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Journey to a mystical world submerged in conflict , where anything is possible and no one is safe. Will you survive the Realm of Rykros? 

Tags: Steam Punk, Romance, Role Play, Fantasy, Darkness 

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YoDaeTatsuya

Distinct Prophet

PostPosted: Mon Aug 22, 2011 11:04 pm


heart
PostPosted: Mon Jan 16, 2012 2:11 pm


Talents


Rpc Name: Vincent
Rpc Profile Link: Here
Your Customs Thread: Here
Rpc Rank: Journeyman

Combative Talent or Non Combative: Non Combatative
Talent Name: Third Eye of Madness

Description: Vincent can subconsciously recognize another who holds within them the Black Blood.

Skills: None.

RP Example: If you'd really like one...

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Rpc Name: Allysa

RPC Profile: Here

Your Customs Thread: Here

Rpc Rank: Student

Combative Talent or Non Combative: Consumes both spots!

Talent Name: Brandings

Description: Through no wish of her own, Allysa has been branded with several tattoos, each allowing her a power when activated. Though this is beneficial to her, there are drawbacks that cause her immense pain.

Strengths
Special temporary boosts to skills or power.
Stronger fighting capabilities.
Grant an innate boost to speed. (+1 Speed)

Weaknesses
Each activation of a Branding costs Allysa 325 energy.
If Allysa uses more than one tattoo per battle, a bleed effect is initiated. With each passing post after the activation of a second tattoo until the time it had finished its duration, Allysa loses 100 energy.
Brands cannot be stacked with another Brand. If Allysa were to use the First Branding, she would have to wait until its effects run out to use her Third Branding.

How It Works

♦First Branding♦
The first branding is known as Choices. When Allysa activates this tattoo, she has a choice of what she gains:
If she chooses the Physical side of the tattoo, she gains +3 speed for five posts. Choosing this side means she loses all means of using class and elemental skills for that time as well. Has a three post cool down.
If she chooses the Magical side of the tattoo, Allysa's magical attacks are treated as one rank higher in battle for five posts. Choosing this side means that she suffers from -2 to speed for that time as well. Has a three post cooldown.

♦Second Branding♦
The second branding is known as Rejuvenate. When Allysa activates this brand, her body begins to mend itself and draw in energy at a fast rate, returning 250 energy and 50 hit points per post over the course of four posts. While this branding is activated, Allysa cannot attack in any way, and cannot stop the branding preemptively. For the duration of the four posts she also suffers from a -3 in speed. This branding can only be activated once per battle, and can only be used twenty times in total.

♦Third Branding♦
The third and final branding is known as Last Resort. When Allysa activates this brand, she is sent into a rage beyond measure, causing an eery glow of her aura to cover her body. Allysa gains +3 Speed. All of her custom and bloodline skills are treated as one rank higher. This lasts for five posts. Though her power gain is great, the reprimands are as well. Allysa cannot use class skills or original elemental skills while in this state, and once the effects run out, she is left severely weakened. Her energy is depleted to 200, and her stats are lowered to 1/1 for six posts.
Has a 20 post cooldown period.


YoDaeTatsuya

Distinct Prophet


YoDaeTatsuya

Distinct Prophet

PostPosted: Mon Jan 16, 2012 2:25 pm


Items


RPC Name: Vincent

RPC Profile: Here

Your Customs Thread: Here

RPC Rank: Journeyman

Items used to make it: Gold, Small chain links, Small gears, Small music box, Wires, Glass, Steel.

Item Description: A gold pocketwatch that, when opened, plays a soothing tune known as Lacie. It calms Vincent's insanity to a degree, which causes a -2 to his insanity level each post until it is at its current minimum. Received from his sister before her death, it means much to him, and cannot be used in battle. Any interruptions to his concentration on the watch will stop the insanity reduction immediately.

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RPC Name: Allysa

RPC Rank: Student

RPC Profile: Here

Your Customs Thread: Here


Magic-Bearer

Items used to make it: Steel, Magic

Item Description: The magic imbued within the ring enforces the wearer's control over the elements. By paying extra energy when casting a skill from the primary elements, the power of the skill is raised by one rank.

