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SorceressJacklyn

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PostPosted: Sat Oct 01, 2011 10:20 am


Nice thing to post later
PostPosted: Sat Oct 01, 2011 10:22 am




Arachnoid

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Originally found only in the Elven forests, the Arachoids have spread their way across the world in small packs. They have since made a name for themselves as being perhaps the most cunning trap-masters of their time, often making them employed in the works of Assassins. Though they may seem harmless in appearance, underestimating these people is exactly what they want you to do.

Strengths
- Able to produce large amounts of web from hands
- Regardless of class, they have a vast knowledge of poisons and can coat them on various weapons, except their own web.
- Can apply elements to web
- Widespread attacks

Weaknesses
- Can only use one type of web at a time
- Applying elements to web makes them quite noticeable
- Users of this bloodline tend to be the manipulating and tricky type to make up for their lack of physical prowess.
- Cannot be Berserker Class


Razor Wire
Rank: E
This is the basic attacking weapon for the users. It creates a thin sharp webbing that can easily cut through flesh to slice and dice your opponents. Despite how sharp it is though, because of its thin design it can always be easily cut through by other weapons and sharp objects. Its thin structure makes it nearly invisible to the normal eye, but it shines in the sunlight. Sharpness increases with rank.

E= sharp enough to cut through flesh, but not much else. usually used in large quantities to better hit an opponent and defeat them by bloodloss.
D= Can cut through bone easily now. Often used as a form of assassination to decapitate an unexpecting victim.
C= At this level the string is as strong as iron.
B= Can cut through iron.
A= Can cut through steel
S= unknown, unattainable, to be announced via quest

Web Coating
Rank: E
User applies a thin coating of web to their hands and/or feet. This allows them to climb or stick to nearly any hard surface.

Trapping Web
Rank: D
This type of web is usually used for slowing down or trapping your opponent. It is very difficult to see, and will instantly stick to whatever touches it, making it difficult to fully get rid of. Players below your rank cannot break free from it on their own.

Web ball
Rank: D
User creates and shoots out a soccer-ball sized ball of trapping web from their hands. If hit, the opponent will become encapsulated inside a cocoon of web. Even barely dodging the blast can be dangerous as the splatter effect could latch an opponent to the ground. Does not travel far though, and is only effective with close-medium range attacks.

Surrounding Eyes
Rank: D
User creates six additional eyes that go all around their head to be able to see things from every angle. Can be sustained but costs user the same energy each turn.

Multiplying Arms
Rank: C
This ability requires at least one post of concentration in which the user cannot move. After that, he/she will shoot out an extra pair of arms and hands out of the side of their body. These hands can only use other bloodline abilities. Cannot stack this ability more than twice at a time.

Trap Door
Rank: C
User creates a web on the ground that can be up to a few meters wide. Once made, anything that steps on the web becomes invisible. This allows the user to seemingly vanish while also being able to ambush others once they get close enough.

Feeding
Rank: S
After defeating an opponent, the user wraps them in several layers of web. Then the user can choose to either feed on them, or save them for later. Feeding on them heals all wounds completely, as well as replenishes energy and cures all poisons/diseases. It does not regenerate lost limbs though.


SorceressJacklyn

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SorceressJacklyn

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PostPosted: Sat Oct 01, 2011 10:24 am


Chimera


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The chimera is the result of years of genetic research and testing. It was designed to have the ability to absorb other bloodlines, by adding a piece of the owner to it's self. This is achieved through winning fights. After a fight is won, the excitement of the Chimera causes it's Genetics to go into a state of limbo, where the Chimera can absorb an opponents Genes into it's own. It is impossible for the Chimera to take a perfect Gene copy, so the bloodline effects taken are usually a watered down version of the original. The first known Chimera was a young Girl from Yuran named Emma Greening, and was created by a Biochemist named Luri Liath.

Rules:

-Only two in the guild at a time
-Start off with no other BL's, only Chimera
-Can take other bloodlines abilities for their own... permanently
-each bloodline fills a slot, like an inventory
-Like an inventory, you can discard one bloodline for another
-cannot have bloodlines that are enemies, ie, Werewolf and vampire
-Must fight for major parts
-Eyes can be received as gifts
-Blood can only be taken if you have Vampire BL
-May only use up to 3 unique BL abilities at a time in battle based on category: Offensive, Defensive, Support. Things like attacks, are offensive. Stuff like armor is defensive, and things like seduction, singing and regeneration are support.


Abilities:

Take others bloodlines


Weakness:

Chimeric Appearance - As you collect tails and wings, Eventually you'll stand out, and some will view you as unclean. They will hunt you down to the ends of the earth.

Genetic Tension - if you use more than 3 Abilities at a time, you will begin to break down your own genetic data, and will loose your ability to absorb bloodlines. It is for this reason, you can only use 3 bloodlines at once

Slots:

Eye, left:
Eye, right:
Fang:
Wings: (need to take both wings)
Tail:
Ears: (need to take both ears)
Arms: (need to take both arms)
Legs: (need to take both legs)
Blood: (only if you have Vampire BL)

Limitations:

Cannot have these at the same time
Vampire and Werewolf
Kiranu and Werewolf

Bloodlines with effects:


Vampires - Fang
Benefits:
Increased Strength and Speed by 1
Energy restored from drinking blood
Hightened Reflexes

Weakness:
Holy magic does more damage
doesnt gain regeneration trait

Lycan -
Benefits:
Increased Strength and Speed by 1
Hightened Senses
Regeneration, but at the cost of energy

Weakness:
Silver does more damage
Sensitive ears and nose

Feral -
Benefits:
Add-ons

Weakness:
attachments last half as long
Attachments are weaker in battle

Draconian -
Benefits:
Increase strength by 1

Weakness:
Cant go full dragon, only transform to semi

Quicksilver - Blood
benefits:
Gets the super skill

Weakness:
Takes triple posts to learn it

White Nightmare -
Benefits:
Increase Speed by 1
See through their own cloth
Walk through their own cloth

Weakness:
Cloth attacks arent as durrable, can be ripped easier
Cloth catches fire easier

Arachnid -
Benefits:
Web making

Weakness:
Cannot apply element to web
Can only use one type of web at a time

Dreadnought - Cannot be taken

Shapeshifter -
Benefits:
Gain transformation abilities

Weakness:
Copied moves cost twice as much
Cant look into memories

Succubus - Wings/tail/eyes
Benefit:
Increased Speed by 1
Flight
Seduction

Weaknesses:
seduction abilities arent as strong
Will never have a master, so you cant master the bloodline

Siren - Wings/eye
Benefits:
Bard techniques are stronger
Sing/Breath underwater
Learn D-ranked wind, regardless of elements
Flight

Weakness:
Lessened urge to fight and kill
Cant fly as fast
Decrease Strength by 1

Giant - Arms/Legs
Benefits:
Increase Strength by 1

Weakness:
Decrease Speed by 1

Waktu - eyes/ears
Benefits:
Gain Blood script Abilities
Increase Strength and Speed by 1

Weakness:
No blood, no blood script
Diamond does more damage
Healing takes longer

Seers - Eyes
Benefits:
Empathy
Increased elemental Powers by 1 rank

Weaknesses:
Decrease Strength by 1

Kiranu -
Benefits:
Claws
Heightened Reflexes
Increase Speed by 1

Weaknesses:
No shields
Entranced by music
Dont really like water


Weakness:
Weakness to blunt
Dont regenerate damaged limbs

Skills:


Genetic Mask

D ranked

As the Chimera takes parts of their opponent such as Wings, ears, and tails, they begin to stand out. This skill is to let allow the Chimera to fit in and hide in a crowd, despite having extra parts.

The chimera focuses a little bit of energy, and it's Bloodlines are absorbed and hidden in their body, giving it a human appearance, though when using the bloodline, the bloodline trait becomes visible.

Holders:
-
-

PostPosted: Sat Oct 01, 2011 10:25 am


Draconian Bloodline

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Also known as the cursed breed. Granted with long age and incredible strength they are a formidable enemy. Do not underestimate them and each draconian is limited to their natural element.


