cause and the Grand Marshall.- -You must be given The Crimson Cross and survive.- -Once Given the Cross you Are a Member.- -Strengths--After the Crimson Cross has been given you get a +1 Speed/Strength(Insanity's Cross +2/2)- -Your body feels less pain- -With other Members You Do one rank higher damage with Faction skills.- - Weaknesses- -You Still Feel Pain no matter how much you get- -Your Anger can get the best of you once the crimson cross has been given- -You May go Insane When given Insanity Cross(Cureable)- Ranks: Minor Domo Major Domo Crimson Knight Speakers Of Legion Holder Of The Cross Guardian Of The Crimson Legion Grand Marshall.(One at a time)Skills/Perks:Minor Domo:No Perks fo you! Well besides the crimson Cross Skills:Crimson ClawsE Ranked. A Redish black arua covers you hands and sharpen them to the use of claws. By Giving C Rank energy they become Steel if not Iron. Major DomoPerk: None Yet Skills:Crimson MistD Rank The user unleashes a red fog from their body to cover the area. Giving them a chance to escape or attack without being attacked if they can see. Last 5 Posts, 5 Post cooldown. Crimson KnightPerk:Knighthood:Along with the low ranks listening to you, you have build of defense against one Element. Crimson VisionC Ranked The Crimson Cross's energy goes into your eyes and allows you to the energy of other people making Crimson Mist and this skill a good combo. 4 Post lasting and 4 post cooldown. ValorB Ranked During This Mood the Knight Boosts the Stength and Speed Of One person.By sending energy to them. Lasts 4 Posts, and has a 5 Post cooldown. Speakers Of The LegionPerk:You are now a Zealot to the cause and you maybe given the Insanity's Cross. Words Of The Many.B Rank Passive You Speak to the citizens and you become silvertouged per say. You have the great abilites to presuade or Suduce others. (Incubus/Succubus double this effect)Anyone of lower rank can be effected, Equal to higher is a low chance. Guardian Of The LegionPerk:All Below You Listen, a red mist always travels your back and feet Blood Frenzy!A Ranked This skills is quite different than most would think. The Guardian must either use the mist or touch someone to get this to work. By using the skill the traget goes insane at the sight of blood or a crimson color, the traget will attack everything. Making it easier to pick off when it's attack something else. The effect last 7 posts it also gives a 1/1+ Grand MarshallPerk:The Sky darken at your command, A Reddish Black Mist of Sins arua follows you always, You cause a bit of fear. ALL CRIMSON LEGION LISTENS TO YOU.Blood RainA Rank The arua around your body slowly goes into the sky and slowly darkens it. After One Post it will begin to rain down blood from the sky, buring all it touches giving third to first degree burns Blood ReckoningS Ranked The aruas slowly retreats away from the user for two posts in this time no faction skills can be be used. After the two posts are up, a massive wave of blood that is 2 stories high and 100 meters long crash down on the area. Making it a lake of boiling blood, The Crimson Cross protects those from the burns of the blood. Others will burned alive if caught by the wave.10 post cooldown. A Wulf Production
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Fri Jul 29, 2011 12:43 pm
Worrens  Founded by Athena "Cherry" Lovette aka Amaterasu after she came to this land and found out she was not welcome among her own kind due to her unnatural ability to transform during the day. Rules: - If you are part of this faction your were-beast stats are switched. So instead of +1 to speed and +2 to strength during the night, it's effective during the day. - You can only become part of this by approaching Amaterasu herself. - You will be considered a guardian. Your job will be to find someone to guard like a loyal watchdog - You by nature, will be at war with the original were-beasts. Guild Ranks: Apprentice Guard Dog Master Hound Sun Caller Sun Dog These ranks provide a number of bonuses at each level, making attaining the next one something to truly work for. Guild Ranks/Perks:Apprentice Perks:At the start you are able to reverse transform. Meaning you can transform into a were during the day instead of at night. Skills: (No skills) Guard Dog Perks:- You gain the use of the sun blade. A stone sword that seems to burn with fire surrounding it. These flames will singe the skin if touched by the opponent. Skills:Sun Slash Rank: D Description: You take control of the blade and slash at the opponent. If it hits, it will burn the opponents skin. Sun Blades Rank: C Requirement: Must know Sun Slash Description: Like Sun Slash, but you do this further away from your opponent. The result is fire blades being shot out at your opponent. Four blades will be slashed out each time you use this. Master Hound Perks: - You gain the use of a Sun Stone. At this time it is just a large floating stone that stays attached to you. You use it like a boomerang. Skills:Spinning Sun Rank: C Description: You start spinning the sun stone around before sending it at your opponent. Remember that it has a boomerang effect Sun Shield Rank: C Description: You