Skill costs go as follows:
Rank E - 15 (D Rank Damage)
Rank D - 30 (C Rank Damage)
Rank C - 60 (B Rank Damage)
Rank B - 90 (A Rank Damage)
Rank A - 190 (S Rank Damage)
Rank S - 250 (SS Rank Damage)
Rank SS - 310 (SSS Rank Damage)
Rank SSS - 425 (SSSS Rank Damage)

Though the ring is powerful, the costs are high as well. The wearer must seal off 10% of their energy pool permanently to wear the ring.
PostPosted: Mon Jan 16, 2012 3:32 pm


Skills


RPC Name: Vincent

RPC Profile: Here

Your Customs Thread: Here

Skill Name: Bloody Rain
Skill Rank: B
Public Use: No
Description: During flight through the use of Bloody Wings, One can sacrifice the wings themselves to launch projectiles at their enemy. The blood that is forming the wings is dispersed during a flap, and immediately forms into small knife-like blades. They then rain down on the opponent from the sky. Though this is a powerful attack, the user must land immediately, and cannot fly again for 6 posts.


Skill Name: Blood Coating
Skill Rank: C
Public Use: No
Description: Vincent, being a Necromancer, coats his abilities that are through the use of bones (bone shards, bone spike, etc.) This raises the damage caused by one rank. As this is taxing for his body to handle, there is a 1 post cooldown before Vincent an attack again.


Skill Name: Bloody Bone Coating
Skill Rank: A
Public Use: No
Description: Vincent can coat the skeletons that he summons in his blood, raising their damage one rank higher, and making them more durable (Lasts two posts longer). As this is taxing for his body, there is a 3 post cooldown before Vincent can use another skill.


Skill Name: Nocturne du Sang
Skill Rank: SS
Public Use: No
Description: This is only able to be used by Vincent hits the end of his reserves (exactly 250 Energy left). As a final attack, Vincent uses the last of his Energy to cause his blood to obtain his insanity completely, thus passing out. As this happens, a tornado of 80 blood daggers covers the battlefield for 4 posts. Though a powerful attack, Vincent is unable to move for 15 posts after the attack finishes, and must be rescued if he hopes to survive any attack during that time.


Skill Name: Blades, Blades, Blades!
Skill Rank: B
Public Use: No
Description: If his blood is on the field, Vincent is able to create five blades on the feild by combing his blood with the bones on the undead. These blades last for five posts, and have a 5 post cooldown.


Skill Name: Hell's Prison
Skill Rank: A
Public Use: No
Description: Vincent can trap up to three opponents within bubbles of his blood for 4 posts. Within this time, he cannot attack anyone oustide of the Prison. Also, each additional bubble adds a B rank skill cost. This can only be broken by an attack that is equal to or greater than his rank. Takes 6 posts to cool down.


Skill Name: Execution
Skill Rank: SSS
Public Use: No
Description: If Vincent successfully traps an opponent for 3 posts in Hell's Prison, he can then have the inside of the walls shoot out five spikes of blood, each at A rank damage. Has a 10 post cooldown.


Skill Name: Skin of the Black Rider
Skill Rank: A
Public Use: No
Description: When Vincent's Insanity counter is 14 and above, he has the choice of delving into the Black Blood's mind and stealing it's power, all for a price. He cuts himself on at least three spots on his body, and lets his blood pour out, covering his skin and clothes completely. In this state he is immune to the regular effects of the Insanity, and gains a stat boost of +3 to both Spd and Str. All Black Blood skills are one less rank in cost for the duration. In this form Vincent loses all use of his Necromancy skills. This lasts for 5 posts. After the blood has retreated once again into his body, he suffers a stat reduction of -3 to Spd and Str for 5 posts, and cannot use any Black Blood skills (including customs) for that time. Has a 15 post cooldown.
As the side effect of Vincent immersing himself in the Black Blood's Insanity, his Insanity counter gains a permanent +2. As he uses this skill more, the Insanity will slowly take over more and more.



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RPC Name: Allysa Redemptation

RPC Profile: Here

Your Customs Thread: Here

Composition Magic


Restrictions
  • Allysa has given up strength in the pursuit of knowledge. (-1 Strength)
  • In order to use the composition magics, Allysa must know all possible elemental magics up to her current rank.
  • The energy cost goes like this: (Skill rank energy cost) x (# of elements used) - 20.
  • The damage each skill does is equal to: (Skill rank damage) x (# of elements).
  • Because of the knowledge that these magics require, Allysa is not able to use them until she is of Journeyman rank.