Strengths

- Tough scales. Their skin is covered in scales which are tough. By the time they are of sage rank they feel like they are covered in steel.
-Immense strength.
- Can go full dragon
-permanently semi dragon form. Bloodline skills cost half except the transformation.


Weakness

- They are fairly slow.
- Sleepy, they have the nature of sleeping.
- loud, their heavy feet can alert people before you get there... No you cant be a ninja and have this bloodline you will crush the house you jump on.
- After going full dragon you need to sleep for the amount of time listed in the skill.
- Weak Stomach, being that they have a soft underbelly and an even softer pallet.



Skills

Gaining Air
Rank: E
Description: A simple skill that all rookie draconians learn, by utalizing their wings, the draconian flaps several times taking them a few feet into the air. At most 5ft in the air, jumping in the air and then flapping can get the draconian will gain three more feet.

Claws
Rank: D
Description: you transform your arms and legs almost into dragon form with this breaking rocks would be like crushing paper.

Gust
Rank biggrin
Description: Even before attaining flight you can actually use the wings a bit, you can flap them around. The ability to create a powerful gust of wind is here though it can only knock away unsuspecting victims and arrows.

Sandpaper Scales
Rank: D
Requirements: Novice
Description:A defensive skill, the draconian infuses their energy into their scales, making it raise at an ankle and much harder then normal. For three posts, the scales will have twice the hardness and be very sharp as if like shark skin. The purpose of this is to make close contact very unfriendly as flesh can be shredded from simple contact.This skill needs a two post recharge after use.

Razor Scale Barrage
Rank: C
Requirements: Sand Paper Scales
Description: A technique used in combination of Sand Paper Scales, as it cannot be used unless during the active state of the skill. Infusing the scales with energy, the draconian can launch their scales from their body at a target, turning them into a storm of slicing scales. The scales can cut into material as hard as themselves or weaker. After use, the draconian will have no scales, making them weak to physical blows (physical skills gain one rank against scaless draconians) for two posts. At the end of the second post, the draconian will of fully regrew their scales.

Predatory Roar
Rank: C
Description: A technique all dragons and draconians alike know, since the beginning of time. Dragons often roar to demonstrate rage, challenging, or simply to inflict fear or show domanince. By amplifying the sound from the vocal cords inside the draconian's throat with energy, and unleashes a roar. The roar will be in comparison to that of a full grown dragon, enough force to knock back anyone who is before them within 10ft and blast their eardrums enough to make them deaf for two posts. Those with sensative senses would take double the damage. In dragon form the power of this skill and distance increases two fold. After use the user must wait two posts before using this skill (or any other voice-oriented skills for that matter) once more to let the vocal cords recover.

Flight
Rank:C
Requires: Adept rank
Description: Your wings are no longer just for show with enough mastery you can actually fly into the air and launch your attacks from there. Though this costs a drain of E rank every post of flight.

Dragon Claws
Rank: B
Requires: Adept at least to learn
Description: After claws have been used, the user can use a rather powerful skill to make their dragon like claws to become more dangerous. Coating energy around the claws, the user adds their element into the attack, causing different things to occur depending on what element the draconian has. This lasts three posts, and requires a two post cooloff period. The energy coating the claws gives it an extra 3in length, and is capable of cutting through hard substances. At Adept it can cut through Iron, steel at expert, and through most things but diamond at master. Remember, regardless of your rank you have to spend B rank energy

Fire = Claws are burning with searing flames
Water = Claws are icy and cold, wounds they make leave small icy crystals in the body
Wind = Claws are coated in swirling winds, making it sharper and slightly longer by two inches
Earth = Claws are hardened further and more solid, increasing to be harder then steel and adds to the sharpness

Dragon Breath
Rank: A
Requires: Master rank
Description: Depending on your element you are able to breath it out. Here are a few examples, if your element is earth imagine spewing out mud and lots of it, fire is basic and water is a torrent. You are limited to one element remember that. This lasts for up to two posts.

Transformation
Rank:S
Requires: Master rank
Description: This makes you into a large dragon. You are capable of all of the abilities of the dragon like flying, breathing your element and incredible strength. This is when you grow those tough scales. All skills of the dragon will be free for ten posts after ten posts it costs B energy to stay dragon. After the transformation you must rest for a day RL ( xd ) and while in full dragon form you are not able to use your class skills. Remember you can kill just by stepping on people you are going to be around six stories tall.


SorceressJacklyn

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SorceressJacklyn

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PostPosted: Sat Oct 01, 2011 10:26 am



Dreadnought

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A clan of half demons which are quite powerful and strike fear into their opponents. Their signature is the fact that their body is made of a sort of carapace which they grow and dissolve. The carapace itself is what keeps them alive when in battle, looking like a demon from hell when they harden. Not much are alive as they were mostly wipe out by Fraxen, considering them as heretics and abominations. Some think that they were spawns from hell, bloodthirsty monster that knows no end, so there reputations are quite pitiful. They really don't like to talk that much about there bloodline, so they kept secret, scattered across the land, some don't even know that they are a dreadnought. When they are born, they age like normal humans and act like humans, which is why they can blend in so well with humans. But once in birth, they either send the child to an orphanage, or to another family by leaving them on the front door with a door ring, or asking the people to take care of the child. Some are outcast and left by the street if the family can't take care of the child. Other than that, Dreadnoughts at birth already knows the meaning of survival.

Strengths
- Your body is a living weapon, charging in when they are harden is almost a death wish.
- You can harden your skin anytime, giving a wide advantage to you in the battlefield
- Has an extra +150 energy per rank
- The carapace is tough enough to stop C ranked and below attacks (at master rank).
- The only known bloodline that cannot be taken by the chimera bloodline
- Your element can combine with your carapace, making it affective during battle.
- They can punch through a metal wall with ease in armor form.

Weakness
- They give off a unique smell allowing Vampires and werewolves to smell them easily. They can sense Dreadnoughts from a nearby nation from there current nation.
-You can only have one element, and with that element would be the color of your carapace.
- Vampires are one of their natural enemies since a Dreadnought's blood is tastier than a human.
- You will have a hard time moving your body around in your armor form, which could leave you in a wide opening.
- You are still part human and you are as flexible and vulnerable as one without the carapace.
- Not available to Swordmaster class or Berserker class.
- Novice to down must shed there carapace every 2nd post. Adept to expert must shed for every 5th post. Master to sage must shed for every 8th post. If you don't shed your carapace, your armor would be less affective and chip/break off, only blocking D rank attacks and lower.
- Speed decreases when going into your carapace mode. You also create louder sounds, giving away your location very easily.

Skills

Carapace
Rank: E
The is the basic skill to put on your carapace. This carapace can block outside attacks up to E-rank. At Adept rank your carapace can block outside attacks up to D-rank. At Master rank your carapace can block up to C-rank attacks but this costs C-rank energy.

Revert
Rank: E
This is a basic skill that reverts your carapace form back into your human form. Works well if you know you can't block an attack in carapace form (You automatically know this)

Shed
Rank: E
Their most basic skill, shedding is a part of their life. When in Carapace form, the user must shed there carapace so that they can retain the hardness and add a new layer of carapace. Depending on what rank you have is when you can shed. (You automatically know this)

Terror Ammo
Rank: D
Though its not visible you need to create ammunition for your terror shot. This makes either 2 shots for your shotgun one magazine for a pistol 6 bullets for a revolver 5 for a rifle. eight if its a bow or crossbow.
Note: This is the one of two techniques that defy the normal carapace hardening requirements. This technique creates ammunition that only fades after the current fight is over, or used in a Terror Shot.

Dagger Claws
Rank: D
The user must harden there carapace like claws, each finger as powerful as steel daggers. They can also break normal weapons with ease and can cause some serious damage to a person. They also can't move there fingers, so holding a weapon in there hands would be quite useless. Depending on what element you have will give you a rank up or a rank down.