use your Sun Stone as a shield to protect yourself. Sun Caller Perks: - You are able to call forth the sun when in battle and can use sun based skills. -Your Sun stone now has flames Skills:Flaming Sun Rank: B Requirements: Spinning Sun Description: This is the same as Spinning Sun, but with flames that will melt flesh. Sun Shield V2 Rank: A Requirements: Sun Shield Description: This is the same thing, but with the added benefit of the flames, you can use this against most elemental attacks. The flames are so hot it will melt most metal based weapons. Sun Dog Perks:-You gain the use of the Sun beads. These beads surround you and can be used like a whip without you having to actually touch them. Like the sun sword and the Sun stone, they follow you around and act as a boomerang. Skills:Sun Vengence Rank: A Description: You use the Sun Beads to create a sort of fiery arena to lock you and your opponent in. If the opponent tries to leave, they will be severly burned and those burns will leave scars. Bring Forth The Sun Rank: SS Description: You create a mini sun. It's only the size of a basketball but it burns with an intensity that will scorch the land for about twenty feet. This skill can only be used once per day.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sun Jul 31, 2011 11:24 am
Mage's Guild Founded by Liliana Kairn, this new guild is the must enter for any caster class. Liliana used her exotic knowledge to educate, empower, and preserve the power a caster already has. There is a minor ranking system within the guild, based on merit, that can open up new and exciting possibilities for anyone who wishes to pursue its knowledge. Guild RanksApprentice Layman Sorcerer/Sorceress Mage Arch-Mage (Leaders' Rank) These ranks provide a number of bonuses at each level, making attaining the next one something to truly work for. Apprentice PerksApprentice is the starting guild rank and as such, doesn't have much to offer. But what they do offer is a taste of what you can attain later on. Seal of the Magia small medallion with a return to guild spell on it that's useable three times a day. Only downside, you can't use it in combat. Focus SpellRank E Allows you to focus your energy quickly, cutting the charge time on your next spell in half (rounded down to the nearest whole number). Layman PerksLaymen have proven themselves to be loyal to the guild in some way to the leader(s) to be given this rank and what it holds. Traveling StaffA slightly decorated staff that allows for a shockwave spell five times a day by slamming the ground with the end of it. It's power is C rank. Lengthen SpellRank D Doubles the length your next spell will last. Sorcerer/Sorceress PerksYou've shown unswerving support of the guild and others in need to reach this rank. Maybe Arch-Mage Liliana gave you the rank herself. Now you will get some more interesting things available to you as well as a couple old items upgraded. Upgrade: Seal of the MagiYour medallion has been upgraded to be usable in battle. Magic MerchantYou now are allowed to buy from the guild merchant, who sells various magical trinkets and the occasional weapon. Visit him often to see what he has in stock. You can also leave orders with him for personalized items. Note: this is an easy way to receive custom weapons without having to make them. Arcane ArtRank: C You boost the strength of your next spell by one rank. Mage PerksYou've travels a far road with the guild and have entered its most distinguished and powerful ranks. Upgrade: Traveling StaffThe shockwave spell is now a wall-like magic force with the power of A rank to it. Guardian's RingA special ring fashioned for you by one of the Arch-Mages, this will boost your class's skills by one rank while you're wearing it. Energy BurnRank: S Useable once every two days, using this skill makes the next spell you perform an instant cast. Especially useful for spells with a long charge time. Arch-Mage PerksThe rank title for the leaders of the guild. Those of this rank guide, teach, and regulate the guild in all aspects. Upgrade: Seal of the Magithere are now 5 charges a day along with you can now communicate with other leaders through it. Guardian's CallRank: S By using a power word taught to you by the person who teaches you this skill, you summon your own personal magical creature for five turns to battle with you. It does not count against your summon count but you will have to submit it in the customs area. 5 post cooldown. Desertion Penalty(s)Should someone desert or request to leave the Mage's Guild, their Seal of the Magi will be deactivated, stopping all guild-related items and spells from working. If they should wish to return, they will have to go before an Arch-Mage to be allowed re-entry at the lowest rank once more.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Aug 01, 2011 1:58 pm