Skill: Eruption
Elements Used: Fire, Earth
Rank: D
Description: A large pillar of fire 10 meters in diameter erupts from underneath the opponent's vicinity, buring them while still wailing them with the debris of the earth. Has a 4 post cooldown.

Skill: Burning Mist
Elements Used: Fire, Water
Rank: C
Description: The water particles in the air around the opponent are super-heated, causing them to not only burning from the boiling water, but also the steaming mist. Has a 4 post cooldown.

Skill: Dancing Blades
Elements Used: Water, Wind
Rank: C
Description: Storm clouds gather in the sky, raining down blades of razor sharp water towards the target, as well as a tornado. The tornado picks up the blades in it's path, causing a storm of blades to attack the enemy. Has a 4 post cooldown.

Skill: Falling Blade
Elements Used: Wind, Fire
Rank: B
Description: A blade of pure fire is summoned in the sky, and falls towards the enemy. It brings with it god's judgement, and if it hits, erupts in a storm of slicing wind from the pressure of it's fall. Has a 5 post cooldown.

Skill: Firestorm
Elements Used: Fire, Wind
Rank: A
Description: Fire and wind are summoned forth, creating a storm of fire to fly towards the enemy. If it hits it causes a burn affect that deals D ranked damage every post for 3 posts. Has a 7 post cooldown.

Skill: Gravity
Elements Used: Earth, Wind
Rank: A
Description: Earth and wind are summoned forth, crushing the opponent who is foolish enough to be caught. The earth breaks open beneath the target, only to seal again once their feet are caught. The pressure of the air then creates a crushing force that feels as if gravity has doubled. Has a 7 post cooldown.

Skill: Boom
Elements Used: Fire, Wind, Earth
Rank: S
Description: The ground 20 meters in diameter around the target crumbles, sucking the feet of the target into the ground, only to harden again once they are trapped. Once they can no longer move, the air around them is compressed, with the air closest to their body being pure oxygen to cause maximum damage. Through super-heating the compressed oxygen, an explosion effect is induced against the opponent. Has an 9 post cooldown.

YoDaeTatsuya

Distinct Prophet


YoDaeTatsuya

Distinct Prophet

PostPosted: Tue Jan 17, 2012 3:54 pm


Weapons


RPC Name: Vincent
RPC Profile Link: Here
Your Customs Link: Here
RPC Rank: Journeyman
RPC Bloodline: The Black Blood
RPC Class: Necromancer
RPC Element: None

Name of Weapon/Armor: Alice

Description: Scythe

Rank: Same rank as my RPC's rank

Passives:
Black Absorbtion:
When Alice slices through the blood of another Black Blood user, his own wounds are healed from the convergence of the blood.

Under Master rank: Can heal open wounds.
Master rank and above: Can heal broken bones as well as open wounds. The black blood has to be on the area, and a cost is present that is 1 rank higher than the damage healed.
E rank damage = 20 cost
D rank damage = 40 cost
C rank damage = 60 cost
B rank damage = 150 cost
A rank damage = 200 cost
S rank damage = 250 cost


Weaknesses: When Vincent absorbs the black blood of another, his insanity goes up. The Insanity counter gains points according to the amount of damage healed.
E rank damage healed = +2 points
D rank damage healed = +3 points
C rank damage healed = +4 points
B rank damage healed = +6 points
A rank damage healed = +8 points
S rank damage healed = +11 points

SS and SSS rank damage cannot be healed by this skill.


Skills:

Rp Sample: None


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RPC Name: Allysa

RPC Profile Link: Here

Your Customs Link: Here

RPC Rank: Student

RPC Bloodline: Idol

RPC Class: Elementalist

RPC Element: All!

Name of Weapon/Armor: Saika

Description: The flute in the picture.

Rank: Same as Allysa

Passives:
Curse of the Sky: This flute proves its worth through many ways, a prominent one being that it gives Allysa a permanent boost of +2 speed.
While this boost is strong, the reprimands it brings are large in price. Allysa, by no means (even through the use of another's skill), can ever have a strength rating over 1. She will be forever physically weak, and unable to properly defend herself. The flute keeps itself attached to Allysa through her very energy network, forever sealing off 5% of her energy permanently.

Curse of Fixation: Allysa is attached to Saika through her very being, her energy. As such, the flute often holds her attention for hours on end, having her clean it and polish it often. This fixation proves to be a horrid distraction even during battle. If Saika is damaged or broken during a fight, Allysa stops whatever she is doing for two posts, and pays 300 energy to mend te flute back to its original state.