Carapace Shield
Rank: C
By using your carapace arms, you form a giant shield that covers your front, but leaves your back with a wide opening. The shield can block up to B rank attacks and bellow, an rank up from what element they have and a rank down if there element is weak against another.

Terror Shot
Rank: C
Requires to use: Terror Ammo
This is a unique ability of the Dreadnoughts. The second of two abilities that defy the normal Carapace hardening rules. When this is used, the weapon always remains for ten posts, unless struck by a C rank or above technique. The Dreadnought creates a replica of a normal weapon, be it revolver, rifle, or even crossbow. One hand serves as the basis of the weapon. (Revolvers, the used hand is the grip, rifle the hand is the stock and the second hand must be used to steady the barrel, crossbow is similar to pistol but requires a second hand to steady the barrel as well, and bow the hand used for this technique is the center of the bowspan. Second hand pulls back from this, mimicking the normal usage of a bow to shoot Terror Ammo..

Spears of the Damned
Rank: C
Your arms transformed into long spears that can pierce your opponent with a long reach. They can stab through metal plating with ease, but would only dent any that are harden than steel or do nothing. They can infuse their element with their attacks as well.

Harden Spikes
Rank: B
The user's carapace would grow long spikes all throughout there body or a certain body part. They can pierce through steel plating with ease and can break metal weapons with ease, but anything that is higher or harder would only get scratch. The users cannot move while they grow spikes and are only good for defense. They can also infuse there element into the spikes.

Strike Spike
Rank: B - A
This is a strange technique, and one that forms the idea behind a later one. The Dreadnought plants one foot firmly on the ground and cannot move from that spot for the duration of the technique. They then cause a spike of carapace to shoot through the surface of the ground which then explodes from the soil to strike at the target. Only works in straight lines, and the user has to Shed the Strike Spike before moving, or else severely injure themselves.

Mephisto's Rage
Rank: A
The user would punch the ground into the earth as a carapace like claw that is about as huge as a boulder would come right under there opponent and would either grabbing them or smash them into the ground with great force, causing bones to break and weapons to shattered that are steel or lower. The carapace is thick and hard to break as C rank attacks and higher would have to break the carapace. The claw can also follow there target if they miss the first attack, but would leave the user wide open to an attack.

All Is Dust
Rank: SS
This is like an suicide move, harding to a ball of carapace which can block A rank attacks and lower, then at the end would blow their body, acting as a huge bomb. The blast radius would be at lest a 100 feet in diameter, anyone or anything that is caught in the blast would turn into dust or ruins, even the user. This is the ultimate sacrifice and must only be used if things come to worse. The hardening for the carapace ball will take a process of 3 post. After that, it's all over. If your element is fire or earth, the blast radius would add an extra 50 feet.

Decimation Detonation
Rank: A-SSS
This is the last resort technique that any Dreadnought will ever use. The Dreadnought curls into a ball that somehow hangs in midair, and slowly the liquid carapace flows around them, creating an orb. After building up for a period of time, the outer layer of carapace finally hardens. However, more liquid keeps flowing from the Dreadnought, overfilling the space within the carapace orb. This results in a deadly explosion when the pressure gets to be too much. The liquid carapace causes the outer layer to burst, turning into tiny, high-paced, deadly fragments of shrapnel that can punch through nearly every defense. Then the second part occurs. All that liquid carapace is flung outwards, hardening into flying segments of carapace that slice and crush anything that is left standing within the explosion radius. That is only the liquid that is flung close to horizontal - the liquid that flies up into the air turns into mortarlike rounds. The outer part hardens while retaining a liquid center, that acts similar to the original orb. The heavy chunks fall back into the ground, and after a short time, explode into shrapnel that adds to the devastation.

Carapace form by Element

Water
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Wind
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Lightning
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Fire
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Earth
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Darkness
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Light
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PostPosted: Sat Oct 01, 2011 10:27 am


Feral

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A strange bloodline that was first created when a person was brought to the brink of death. Though they are living and capable of thought the are still partially ... undead. The bodies they have are just shells. They don't feel the pain the body would feel while being wounded and will keep moving till their head or heart is destroyed.


Strengths

- You don't feel pain feel free to cut yourself
- Add-ons: Though you cant utilize the bloodline abilities of the person you add-on, you can have an extra limb head or whatever you want smile
- Partial immortality: Your body will work as long as its heart and head is attached... it wont matter which.
- High speed through augmentation: But only in bursts


Weaknesses

- You become naturally slower once you attach people onto you.
- You only get the strength and everything when you attach people on you
- Parts that are not really out body parts will naturally decompose (Two months)
- You smell: duh you have corpses on you.
- you stand out: You yourself look like a zombie
- Healing of the clerics or paladins don't hurt or help you.
- they don't use ranged weapons. Unless its attached to them
- Cannot be Cleric, Paladin, Ninja, Ranger, Gunslinger, or Trickster class


Skills



ONLY ONE MUSCLE AUGMENTATION AT A TIME!
Muscle Augmentation: Strength
Rank: E
Description: Depending on your need you may augment your muscles. This is the strength augmentation. Your muscle mass grows and you too grow to a bit depending on how much energy you use. This temporary growth is not sudden and takes a certain number of posts to gain. You may attack as you gain the muscle mass.

E= You can break bones in a punch, requires at least trainee, instant
D= You can break THROUGH a person in a punch, Requires at least Novice, one post waiting gain.
C= Breaks Iron, Requires at least adept rank, two posts waiting
B= Dents steel, Requires at least master, Three post waiting gain.
A= Breaks steel, Requires at least sage, four post waiting gain.
S= unknown, unattainable, to be announce in a quest xd


Muscle Augmentation: Leap
Rank: D
Description: Depending on your need you may augment your muscles. This one is limited to your muscles needed in jumping. With this you may leap a distance of eight meters standing and running leap of twenty meters.

Muscle Augmentation: Speed
Rank: D
Description: Depending on your need you may augment your muscles. The speed is only temporary and you gain only the speed of someone above your current rank. This lasts five posts.

Sticky Bile
Rank: D
Description: Though it will take at least five posts for you to switch from sticky to acidic bile this can be useful. This will slow what is hit down for four posts. It can be washed away by water.

Nail and Teeth Augmentation
Rank: D
Description: You actually manipulate the cells of your nails and teeth hardening them to the strength of steel and sharpening them like katana. Your nails will grow to at most a foot long and your teeth will gain an extra inch. You can drive your nails into the walls to climb them.

Skeletal Augmentation: Spines
Rank: C
Description: Its simple really. Your grow spines out of your arms, legs what ever and they are as tough as bone but sharp. Have fun with them

Tongue Augmentation
Rank: C
Description: Your tongue grows to the length of ten meters and then you literally lash it out at your opponents. Though practically harmless the tongue can choke them, drag them, and even squeeze them. Yes you can use the strength augmentation for your tongue however disturbing it may sound.

Extra Eyes
Rank: C
Requires: adept Rank
Description: its as simple as putting eyes into your body. This limits you to gaining six extra working eyes if you add any more those others will just be for show. You can see through these eyes.

Bile Acidity Control
Rank: C
Requires: Adept Rank
Description: You have full control on the acidity of your stomach/stomachs. You may disperse the acidic bile onto your opponents. this will slowly cause burning pains and will leave something similar to a 2nd degree burn if they don't remove it from their skin in 4 posts. Yes water solves this problem.

Bile Flammability Control
Rank: C
Requires: adept Rank
Description: You actually use the human body's fat reserves and natural oil making ability to create a very primitive flammable oil. You need a source of ignition but the oil is quite slippery. It is however not that hot when it burns only causing minor burns but yes there is a lot of smoke.

Bad Breath
Rank: C
Description: After inhaling you exhale a noxious greenish olive cloud. This cloud is quite hard to see through and has a foul smell. To humans this smell can cause head aches this is amplified for a werewolf due to their sensitive nose. The cloud also causes a minor stinging sensation.