Shadows of Mau Founded By and history here: A few years ago, a portal opened up transporting the Kiranu named Elizabeth Bishop from worlds unknown to this world. She landed in the chain of islands that were home to this world's Kiranu tribes. Through her stubborn nature, Beth quickly rose through the ranks to lead the islands. During her second year of rule, she founded the Shadows of Mau. The Shadow is comprised of many of Mau's citizens. They may not be top warriors, but each has a special talent that makes them unique, be it cunning or craftsmanship, all skil sets are welcome...if they can survive initiation. Each member wears a tattoo of the Faction's emblem in plain sight, as they are taught to wear the symbol with pride. Non-Kiranu members benefit the most from this. Upon initiation, they have their eyes replaced with magic glass eyes, resembling a cat's, that allow them to see in the dark and are given a gauntlet with 4inch claws on the end of the fingers. If a Kiranu joins, one eye is replaced with a different eye, giving them far sight up to 1 miles away. All who join are put through special training to make them more limber and faster as well. Although many skill types are Incorporated, they are a stealth based group. Many see The Shadow as an evil group of assassins, as they use many shadow based skills, but they are primarily a neutral group. Rules: - Must be citizen of Mau (rule may be bent for special cases) - Must prove yourself through an initiation trial - Your tattoo must be in plain sight - Call other members by rank, even in casual conversation. - You're rivals are the sun using Worren (they arent enemies, but friendly rivals) Strengths- - Night Vision (Non-Kiranu) - See up to 1 miles away (Kiranu) - Heightened senses of smell and hearing - Limber and quick (+2 speed) - Weaknesses- - Very prideful - Small framed (-2 strength) - Loud noises cause pain - Usually wont work with people outside of The Shadow Ranks: Fade - Refereed to as "Brother/Sister Fade" or "Fade (name)" Lurker - Refereed to as "Brother/Sister Lurker" or "Lurker (name)" Shadow - Refereed to as "Brother/Sister Shadow" or "Shadow (name)" Dark Hunter - Refereed to as "Brother/Sister Hunter" or "Hunter (name)" Black Claw (Only 1) - Refereed to as "Brother/Sister Black Claw" or "Black Claw (name)" Skills/Perks: Fade: Perks: none Skills: Meld D-rank The user is able to blend in with their surroundings as long as they remain perfectly still. At Lurker rank, they may sneak around in this state. All attacks break the meld. Shadow Lash D-rank The user extends their shadow into a whip like tentacle. This lash is anywhere from 5-8ft long Lurker: Perks: Shadow Step You may now move when using the meld skill Skills: Black Wall C-rank The user extends their shadow into a wall that blocks any attack that is below their rank. Attacks equal to the rank will break the wall, but wont damage the user, and attacks that are above the users rank will pierce through the wall and hit the user. Black Eye C-ranked The user creates a shadowy eye that can travel anywhere within the subforum they are in, meaning if you're in the Mau Islands, you cant go to the citadel with it. The user is capable of seeing everything the eye sees, but at the cost of their own vision. This is used primarily for scouting through heavily guarded areas. Shadow Bolt C-rank The user forms a ball of shadow in their palm, then launches it at their opponent. The bolt burns the surface it touches, and wounds inflicted by it cannot be regenerated or healed by light magic. Shadow:Perks: Shadow Blades Your Shadow Lashes are now like blades, thinning out and sharpening rather than being blunt tentacles. The can cut through some metals and wounds inflicted by them cannot be regenerated or healed by light magic Skills: Multi-Lash B-rank This skill is exactly like the Shadow Lash, only with 5 lashes. When you achieve the rank of Dark Hunter, you're able to make as many was you please, but with an extra 10 energy per tentacle. Shadow Claw B-rank Shadows surround the users claw, or gauntlet if you're not a kiranu, allowing them the ability to slash through almost any armor. Wounds inflicted by Shadow Claws wont regenerate and cannot be healed by light magic. Dark Hunter:Perks: Shadow Companion The shadow hunter if gifted with the knowledge to capture and control a shadow companion. This companion is just like it's real world varient, only made of shadows. Light magic does twice as much damage to it. Skills: World of Shadows A-rank The user creates a large dome of shadows engulfing the entire battle field. Inside, anyone without proper night vision equipment will be virtually blind, as they are only able to see faded silhouettes. In this dome, all your shadow skills are increased by 1 rank in strength. This dome lasts for 7 posts and cannot be used for another 4. Black Claw:Perks: Shadow Mastery A secret known only to the Black Claw. They are able to move and bend the shadows as they please, giving them a wider range of attacks and combos. Skills: Shadow Titan S-rank The user creates a massive humanoid figure, 75ft tall and 15/5 stats. The titan will crush all in it's path and is capable of leveling cities. The titan takes 3 posts to summon, and can only be summoned inside the dome of World of Shadows. Due to it's destructive power, this skill is only known to the Black Claw, and is rarely ever used except as a last resort. After Leaving the Shadows of Mau:Your tattoo will be cut off, and you will be set loose to be hunted for all your days. If you do not present yourself before leaving, you will be hunted, and killed. All passives and bonuses come from the tattoo so you lose everything.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Aug 03, 2011 10:49 am