Skills:

Skill Name: Sacrifice
Rank: SS
Description: This song is a long forgotten curse, created and written from pure hatred and malice. By sacrificing all of her energy, and as long as it is at least 3000, she is able to create a large explosion that damages all opponents on the field. She then enters a coma that lasts 20 posts, and her energy reserves are permanently cut by 5%.
PostPosted: Wed Feb 08, 2012 8:27 pm


Summons


RPC Name: Allysa

Rpc Rank: Student

Type of Pet/Summon: Alaster

Summon/Pet Rank: Same as Allysa

Summon Speed/Strength: 6/6

Summon Energy: 300 (Equal to current rank)

Summon Skills:

All Wind skills up to his rank.
All Water skills up to his rank.

Skill: Flight
Rank: E
Description: You have wings, time to use them. Using this skill you can fly, although it takes C rank energy each post to get this going, but D at master rank.

Skill: Flying Feathers
Rank: D
Description: Steel feathers shoot from Alaster's wings at an opponent. 2 post cooldown.

Skill: Flurry
Rank: C
Description: Alaster attacks with a flurry of sword strikes, inflicting 2 posts worth of D rank bleed damage if the attack connects.

Skill: Imbued Weapons
Rank: B
Description: Alaster's sword is imbued with either water or wind. His attacks gain elemental damage equal to 1/2 of his current rank (round down if odd). Lasts for 3 posts, and has a 7 post cooldown.

Skill: Execution
Rank: A
Description: Alaster drops from an extreme height while flying, cutting into an opponent as if he were executing them. 3 post cooldown.

Skill: Feathered Rain
Rank: S
Description: Steel feathers rain down upon enemies for 3 posts. Has a 10 post cooldown, and Alaster cannot fly again for 5 posts.

(Alaster consumes all summon spots.)
(I will re-submit him every time Allysa ranks up, as he does as well.)

YoDaeTatsuya

Distinct Prophet


YoDaeTatsuya

Distinct Prophet

PostPosted: Thu Apr 19, 2012 2:19 pm


Vincent's Insanity


Vincent's Insanity has a counter of 0-20.

The Counter

The counter raises for two reasons; the use of skills, and the healing of wounds with another Black Blood's blood.

E rank damage healed = +2 points
D rank damage healed = +3 points
C rank damage healed = +4 points
B rank damage healed = +6 points
A rank damage healed = +8 points
S rank damage healed = +10 points
SS and SSS rank damage cannot be healed by this skill.

E rank skills: 4 used = +1
D rank skills: 3 used = +1
C rank skills: 1 used = +1
B rank skills: 1 used = +1
A rank skills: 1 used = +2
S rank skills: 1 used = +3
SS rank skills: 1 used = +4
SSS rank skills: 1 used = +5


The Effects

There are seperate levels of effectas for the Insanity counter.

At 5, Vincent can no longer suppress the voice inside his head, and it often comments and speaks to Vincents, influencing decisions made.

At 10, the voice permeates Vincent's own speech, and often speaks inappropriately, causing much trouble. Vincent begins to have trouble making clear immediate choices, and in battle he often goes overboard. When in battle in this state, he is a lot less careful with his attacks, and may harm companions.

At 15, Vincents loses control of his speech completely, and becomes more dangerous in battle. He attacks anyone who gets in his way, and does not care for the repercussions. He can still control his body outside of battle, and often uses his watch to take away the madness aty this stage.

At 20, Vincent loses complete control of himself, and the Black Blood takes full control of everything he does. In battle, there is no way to reverse this until the fight is over, and Vincent will attack anything and everything on the field. Companions should flee at this time. Once the fight is over, Vincent will reverse to 15 on the counter immediately, as the Insanity has spent itself on the fight. Once at this level, Vincent loses all use of Necromancer skills, and only uses Black Blod skills. They cost one less rank in cost.


The Repercussions

If the counter is at 15 or above, Vincent loses all sense of danger, and will not care if he is completely damaged or not. He will fight until death.

The counter raises by +2 indefinitely with the use of a certain skill, but caps out at +14 as a max for that effect.


The Cure

Haha, there is none. >.>

The only possible way for Vincent to even come close to being sane is the use of his sister's watch. When he opens and plays this, it allows for a -2 to the Insanity counter for every post until ir is interrupted (either by RP or fighting) until he eaches his current minimum for the counter.
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