Muscle Augmentation Permanent
Rank: B
Requires: Adept Rank
Description: You gain permanently the C energy of the muscle strength augmentation by sowing a human being's arm muscles into your own. With this you can use the other augmentations with the C level strength and you reduce the time to gain more strength. You may add another human being's muscles gaining B but that is the maximum if you still want to use the other augmentation. Gaining A or S means you cannot use the other muscle augmentation abilities.

Skeletal Augmentation: Rib Cage
Rank: B
Description: You literally shoot out your rib cage into a person and pull them in. The rib cage is still attached to you and its as tough as normal bone but you can us them like lots of knives since they are sharp at the points or just pull them into you and eat them...

Extra Limbs
Rank: B
Requires: Master rank
Description: You just attach extra limbs onto you. You are limited to having at most six arms and six legs you may place them where ever you want. These arms and legs start off normal. You can however modify them using the muscle augmentation:permanent though if even just one arm gets up to A in the permanent augmentation you cant use the other muscle augmentations.

Carapace
Rank: B
Description: Though they don't have a real need to grow a defense Ferals do have one. The carapace they grow is similar to growing thick bundles of leather but this is not really that defensive since they cant completely stop sword but only create a layer of a carapace that the sword will cut into thus avoiding a possible decapitation can stop up to B rank attacks lasts for ten posts then it sheds off.

Gut Wrap
Rank: B
Description: This is one of the many disgusting attacks of the Feral class. They would literally cut their gut open and control those muscles shooting the intestines at you to entangle you. Unlike the tongue which is a single object the intestines shoot out at you in several coils and can wrap around your body easier than the tongue.



SorceressJacklyn

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SorceressJacklyn

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PostPosted: Sat Oct 01, 2011 10:29 am


The Gemini

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Description
The Gemini are a rare occurrence when a soul has somehow been split in two between two different vessels (people). Gemini are not always blood related, but they always seem to meet at a very young age, regardless of the circumstances. The Gemini's personality is balanced between the pair, where one might be reckless, the other would be cautious, if one rarely speaks, the other will be a loud chatterbox.

Rules For Bloodline
- Energy Pool is shared between the pair.
- Gemini must stay together; they can only go to two different locations if they are inside a City.
- Chimera cannot absorb this bloodline, for obvious reasons.
- Custom weapons are limited to 3 per character (1 additional custom if they're a Swordmaster or Gunslinger)
- Gemini do not get separate talents, though there may be differences between the two characters.
- Age of the two characters can not be separated by more then 2 days.
- Stats are dropped to 2/3rds. (Mostly resulting in a drop by 2)

Strengths
- Control of two Characters at once
- Gemini possess a slightly larger mana pool then the average person, but this is only because their bodies feed off each others energy (1.25x energy pool)
- Gemini are mentally linked, and can communicate telepathically with each other. Additionally their minds can not be manipulated unless both are simultaneously targeted.
- Gemini excel at dodging because of the mental link, because they warn each other, and they share each others senses.

Weaknesses
- Gemini can not fight properly while separated. Their stats are diminished by 1 rank if they're outside a distance of 10 meters. If they're in different threads, this effect is doubled, as well as training takes twice as long. (Strength, speed and the rank of the skills they use, E ranks do not drop.)
- Gemini do not posses the ability to use elemental magic because of their split soul.
- Death of either character will result in the death of the other

Bloodline Skills

Unity
Rank: -
Description: When a Gemini pair is in direct physical contact, their physical stats are doubled. This effect immediately activates or stops if the connection is made/broken.

Safety Line
Rank: E
Description: A basic escape and defense mechanism. Using the power of Unity, Gemini can tug each other around out of harm's way.

Whip It
Rank: D
Description: Using the power of Unity, a Gemini can whip their other half forward in front of them as the other jumps. Generally used so that the airborne Gemini can simply kick at their target, this can also be combined with various skills to add to the speed and power behind them.

Tower Smash
Rank: B
Description: A risky move were one Gemini will jump up into the air while the other grabs hold of their wrists. Through the power of Unity, the airborne Gemini is swung up so that the pair take on the appearance of a human tower, then in one swift movement, they're swung down as they also kick downward. The result is a crushing blow to the back of their target's head or neck.

Fly Wheel
Rank: A
Description: An intense move where one Gemini will spin the other as they hold onto the other's wrists, allowing for a powerful 360 kick. This can be done by holding on by the ankles, so that the spinning Gemini can smash or cut with a weapon, but it leaves them open to greater risks. Can only be used once per post and can not be used again for another 2 posts.

United We Stand
Rank: S
Requires Master Rank
A "Last Resort" type of ability, each Gemini pair is capable of fusing their bodies together, which temporarily makes their soul whole again. The resulting being of the fusion will possess the dominant strength and speed stats of the separate forms, is capable of using all of their shared knowledge and techniques and possesses all their equipment. Additionally, the fused being will be made up of characteristics and features from both characters. This skill lasts 5 posts, can not be used again for a week in real time, and will cut any remaining energy by half at the end of the transformation.

Restrictions:
-Gemini must stay together; they can only go to two different locations if they are inside a City.
-Gemini can not have the following classes: Mage, Necromancer, Priest, Mechanist, Biochemist and Bard/Minstrel.
-Gemini pairs can not be the same class


PostPosted: Sat Oct 01, 2011 10:30 am


GIANTS

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Giants are rare, as most have gone into hiding, or have just plain died. But few still roam happily, sometimes masquerading as large humans. Although they do not have any serious differences. Although some are born with genetic defects, such as horns, larger teeth, one eye, hairier bodies, three digits on their hands, and often get labeled as legendary monsters. They aren't quite smart, which limits their usefulness to physical labor or war. They are feared by enemies on the battlefield and revered by allies as "Tide Turners." Most worship "The Metal" which is a reference to their ancestors, although some have gone to other religions.

Strengths
-Height advantage (Most are around 7-9 feet)
-Hardiness (Not easy to kill)
-Have larger weapons (A Giant's Long-sword is everything else's great-sword)
-Make up for lack of speed with larger steps and better range
-Allies can use as "Tower" to look around
-Spoils

Weakness
-Can't be Mechanists
-Can't be Assassins/Ninjas
-Can't be Tricksters
-Can't be Mages
-Can't fit in most buildings
-Not all that smart
-Afraid of Fire
-Can't have fire for element
-Can't have fire producing abilities (Doesn't mean guns)
-Like shiny things
-Have tendencies to take things from the field of battle as trophies, or more commonly known to the giants as "Spoils"

Side notes on the Giants
-If trained in the ways of the Cleric or Paladin, they lose any connection to the metal, but are immune to their genetic fear of fire (Can't use bloodline abilities)
-Small fires don't bother them (IE camp fires, torches)
-Super strong at higher ranks.
-When enraged, are immune to fear of fire
-Eat a lot
-Necromancers and Summoners are referred to as Shaman when dealing with


Skills

Spoils
Rank: Any
Description: Although they serve no purpose other then reminding the giant of what they've done and providing morale boosts, giants often take things to adorn their armor with, as sort of a ranking system. The giant with the better and most spoils is considered better. Different creatures have different spoils. Horns, teeth, claws, pelts, scales, large items are considered spoils. Giants, by code, are only allowed to take 2 items from a beast at most.

Giant's Rage
Rank: C
Description: The giant goes into a blind rage, attacking anything in sight with increased strength (+1), whether they be friend or foe for 5 posts. Afterward, they are often tired, and need to rest.

Tome of the Metal
Rank: C
Requires: Quest~ Love of the Metal (Giant only Quest)
Description: A large litany of all the lore of the giants. It contains the songs they sing, the history of their people, and a list of all the tribes ever in existence. It's almost the Bible of the Giants.

The Battle Winner
Rank: C
Description: The giant takes a single leg, quickly they charge the enemy, using the stronger of their legs to literally punt the enemy across the field. Although not the most damaging hit, the fall is the worse part of it, as people can be launched hundreds of feet up by the strongest of giants.