Fighter's Guild
Founded by Dante, this guild is the ideal one for any bloodthirsty fighters. Dante has utilized his strength and power to train and enhance the strength all warriors are capable of, and increasing it to it's maximum potential. There is a ranking system within the guild. The higher rank of a fighter you are, the more abilities and bonuses you get. Guild Ranks fighter brawler gladiator Champion Godling(Leaders Rank) Each Fighter rank has a few bonuses, and the bonuses get greater with each rank up. fighter Perks fighters are just starting, so they don't get much. But what they do have is a bit of what you can attain later on. Guild Call:this is a very useful perk. Using this skill, you can teleport another RPC to assist you in battle, or merely for company.((Requires the other RPC's permission)) Survival Rank:passive Description: This skill is imbued in all of the guildies at their start. Your RPC is beaten until their pain cells are deadened. Barbaric, yes. But on the bright side, your RPC is immune to pain. Brawler Perks Brawlers have proven themselves to be somewhat useful fighters to the guild in and are given this title as a congratulation, along with it's bonuses. Brawler gloves description: A pair of gloves with the guild's insignia on them. These gloves when equipped give your character a +1 to strength. Thick Skin Rank biggrin ((Passive once learned)) Restrictions:This cannot be learned by somebody under expert rank. Description: All attacks do -1 rank in damage to you. Silence Rank:C description: You silence the target. This has a distance of 30 feet, and stops any target charging up a spell, ability, etc. gladiatorYou've proven yourself a fighter of merit. Not only that, but you have also proven your loyalty to the guild. You get a new item here, along with an old item getting upgraded. Upgrade: brawler gloves: Now give a +2 to strength Blacksmith: You can now ask for personal weapons/armor/trinkets to be made from the guild blacksmith. Visit him often to see what he has to sell. You can also leave orders with him for personalized items. Note: this is an easy way to get many custom items without having to go search for materials, due to the fact that the blacksmith is a master mechanist and has almost every material known to man in stock. Fighter's instinct Rank:C passive once learned description: You now can sense if there is somebody trying to sneak up on you from up to 15 feet away. This is useful for anybody that has many assassins after them. This is also useful for fighting multiple opponents, as you now know how close anybody is to you within a 15 foot radius. Since this is done by feeling vibrations through the earth, the user can fight blinded Champion Perks You've become a feared fighter, both inside and outside of the arena. You now have the honor of being called a champion. Upgrade: Brawler gloves - You can now catch arrows and bullets with your gloves. Champion's medallion The champion has a special medallion from the guild. While wearing it, all physical attacks are one rank stronger. Iron Will Rank:passive Description: You are an experienced fighter against all types of fighters, both physical fighters and those that deal in the aspects of the mind. From now on, you are immune to mind tricks played on you. Whether it's a fear trick, seduction, etc. GodlingThe rank only the most esteemed fighters of the guild can achieve. Godlings are strong fighters, and are called godlings because of how seemingly godlike they are in battle. Upgrade: Champion's medallion - You can now communicate to all guild members, or one member at a time through the medallion. Godling boots: These boots give a +1 to speed. Upgrade: Brawler's gloves - The gloves now have an attack with them. You can slam on the ground and make an earthquake or fissure in the ground. The fissure closes up at the user's choosing, making for a deadly attack. Usable 4 times a day.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Aug 03, 2011 12:27 pm
The 88'sAlternate Names: The 88 Immortals, The Crazy 88's A military power formed by the ruler of the Kishu Tundra, Tombstone, specialized in fighting under harsh conditions due to the region they live and train in. They are a force to be reckoned with, as they adapt quickly. Their weapons and armor are said to be of top quality and condition, as is their training. They are very honorable, in a sense. But when it comes to war, everything is fair. If you're not ready to kill your own kin or fight to your dying breath, don't face these men and women. Fair only comes once a year, and it's sure as hell not with these people. RulesYou are honor bound to your Faction. To leave is to die. You may never hit someone incapable of defending themselves. You are to address higher ranks with respect. They have earned their rank, and so will you. Remember, you are part of something