Giants Throw
Rank: C
Description: It takes many days for the giant to learn how to do this. The giant, after learning this skill, can throw any weapon, item, or miscellaneous thing at the enemy. This often includes trees, large boulders, axes, etc.

Sunder Ground
Rank: B
Description: The giant, with all their might hammers the ground with their fists, causing a massive quake, breaking the ground around them, and when enraged, causing the ground to "lunge" at the enemy in a way, usually by a spike, or just a large block.

Bound by the Metal
Rank: A
Requires: Tome of The Metal
Description: If near another giant, may sing to boost the abilities of both themselves and their allies. If the ally is injured severely, will enter Giant's Rage unless you attempt a save (1-21, if 5 and below, the fighter may continue normally, if 6 and above, Giant's rage will activate, but for 7 posts instead of the normal 5)

Cleave
Rank: S
Description: This one is one of the most difficult to learn for the giants, as it takes many years to master the ability. The giant channels all their anger into their weapon of choice, swinging it with all their might. This will tear anything in half with power to spare. If done with a wooden weapon, will shatter and splinter into the enemy, causing more pain.

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PostPosted: Sat Oct 01, 2011 10:31 am


Glacian

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Glacians are a race of humanoids that froze in the far north. They fused with the ice that had consumed them becoming one with it in the final embrace of death as their soul tried to cross over it was pushed back by the consuming ice and both body soul and ice crossed over as one consciousness now the race resides in dark and cold places where they awakened. The Glacians are known for their cold and bitter personalities, rarely showing emotion to others often makes it look like they are giving the cold shoulder. Being infused with ice, they now wield the power to utilize snow and ice, which became their very weapon and element. They are not physically strong, but they make up strength with speed. Glacians tend to avoid hand to hand combat, preferring attacking from a distance. Lovers of the cold, they hate fire. They have slightly more energy then the average, giving them an overall magical classification.

Rules
• Reason no mage is they can utilize other elements. This bloodline's skills are based on ice/snow, which in some cultures symbolize purity. So...there you have it.
• All Glacians have either white/grey/silver/light blue hair
• All Glacians have either white/hazy/icy blue eyes
• Glacians tend to be on the pale side when it comes to skin tone
• Learning the Lightning style would cause you to loose this bloodline permanently.
• If main element is water, you can still create some ice/snow skills in low moisture areas (up to C rank)
• If main element is wind, temperatures of their aura is colder and has more range.


Strengths
• Wield the power of ice and snow
• +100 in energy per rank
• If element is water, can learn up to C rank skills in air
If element is air, can learn up to C rank skills in water
• Unaffected by cold temperatures
• Gives Air and Water skills a cold touch

Weaknesses
• Weak of fire (two ranks more damage if your hit)
- Cannot use bloodline skills in an arid or dry environment.
• HAS to have either water or wind as your element main element.
• Not close combat friendly.
• Stealth is a little difficult for you, as where ever you go the area becomes very cold. Alerting others of your presence.
• Areas with no water moisture severely limits the ability to use snow like techniques, meaning to use them gotta have water moisture in the area. Snow/Ice is in fact frozen water.
• Cannot Have the following classes
- Mage
- Sword Master
- Knight
- Paladin
- Shadow Knight
- Berserker
- Mechanist


Skills

Chilling Aura
Rank: -
Description: This passive ability is what makes Glacians what they are. Due to their cold nature, Glacians subconsciously release an aura that causes the surrounding area's temperature to plummet. Those who are cold blooded or have a regular temperature will feel like they are in a cold room. Those with higher temperatures will feel like they are in a meat locker. Those undead or have no blood at all won't be affected by this.

Snow Blitz
Rank: D
Description: The Glacian creates a snowball the size of a baseball and condenses the energy making it very solid and then launches it at the target. It travels at speeds reaching almost 100mph and packs a punch. It'll break upon impact and the snow has similar affect as Let It Snow. At Adept two snow balls can be made at once, and at Master four can be made.

SnowStar
Rank: D
Description: The Glacian creates about 10 snowflakes that are made of snow and ice (duh). These snowflakes are as strong as a shinobi's shuriken, enhanced by energy to be so. The Glacian then pushes their hand forward or swipes the air with their hand, sending the snowflakes flying towards the target. An expert or Master can launch 20 snowflakes.

Icy Wind
Rank: D
Description: The Glacian exhales a chilling wind that is mixed with ice and snow, capable of knocking targets off their feet. However, its not the wind that's damaging, its the temperature. If the target is caught in this wind, their body becomes cold and blood flow weakens. Dropping the target(s) speed by one point. If used directly (within 3ft), ice will grow on the body slowing the target's speed by two points and strength weakens by one. This can only be used if within 5 meters and lasts only two posts.

Ice Assault
Rank: D
Description: The user creates chunk of ice and hurls it at the foe. The more energy put into the ice, the bigger the ice becomes. The amount of energy will limit how many chunks can be made.
D = Bowling Ball size. (Five can be launched)
C = size of a chair (Three can be launched)
B = size of a table (Two can be launched)
A = size of a car (One can be launched)
S = size of a two story building (One can be launched)
SS = size of a dragon (one can be launched)

Freezing Grounds
Rank: C
Description: The user channels their energy into the ground by striking the ground with their hand/foot or weapon, freezing the surface and making it slippery to stand on. While your opponents will be slipping and sliding, Glacians will be able to move on it without a problem, gaining +2 in speed. This can be done on water as well, which would make the ice more durable and the layer of ice thicker.

Snow Blanket
Rank: C
Description: An odd technique that is used for defense. The user creates a wall of snow that's about 5ft tall and 5in thick. While it cannot handle fire assaults higher then E rank, it can block assaults D rank. Physical attacks can easily be stopped up to B rank, due to how thick the snow is being a mixture of water and ice. The user can make the wall fall over or collapse on the target upon contact, burying them under several pounds of snow, making them bitterly cold and waste strength to get out of the snow.

Winter's Grip
Rank: C
Description: Creating a pair of hands out of snow and ice, the hands will attempt to grab and hold the target in place or bury them in snow to suffocate. In order to break free, strength of four is at minimum required. Fire can break the hands as well. The hands can reach out to 5 meters, and can regenerate but costs D rank energy to do such. These hands can also be used to punch, slap, crush, or anything else hands can do.

Icicle Barrage
Rank: C
Description: Creating a series of icicles, the Glacian can fire a group of icicles at the target. These icicles are infused with energy, moving through the air quickly and can easily impale the body and weak armor. If the body is impaled, frostbites will grow where the area damage is. Novices can create 10 icicles, Adept can create 15, Expert can create 20. These can be fired individually, or at the same time. In caves, icicles can be grown on the ceiling and make them drop at moments notice

Snow Warning
Rank: B
Description: The air grows much colder and snow starts falling in moderate proportions. Within minutes the ground will be covered in snow as will trees and buildings. The snow doesn't have the same effect as Let it Snow, but lasts 10 posts this time, and even after it'll continue to snow lightly. Visibility during the first ten posts is reduced heavily.

Ice Soldiers
Rank: B
Requirements: Expert rank
Description: Due to the lack of weak strength, the Glacians improvise on offense by creating warriors made of ice. The Glacians create a total of three ice warriors, standing at a height of 5'8'' and each wield a sword made of pure ice. These warriors are cold to the touch, and have stats of 7 in strength but three in speed. They can utilize sword skills up to C rank and have tough bodies, making physical combat hard against them, as their icy bodies are tough enough to withstand D rank attacks. On ice though their speed doubles. However, Fire assaults that are C rank are rather effective against these guys. By standing still on the ice, the ice warriors can regrow any lost limbs for D-rank energy. This skill can only be used once per fight

Frozen Breath
Rank: B
Requirement: Expert rank
Description: Inhaling a deep breath, the Glacians cool the temperature of their breath, making it much much colder then normal and then exhales. A cloud that's about the size of a snorlax emerged from their mouth, freezing everything it touches. Those caught in the cloud feels extreme cold, the sudden shift in temperature causing the body to slow down dramatically. reducing speed and strength by two points. Metal caught in this will freeze up easily and quickly by this. Ice and Snow is often left behind from this attack, which effects lasts four posts. Problem is, the target must be within 5ft in front of the user for the cloud to hit them.