greater then yourself, and should feel honored to serve. Betrayal is a crime punished by the most heinous of executions. Although we may pride ourselves on destruction of the enemy, we may show them mercy, and give them a chance to surrender. As a side note, do not join if you plan on doing a story of betrayal. Not only will you be hunted like a dog, you will be slaughtered. Don't take this as a challenge, but a promise. Strengths- - Most skills are passive - Most status effects don't work - Trained for combat - Better equipment -Weaknesses- - Hard to Survive in - Can't have elements unless they're a Caster of some sort RanksImperator (Leader) Legate (1 for every nation, so currently, eight of them) Praetorian Centurion Evocatus Bellator Rank Perks and SkillsPerksForge Masters The 88's leader happens to be a Master Blacksmith who has knowledge of things that no one else does. He hand crafts the equipment of all the 88, making sure every piece is strong, durable, and won't malfunction in battle. Customs of the 88 will be 1 rank stronger, and will be better then equipment of the same rank. Ice Rounds The 88's have learned how to create rounds that have freezing properties. These rounds are like regular rounds, but have a very tiny bottle of a substance found under the Kishu Tundra's surface. It's volatile, and after being shot out of a fire arm of some sort, becomes even more volatile. When the round makes contact with something, it bursts, causing a very miniscule explosion of cold, about a inch in diameter, and of about -10° Fahrenheit. The cold is cold enough to burn you, drying your skin and causing a very sharp pain, if not deadening your nerves. When striking armor, it turns the armor cold, and after repetitive hits, the armor will stick to skin, as well as numb areas it has prolonged contact with. When hitting thicker armor, the same effect occurs, but will take more hits. After thick armor has been hit multiple times, it turns it into a moving freezer, slowing down bodily functions and lowering stats by 1. Bellator88's Training: Bellator Rank: D As a Bellator of the 88, your training will begin conditioning you to fight on the worst terrain, in the worst weather, under the worst circumstances. You will be made to fight out in the snow with weights on you, with gear that's designed to jam in combat, with limited resources, all with the odds against you. And that's after they march you a good distance away from home! By doing this, you will never again falter in bad weather, or on unusual terrain, allowing you to adapt to both with ease. (Terrain or weather that causes and form of status effect will not work on you.) Passive once Learned Intense Training Rank: D During the first parts of your training, a large block of ice will be lowered onto your back. You will squat with this block of ice on your back once. If you cannot do it, you will be crushed, a failure. No one will help you while you do this. You must do it yourself. After you manage to rise, the block will be shattered, possibly cutting you. After completing this training, you will be +1 rank stronger. After being learned, this skill is passive. Note: You must do this without wearing Power Armor Evocatus 88's Training: Evocatus Rank: C By making it this long in the 88's, you've gained some respect. You've also gained some experience. After training at this rank, you will not falter in the face of fear. Even if fear descends on you, you will not falter, you will continue to fight. After being learned, this skill is passive. Centurion88's Training: Centurion Rank: B At this point, your now one of the hardiest men/women there are. Even the deepest of wounds will not stop you. When your grievously wounded, you can still continue on until you run out of energy entirely. Doesn't save you if your head is taken off or your heart is popped. Underwater Training Rank: C In this training, your forced to fight underwater in power armor. The only issue, is that your ability to move underwater is hampered by giving you the most basic of underwater armors. You'll have to fight several people who have specialized armor at a depth well below the surface. By doing so, you'll increase your speed by +1, as well as gain the ability to use armor that isn't specialized underwater effectively, and making any armor that is designed for water combat twice as effective (+1 Speed boost while using special Underwater armor in the water) Air Strike Rank: B The Centurion has the power to direct an artillery cannon bombard a select area. 1 post after the strike has been directed, several shells (5) will fall on that spot, given a bit of variance. The shells will cause 10 foot craters, 8 feet deep, per shell that hits. It has a 5 post cool down to it. Praetorian88's Training: Praetorian Rank: A By making it to this point, you've established yourself as a respected member of the 88. It is here, you will be strengthened to a point that makes enemies tremble. You'll be stripped of your armor and clothing, only keeping the basic garments and sent into the cold for 1 month. (1 Week real time) It is there you will survive alone, killing your food and cooking it. Surviving in the harshest of conditions. When you return, you will be conditioned. You will be stronger (+1), faster(+1), and even more survivable when it comes to harsh conditions. Legate88's Training: Legate Rank: A You are at the top of the 88 now. Your skills are at an all time extreme. It is here you learn how to command. By meditating on every failure, mistake, mishap, or really anything that could have gone even a bit better, your given a new resolve. A resolve to lead. When in the presence of other 88's, their stats are increased by +1, making them fight harder to impress you, make you proud, and overall to serve. Ice Strike Rank: B The Legate will target an area which will be shelled in 2 posts. The shells however are special, not exploding in fire, but exploding in ice, making the area much colder, and covering it in a miniature blizzard that will last 15 posts, and whites out everything in the area. It is unwise to fight the 88 in this, as it's home to them. It has a 20 post cool down to it. Advanced Equipment Rank: Passive with the acquirement of Legate The Legate can request better armor and equipment from the smiths of the 88. Their armor will be even better than ever, fixing all the small kinks, as well as making more specialized armor. The request needs to be told to the Imperator, who will personally craft the armor to your recommendations. Imperator 88's Training: Imperator Rank: Passive with the acquirement of Imperator Leader all these men, you are their hero. Most look up to you, and wish to do you proud. Although they fight harder, it's not like when a Legate is around. Instead, when learning from the Imperator, the people learn at double the rate they normally would, as well as any of the other bonuses. Men who fight along the Imperator will fight until they die. They cannot fear, will not fall unless killed, and will not desert while he stands. This applies to all ranks. Ice Generator Rank: A Pack attached to the Imperator's back, when not in full gear (Passive), it generates a light snow in the area, dropping the temperature to about 25* F in a large area. When activated, it begins to generate a vicious white out, dropping the temperature to the negatives, slowing everything (-1), as well as sapping it's strength (-1) and energy (+15 more energy for all moves) for 13 posts, and blinding them. 1 Day cool down. 88's are not affected in this, but gain an advantage of fighting on a field they know.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Aug 11, 2011 12:33 pm
Templars Description: Since the dawn of time, there were always people who fought for what the believed in. They fought for peace, order, and justice. One of the many groups that fought for this cause, were the Templars. The Templars are an order of elite, skilled warriors with a special advantage over the unholy. Unlike the Clerics and Paladins, who simply fight when they need to, they strive for peace by using both diplomacy and force when necessary. Their goal is to silence the unholy, to make others feel safe in their own cities, and to carry out justice. Now currently being led by Jasper Cintere, a Paladin of great power, the Order is as vigilant as ever. Rules: Must be Paladin or Cleric. Guild Ranks: Pledge-ling Member Clergyman Knight-Commander Grandmaster Rank Perks and Skills: Pledge-ling:Perks: Gains the Aura of Justice, which make people around the Templar feel like they can trust him/her. Skills: Beacon Rank: E A fairly useless skill, but it does give away your position if you need help. The beacon can be seen by anyone in the city, even if the user is in a building. By exerting their energy, the user will emit a bright white light, visible for miles. Strike Rank: E A simple skill in which the user coats their weapon in their holy energy and strikes their foe. All unholy beings take one more rank in damage. Armor of Light Rank: D This armor is useless against normal attacks, but great against unholy ones. The armor will defend against any C rank or lower skills, but a B rank would break the armor. Its great for it low energy cost, but it can only be used twice per battle and will only deflect one skill, has a cooldown of 2 post. Member:Perk: Gains the 'Cross of Adam', which give the users class skills a rank in power. Skills: Waver Rank: D Striking fear into the the eyes of the opponents works great. It often helps by stopping the bloodshed that would come in the fight. Any foe under two ranks of the opponent will run away from the fight, and anyone else will just feel like they don't want to fight anymore, however they still can. Shield of Light Rank: D Its a basic shield made of holy energy, its annoying to stare into so its great to use to gain an advantage. Last for 5 post and is as strong as Iron. Resolve Rank: C Limits: Once per battle The templar has gotten so good with his skills, that for a certain amount of time, the templar can increase the power of his skills by one rank for ten post. Clergyman:Perk: Gains the Order's Armor, which lessens the attacks done by an unholy being by one rank. Skills: Cleanse Area Rank: C Limits: Twice per battle The user will gain the ability to purge