Frost Beam
Rank: A
Description: Concentrating their frosty energy to one point, the Glacian releases a beam of freezing energy. The beam is so cold that upon impact it'll freeze whatever it touches. The temperature is so cold it freezes on a molecular scale, the particles slowly stop moving until they are still and unmoving. Being caught by this will leave on encased in ice, leaving most to death's icy grip. If the strength of the victim is nine or above, they can break free of the ice, though will be left very cold. Those incapable of breaking free is doomed to imprisonment. The ice can be melted by fire equal to B rank or higher. The beam is rather narrow, being only three inches in width. This skill can only be used once every five posts.

Freezerburn
Rank: A
Requirements: Expert rank
Description: A yin-yang attack in itself, the user will create icy blue flames that are shoot out of the hand or mouth. Upon impact, instead of a hot, blazing feel. The flames are extremely cold, so cold it leaves frost bites and burns from being so cold, like a freezer burn! The flames only reach out to three meters, and can only be used once every five posts.

Glacier Mirror
Rank: A
Requirements: Expert rank
Description: The Glacian creates a thin mirror before them that stands 5 by 5, snow coating the outside of it and has a deep blue appearance in the center, where one can see their reflection perfectly. Any energy based assault that is A rank or less will pass through the mirror, disappearing into it. The mirror will then glow a color matching the color of the energy absorbed and fire it back. Afterwards the mirror shatters. The mirror can fire back the energy with twice the power and speed, but at the cost of the same amount of energy put into the mirror. This can only be used once every five posts. This doesn't work on fire skills.

Blizzard
Rank: S
Description: The Glacians mixes their energy into the air, causing a series of events which leads to one of the worst natural disasters in the world. During the first post, the air becomes frigid and it begins snowing, lightly at first. But as the second post rolls around the snow fall picks up and the wind as well, the temperature continuing to drop dramatically. Visibility begins dropping greatly. During the third post the snowfall is now heavy, and the winds become violent. The wake of a blizzard is now apparent. During the fourth post hail begins falling as sharp pieces of shards, cutting up those who are not protected properly. And finally, the fifth post is a full blown blizzard. The blizzard lasts for five posts, visibility gone to hell and movements more sluggish due to the heavy snow. Those who remain in the throughout the blizzard will more then likely freeze to death without proper protection. Very few have witnessed this skill, and less to tell the tale. This skill can only be used once per fight.

Freezing Wave of Snow
Rank: S
Requirements: Master rank
Description: The user summons forth a massive wave of snow and ice that reaches three stories tall, about the size of a tsunami. The wave can travel outwards for several miles, burying everything under snow and ice. Those directly under the wave will see storms of icicles raining down from the wave. This wave can smother a city easily, leaving them in a winter wonderland. Those caught in the snow will become crushed by the incredible weight and/or freeze to death in moments.

Sub-Zero
Rank: SS
Requirements: Sage Rank
Description: The most powerful skill in the Glacian's arsenal. The Glacian brings up a tremendous amount of energy, and then violently releases it in a wave of icy blue energy. The wave is about one story in height and 20ft in length, traveling out for about 10 meters. Anything and everything caught within the wave is frozen to the core, everything including cells, gears, even other energy. Then, in one motion everything frozen by this skill is crushed into icy dust. The temperature is so cold even fire is frozen. This can only be used twice per week. User must charge this skill for at least one post before using. User must be stationary.


*created by Shruikan Tenshi*
PostPosted: Sat Oct 01, 2011 10:34 am


Humans
Strengths
5 Genetic mods instead of 3
-2 learning mechanist skills and building

Weakness
Average
Nothing truly spectacular
No BL skills

Skills
They ain't got no skillz!

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PostPosted: Sat Oct 01, 2011 10:43 am


HYBRID
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Even if it does not happen often, hybrids have been created from the offspring of different races past. However the new mixed species of hybrid will never survive or flourish in the world because each is born sterile, unable to produce further children to carry their traits. Despite their doomed extinction, hybrids are considerably powerful, as they take both strengths and weaknesses from races which are beyond human.

Rules
-Hybrids take 5 strengths from the two bloodlines and 5 of their weaknesses
-Any strength that has a corresponding weakness will automatically take it as well. For example if one parent is a draconian and you decide to take their tough scales then you will automatically inherit their -1 speed weakness, as the scales weigh the hybrid down just as they would any draconian.
-They can learn skills from both species, though the number is limited. To determine how many bloodline skills the hybrid can learn you take the average amount. (Add up the number of skills in both parenting bloodlines and then divide by 2)
-Hybrids are sterile. They can never have offspring.
-Hybrids are not an available starting bloodline. They are only created through having children within the roleplay and with consent of both controlling players.

PostPosted: Sat Oct 01, 2011 10:46 am


The Kiranu

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Description:
Feline creatures in a mostly human form, the Kiranu have often been regarded as
eccentric due to their personalities. Most of them are cheerful and fun loving. However there are some that can be just as cruel as a vampire or lycan. Though these are few and far between.
The Kiranu are naturally graceful and with claws made of metal they are a force to be reckoned with. However, they can be distracted by simple things such as a falling feather or a piece of string. They are also lovers of music so putting them up against a Siren bloodline, or Bard/Minstrel class would prove useless as they would just sit and listen. Despite all this they are quick to mood swings which makes them unpredictable at times and a race highly looked down upon. If they aren't having fun, they more than likely will get bored and just leave the scene.


Strengths
-Very agile and fast.
-All skills take half the time to learn.
-Hearing and smell. They are not as good as werewolves, but still quite powerful. Screaming in their ears won’t hurt them, just daze them a little.
-Can see in the dark.
-Cat-like grace. They can balance on just about anything, and with their claws they can climb up just about anything fairly quickly. They can hop from building to building as if it were Childs play and when falling from great heights will not be hurt, due to how their leg bones are placed.



Weakness
-Prone to quick mood swings making them unpredictable at times.
- They can be distracted by something as simple as a string. Their natural instinct to hunt can cause them to get into trouble. It takes a lot of training to withstand such easy distractions.
-Normally a pretty loud creature, although when trying to hide they can completely muffle their footsteps and be quiet and quick.
-You stand out because of your ears and tail.
-No shields can be used, nor any other universal weapons. Only the natural claws. However, they are still allowed to learn ONE weapon.
-When near water you will do your best to avoid it. And despite your ability to swim, if you get dragged down you'll have a hard time making it back to the surface.
- Since they are entranced by music, you're useless against any character that sings such as bards/minstrels and the Siren bloodline.



Skills

Claws (Thanks to Hinote for the Updated skill)
Rank: E
Note: Passive skill. Does not need to be trained. Does not need energy.
Description: All Kiranu are born with claws, just like regular cats. These claws are slightly stronger than normal claws, and can hold up against impacts from things such as wood. The claws are about six inches long, but can be released only partially if the user desires them to be shorter. They originate from the fingertips, directly beneath the fingernail.

Feline Disguise
Rank: E
Description: The user transforms themselves into a small housecat. In this form the user doesn't have the ability to attack as this skill is mostly to be used for escaping tight situations and missions where silence is key. Users strength rating will automatically go to 2 when in this form.

Cat's Eye
Rank: E
Description: Opening their feline eyes the user can cause the opponent to stop moving for one post if they gaze into their eyes. The Kiranu cannot kill their opponent when using Cat's eye.

Licking Wounds
Rank: D
Skill description: Cats normally lick their fur to clean themselves, kiranu can lick wounds to cleanse them. This skill can heal small wounds like cuts and bruises if the kiranu's tounge makes contact with it. This can be done in one post, making it good for healing during sparring or an easy battle. It does not work on broken bones or huge slashes that would kill the normal man. The most this skill can heal is a deep gash, nothing that can kill somebody.
Note: There is no chance of infection so don't ask. (That's to Ultima)


Claw Enhancement (Thanks to Hinote for this skill)
Rank: D
Description: By adding energy to the user’s claws, they are able to strengthen them significantly. The claws gain in strength according to how much power is put into them. The enhancement lasts until the end of the battle. Enhancements can only be done at or below your rank, meaning a C rank user cannot use B rank enhancements, but can use C and D rank.