all passive abilities such as auras, sustained skills, and will disrupt people who are charging up for a skill. Can be done outside of battle as well. Chains That Bind Rank: C The templar doesn't always have to kill, some times he needs to extract information, and for him/her to do that the templar would need to bind the person. Chains made of holy energy will shoot out of the ground and attempt to bind the opponent by his arms. Once done, the chains will force the person on to their knees. However this skill can be dodged. Last for three post. Knight Commander:Perks: The Crucifix - Allows the Knight Commander to speak with any other Templar in the Order. Skills: Angel of the Light Rank: B The templar now has the strength to call upon one Fallen Angel to aid them in battle, as atonement for their sin as a angel fallen from grace. The Angel can use all of the normal Paladin skills up to B Rank. However, you only get one angel per battle so use it wisely. Illusions of the Light Rank: B The Templar can now trick the eyes of the opponent, making him think he has seen the templar 'split into two different people', but the other body is just an illusion. A good one though, because this illusion can make the opponent think they've been hurt, since pain is only in the mind. Great for distractions, but once the illusion is legitimately hit, then the illusion is gone. Grandmaster:Perk: Gains the Sword of Justice, which always comes back to the user, no matter what, in perfect condition. Some say its enchanted, others say its a gift from god. Skills: Righteous Strike Rank: A A feared attack, and a quick one too. Holy Energy will surround the arms and the users sword, making it look like flames. The Templar will lunge toward the opponent and slash vertically starting from the bottom. With enough power to cut clean through Steel, this skill is probably the most feared. Smite Rank: S The Templar will emit their holy energy out of their body and once they do, it will begin to look like bright white/yellow flames. The templar will suddenly shoot the holy flames toward the opponent at high speeds [must have at least 8 speed if you want to outrun the flames]. The flames can burn right through B ranked materials with ease and will damage A ranked materials to the extent that they cannot be repaired, even metals. On unholy beings, this skill is increased a rank and will completely decimate the opponent, against normal people, it would cause fourth degree burns and will most likely cause the opponent a limb or two if hit. [due to the fact that the limb would be completely charred. >.>] Call of God Rank: SS The Templar will raise his sword into the air and shoot out a beam of bright white energy into the sky. While he does this, he will chant a prayer. And the templar must charge for another post. It would seem as though the templar merely sacrificed a s**t ton of energy for a prayer. But on the third post, 'The skies will open and he will reveal himself', at least thats what the Templars describe it as. A massive light will engulf the entire area, and simply hiding behind a tree won't do anything for you. The light affects both holy beings and unholy beings but it affects the unholy beings much more. Light will instantly shine down on the land instantly burning unholy beings giving them fourth degree burns on contact, if they don't leave by next post then they will burn to a crisp, however they are still gravely injured. The holy beings will be healed and their energy will be completely restored, not including the Templar.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Aug 29, 2011 12:50 am
The Organization Founded By and history here:
A few years ago a girl by the name of Lily was killed and her best friend Aqua Graveheart was left alone in the world. Eventually Aqua grew up and became a Guard for their home city, then moved on to be a Knight of Ernya. During his journey to Ernya, Aqua came up with a plan he wanted to make come true, build a safe-heaven where there is no war. Thus he chose to Create the Organization, a faction that was neutral and who accepted those who did not want to join any violent factions or take part in any wars.
Rules: - Must talk to the current number I or II to join - Must wear a cloak when in meetings and while around other members. - Must always obey the higher ups orders no matter what - Call other members by rank and nicname, even in casual conversation. - Neutral element. (its a element between light and dark.)
-Strengths-
- your in the fastest faction alive, enjoy. (+3 in speed) - all weapon and class skills are learned 2 posts faster (-2 posts) - Heightened senses of sight and touch
-Weaknesses-
- Your cloak hinders your strength with its weight. thus you are weak. (-2 in strength) - clearly distinguished in a crowed if wearing cloak - Usually wont work with people outside of The Organization
Ranks: Number V - Lowest rank (new member) Number IV - Second lowest rank Number III - Middle rank Number II (Only 1) - Second highest rank next to leader Number I (Only 1) - The Leader
Skills/Perks:
V:
Perks:
none, besides the enhanced speed from joining and getting your cloak.