D: Can cut through bone. Can block bronze.
C: Can cut through bronze. Can block iron.
B: Can cut through iron. Can block steel.
A: Can cut through steel.
S: Unattainable.

Claw Extension (Thanks to Hinote for this skill)
Rank: D
Description: By adding energy to the claws, the user is able to force them to extend much longer than normal, to a maximum of two feet. Using this skill without the claw enhancement active is possible, but not recommended as they could be easily broken without it. Lasts until the end of the battle, or the user wishes to end it.


Double Slash
Rank: D
Requires: Claws
Description: The user runs towards their opponent and unleashes a double slashing strike to their body.

Static Roller (Skill thanks to Hinote)
Rank: D
Requires: Feline Disguise
Description: An odd skill of the Kiranu, in their cat form, they are able to build up a large amount of static in their fur. Rolling into a ball, they are able to use this static to practically glide across any smooth surface at a surprisingly high speed. While rolling around, they are able to evade almost any attack simply by changing direction, and seem to bounce right off of solid obstacles. As the Kiranu rolls, they build up even more static, and after three posts they are able to ram into a target, transferring all of that energy into the target in one burst.


Energy Claw (thanks to Hinote for this skill)
Rank: C
Requires: Claw Enhancement
Description: Following the principle learned in the claw enhancement technique, the Kiranu wraps their energy around their released claws for this technique, but not to strengthen them. In this technique, the claws become surrounded in energy, allowing them to cut though things much easier, but without the added durability of the enhancement technique. Of particular interest is that this technique is capable of hitting intangible targets, such as ghosts.

C: Can cut through bronze.
B: Can cut through iron.
A: Can cut through steel.
S: Unattainable.


Bladed tornado
Rank: C
Requires: Adept rank, Claws
Description: The user unleashes their claws and spins rapidly, moving quickly towards their foe win a tornado-like fashion to cut them up.

Cat Scratch Fever
Rank C:
Requires: Claws
Description: The user goes into a frenzy, swiping their claws left and right. In this mode the feline depends on their speed and agility to get close enough to the opponent to unleash this attack. A total of six swipes will be unleashed at the opponent by the end of the post.

Cheshire Smile
Rank: C
Skill description: This skill allows the user to blend in to their surroundings. In two posts the Kiranu begins to fade away and by the third post they are pretty much invisible to the human eye. However, one could still detect their heat source or pick them out by smell. However, if the Kiranu opens up their mouth, the opponent will be able to see their teeth.

Skill name: Nyan Cat
Rank: C
Limits: Adept
Skill description: This skill creates the illusion of a strange cat-like creature that stays in the peripheral vision of the target it's cast on. For the duration of 5 posts, that target will repeatedly think they're seeing a gray cat flying around just out of the center field of their vision, that is constantly meowing in the tune of a very odd song.

Sample: Something like this http://nyan.cat/ (Thanks to Mayvine)

Burst Claw (Thanks goes to Hinote for this skill)
Rank: B
Requires: Energy Claw
Description: For this technique, the Kiranu forces a large amount of their elemental energy into the claws of one hand, until they gain a slight aura. Once the aura has been formed, they stab the claws into the target, and release the energy, causing a large burst of the elemental power to expand from the claws.

Fire - If the user’s element is fire, their claws will glow a dull red. Upon releasing the burst, flames will shoot out of the claws in all directions, closely mimicking a fireball. The flames will basically cook the opponent from the inside. Not necessarily fatal, but extremely close to it. Flames will also escape the entry holes around the claws, creating an interesting theatrical effect.

Wind - If the user’s element is wind, their claws glow a bluish white. Upon releasing the bust, a cyclone of cutting winds forms around the claws, raveling outwards. This can very well be deadly, as the blades of wind slice through flesh, going outwards from the claws for about a foot before stopping.

Earth - If the user’s element is earth, their claws glow a dark brown. Upon releasing the burst, the energy travels outward for several feet around the claws, much differently than the other elements. The effect of the earth energy traveling through the opponent will begin to transform their flesh, into stone. The effect is slow, starting quickly from the immediate point of impact, and traveling outwards. It would take five posts to fully turn the opponent to stone, and the effect stops as soon as the Kiranu removes their claws.

Water - If the user’s element is water, their claws will glow blue. Upon releasing the burst, water gushes out of the wounds caused by the claws. The water then begins to freeze, and becomes a sheet of ice making it’s way along the opponent’s skin and trying to encase them. In five posts, the opponent will be completely encased in ice. However, that is only the visible outward effect. Much the same is happening inside, as from the start the opponent will feel a harsh chill form at the point of impact. The chill slowly expands throughout the body, making it difficult to control as the opponent’s flesh is frozen. In five posts, the opponent will be unable to move, and will have to be heated somehow to regain freedom of movement.

Lightning - If the user’s element is lightning, their claws will glow bright yellow. Upon releasing the burst, electricity blasts out of the claws, traveling through the opponent’s body directly. This will not only burn the body out from the inside, but also fry the opponent’s nerves, quickly reducing them to a quivering pile of flesh from the electricity running through their body. While not inherently fatal, the victim will not be able to control their body for some time, and continued exposure could mean death. Works particularly well on armored opponents, as the electricity is trapped in their armor, keeping up the electrocution much longer than normal.


Lethal Image ((Thanks to Enslaved Neko for this skill))
Rank: B rank
Limits: Must be Kiranu, Must know Claws and Cat's Eye
Skill description: The Kiranu uses their eyes to manipulate what the opponent see's. The opponent will see the Kiranu split into five clones which surround him. Each clone attacks at once with their claws, creating a devastating attack. Due to these clones being made of energy, the attack will harm paranormals. These clones are only good for one attack per energy use and due to the devastating nature of this skill, a three post cool down is needed before attempting to use it again.




Chi Claws
Rank: A
Requires: Claws
Description: The user pushes Chi into their claws which causes them to glow a color corresponding to the user. When the user attacks a wave of Ki will shoot out with slightly less force than an average attack. The user can choose how much Ki to put into the attack and depending on the rank is how destructive it is.

Distortion Drive
Rank: S
Requires: Master rank
Description: The user’s claws become twice their average size and the user thrusts them towards the opponent. If their claws get within 10 inches of the opponent, their Ki will drag them into the claws. The user will then lift them up and imbue their free hand with S ranked Ki energy and continuously stab and beat the trapped opponent. The Ki prevents the wounds from healing naturally and without the aid of a cleric the opponent will die. Regenerative abilities take three times as long to work.



SorceressJacklyn

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PostPosted: Sat Oct 01, 2011 10:51 am


The Quicksilver

Quite possibly the most powerful thing in the world is the quicksilver. The rarest bloodline of them all once again its given out on special events due to its power.

This bloodline has only one skill and I will create a very detailed description about it.

Time Lag
Rank: S
Description: An absolutely devastating ability that is rarely defeated. The ones who awakened this bloodline have incredible power over time and it is demonstrated by this one ability that is known.

This ability slows down time that a running trickster being seems like he is taking a casual walk, bullets slow down enough for you to actually catch them without harming yourself while you are moving as fast as you normally can.

To the enemy when you move in this state you seem to vanish and appear somewhere else. There are limits however.

This costs S rank energies to activate and costs another A rank to extend to another post. Sad thing is when you shoot an arrow it will slowdown to the speed I have said only things in contact with you remain at your speed meaning... as soon as an arrow leaves the bow, a bullet leaves the barrel or a knife is out of your hand it slows down too.