Skills:
Summon Weapon E-Rank (Passive once learned/given) Basically the member is given a tattoo of their weapon on their wrist (unless they are a mind-blader). This allows them to summon their weapon at anytime in battle.
Neutral Element Control E-rank (Passive once learned) Basically the member is taught by a higher up how to pull forth and control Neutral energy by balancing out light and darkness within their heart and making solid shapes such as cubes and cylinders. (this skill is needed to advance to the higher ranks)
IV:
Perks:
Better Control The member is now better at controlling the Neutral element and can make more complicated shapes from their energy such as full spheres or triangles.
Skills:
Neutral Slash D-rank This is just a basic slash coated with Neutral energy with the members weapon of choice. it'll do D-rank damage and is capable of knocking people backwards.
Neutral Sphere LV 1 D-rank it produces a barrier of Neutral energy for a second that guards from attacks, nullifying all damage that's the same rank as the sphere, then it goes away. Also, if any level of Neutral Sphere successfully guards an attack, it unleashes a spray of neutral energy around the dome that does damage equal to the enemy's attack power. In fact all attacks can be blocked, with correct timing. The higher level Neutral Sphere is, the larger the dome and the spray of light will be.
III:
Perks:
Leadership: Members below you obey your orders
Increased Control At this point the member is able to make their shapes much larger to be about the size of a bus and as hard as iron.
Skills:
Neutral Sphere LV 2 C-rank it produces a medium sized barrier of Neutral energy for a second that guards from attacks, nullifying all damage that's the same rank as the sphere, then it goes away. Also, if any level of Neutral Sphere successfully guards an attack, it unleashes a spray of neutral energy around the dome that does damage equal to the enemy's attack power. In fact all attacks can be blocked, with correct timing. The higher level Neutral Sphere is, the larger the dome and the spray of light will be.
Neutral pull/throw C-rank By focusing the Neutral energy into a more solid form the user creates a giant hand that can grab the enemy and ether pull them or throw them away.
II:
Perks:
Second in command: All members below you obey your orders without question.
Advanced Control At this point the member has just about mastered using their Neutral element, thus it is hard as steel and can make large structures such as a house from their energy.
Skills:
Neutral Sphere LV 3 B-rank it produces a large barrier of Neutral energy for a second that guards from attacks, nullifying all damage that's the same rank as the sphere, then it goes away. Also, if any level of Neutral Sphere successfully guards an attack, it unleashes a spray of neutral energy around the dome that does damage equal to the enemy's attack power. In fact all attacks can be blocked, with correct timing. The higher level Neutral Sphere is, the larger the dome and the spray of light will be.
Neutral destroyer B-rank The user will summon a large grey sphere made of Neutral energy that will suck everything up into it and destroy it at a molecular level. This sphere floats in the air about 1000ft off the ground and will last for 10 minutes (posts).
Neutral Blast B-rank The user will focus their Neutral energy into a small compact sphere at the tip of their fingers (takes 2 posts to charge, at that time the user cannot use any other technique but can move freely). then once the sphere is made they will release it out in a large/wide grey beam that is capable of blasting through steel with ease. (think like a Cero from Bleach)
I:
Perks:
The Leader: Everyone below you obeys you without question.
Neutral Mastery At this point the member has gained full control of the Neutral element and can shape it into whatever they want or need.
Skills:
Neutral Sphere LV 4 A-rank it produces a giant barrier of Neutral energy for a second that guards from attacks, nullifying all damage that's the same rank as the sphere, then it goes away. Also, if any level of Neutral Sphere successfully guards an attack, it unleashes a spray of neutral energy around the dome that does damage equal to the enemy's attack power. In fact all attacks can be blocked, with correct timing. The higher level Neutral Sphere is, the larger the dome and the spray of light will be.
Neutral Defiance A-rank With this skill the user can simply control their own center of gravity, meaning that they could walk on air as if it was the ground or even walk upside-down as if it was normal.
Neutral portal A-rank By channeling their Neutral Energy in front of them and molding it into a circular shape the user can create a Portal that will transport them to wherever they wish to go (Has to be a place they have already been!). This is limited seeing as only the user and one other person may pass through at a time due to the immense darkness that is involved with the travel.(Note: this skill can only be used outside of battle!)
What Happens if You Leave: Upon leaving the member will be forced to hand over their cloak and lose all stat boosts given to them by the cloak. They can however retain their neutral element or simply discard it for a new element of their choice.
|
 |
 |
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|