Other people's energies seem to interrupt this incredible ability, whenever you wish to strike someone with a melee attack in this state as soon as you are a meter's distance from the enemy time returns to normal but when they attack you , you are able to dodge with this ability as long as they are at least a meter away. Dont think you can surround the enemy with a hail of arrows from all directions or bullets. Remember as soon as you are not in contact with them they too slow to the relative normal speed of the enemy thus they may still dodge, but you can move behind them during this state and release the hail of arrows or bullets there surprising them and then go back in front of them.

Holder: Nai


PostPosted: Sat Oct 01, 2011 10:53 am


Reaper

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Hidden though time, always hiding their ture selves to others. Reapers are a race of creation beings. They have the power to make nothing into something though the use of the matter around them. Using there powers for the sole reason for life to move on..... or that how it started it out for their race. Many on the Reapers wish to become powerful and take over everything. They live by a code and stay by it, Do not revel yourself to others,do not harm others without reason, and do whatever it takes to allow life to move on, even at the cost of others. Reapers have inhuman strength and speed along with the symbol of their, gauntlets fused into their arms, the gauntlets is where the power can be stored and unleashed from. Their power is limited unless they become what they call a Grandmaster... Only 3 have ever recorded in their history. They favor being Swordmasters and Bards.

Strengths
-Their gauntlets are one of their deadliest weapons,
Trainee:Cuts flesh with ease
Novice:Iron
Adept:Steel
Expert:Cuts though Steel
Master and Sage:Unknown
-They have inhuman strength that can punch though metal and quick reflexes.-
-Energy/Mana +150-
-If Bards they can make shockwaves from their interments, Swordmasters can use the Blade Graveyard Skill.-
-If Swordmaster or Bard they learn those class skills faster.( -2 post?)

Weaknesses
-Cannot be Necromacers or Shadowknights due to the fact they only summon death care not for life-
-Cannot rengenrate energy unless taken from something.(like rocks,trees,metal etc)
-Can be smelled out by Lycans and Vampires-
-If their gauntlet is destroyed they will be drained of all their life-force.
-Takes twice as slow to heal.-
-Extra Info!-
-Eyes color change with their emotions-
-As they go up in Rank the gauntlets slowly take over the whole arm and can form on the other as well at Expert-

Skills:
Matter made Energy
Energy System
Reapers can't not regenerate their energy but they can make objects around them in to their energy.
E Rank:A radius drain of 2 ft wide and 1ft in height
D Rank: A Radius of 3ft wide and 2ft height, making a small crater in the ground
C Rank:5feet wide and 3 ft in height, making a medium sized crater
B Rank:7 feet wide and 4 ft in height, making a good sized crater
A Rank:8 feet by 6feet, making a big crater
S Rank: 10 by 10ft, making a massive crater
(using ground as example of you want I think of other objects that could go in their place.)

Pure Needle
E-A Rank
The Reaper uses the energy in him to form a small needle that can go though skin to ripping whole parts of peoples bodies off. By focusing their energy into a small needle shaped energy and fires it at the enemy.
E Rank-
Cuts flesh
D Rank-
Dents iron
C Rank-
Goes though Iron and Dents Steel
B Rank
Goes though Steel
A Rank
Can destroy whole limbs if hit right

Protection Matters
D Rank
The Reapers form a coat of energy around their bodies destroying all negative effects or poisons from the body. The coat doesn't block attacks only used purify the body. Lasts 3 post and can used again after 3 posts.

Risen
C Rank
Requires:Adept Rank and Protection Matters
The energy around the reapers body move to their back and forms four wings on their back giving them the ability to fly and giving them increased speed.(+1 speed) Adept can have it on for five posts, Experts can have it for 6 and masters can have it for 8 posts

Swordsman Graveyard
B Rank
Requires:Swordmaster class
The reaper unleashes a wave of energy, forming sword in the sky and they fall to the ground with in a 30 foot radius. Once on the ground the swords can be used by the Reaper and with an extra C rank energy given to the Skill the swords with be covered with the users element. The swords last for up to 5 posts and requires a 5 post cooldown.

Soundwaves
B Rank
Requires:Bard Class
The Reaper brings their instrument up and by using the their energy they can make shockwaves of sound come of of it. Able to block C Ranked attacks(unless the users element is wind than one rank higher) and send anyone with infront of the wave flying.,

Creation
B Rank
Requires:Adept
The true power of the Reapers is unleashed by taking their energy try can start to make nothing into something. Depending on what depends on the energy.
E Rank:
Small amounts of ammo/arrows. Other small objects
D Rank:
Objects with the size of a basketball or the mass of one
C Rank:Medium amount of ammo/arrows, now on to basic living creatures!
E-C Ranked monsters(element based creatures can't used unless using B rank energy.)
B Rank:Objects with the mass or size of a large bolder. Elemental creatures can be used.(Fire,ice,water,lighting,etc.) along with basic machines.
A Ranked:Objects sized of cars or the mass of them. B Ranked monsters can be made.
S Rank:
Objects the size of a building or the mass of one.(a small one not like giant a** towers) A Ranked creatures can now be made. Advanced Machinry can now be made.
NOTE:Only five creatures can be made at a time. Machines can only Be made every few days(2-3 days in real, You guys van take the machine parts out if you want)

Peacekeeper
A Rank
The reaper closes his eyes and slowly builds up it energy. After a post of charging the reaper unleashes a massive wave of energy that deflects C ranked attacks and blocks B ranked attacks. It fires in a crescent like form burning everything in it's path.

Judgement...
S Rank
This move is only used when they have no other choice, their gaunlets begin to glow forming a dark arua around their body giving an Erie appearance. The shoulder part of the gauntlet(at this point is has taken your arms over.) open up and begin to unleash energy from them. By press both gauntlets together energy starts to build up into both of it's hands. After it has built up it brings up both gauntlets and unleashes an unnatural amount of energy at the target. Anything in it's path is turned to "glass" and leaving the reaper drained from the attack. It takes two posts to fully recover from the attack.(-2speed and strength and no skills can be used)


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PostPosted: Sat Oct 01, 2011 10:54 am


Seers
The Children of the Future

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Thought to be living myths, Seers descend from the Moirae in greek mythos, the Parcae of Roman mythos, and the Norns, numerous female beings who determine the fate or future of a person in Germanic paganism. Between all these, threads are a predominate theme, connecting people and creating one's lifespan. Born blind, their impressive lineage allows them to see within people, showing them the energy everything is made up of. Many have grown into guides and soothsayers, helping man along with its march towards the future. It's due to this that Seers are often targets for death so others cannot profit from their abilities. This is a good reason most Seers are seen with a warrior or some other form of protection on them.

Strengths
-The ability to look into the future
-Elemental Magic is increased by one rank (Restricted to Main element)
-Ability to track down people around the world
-Mind Reader
-They see by sensing people's energies
-They have 1.25 times the energy than those of their rank. (Not stackable with class)

Weaknesses
- You only see people’s energy, so moving Tricksters can run circles around you because of the wall of energy they would create.
-Only one close range Weapon style and physical style (Despite Class)
-Can't be Berserker, Knight, Paladin, or Swordmaster
-If an opponent has below 100 energy in combat then you can't see them through energy.
-If a person does not know it, it can't be known. But if it's forgotten, it takes an extra rank cost to find the information.
-If it doesn't have energy, it can't be seen, meaning that if the opponent uses a weapon, and the weapon is not energy based, it can't be seen.
-Weak Physical Strength (-1 strength rating).
-Bloodline has no offensive skills
-Only three Seers can exist at a time in accordance to the beings that spawned this race.

Note: When looking into someone else's future, you have to PM that person and ask them what they want the Seer to actually see.

Sight
Rank: -/Passive
The main ability of the seer is actually a noncombat skill that takes no energy and is passive. The seer has the ability see the energy emanating from any organism, whether it is dead or not. As long as it has energy, it can be seen. The only exception to this is whenever an individual has less than 100 points of energy. The other special power of Sight is the ability to know things about people that are near the Seer. The higher the seers rank, the more they "see".

Trainee: Name, Bloodline, Class
Novice: Rank, Nation of Origin
Adept: Likes, Dislikes, and Main Element
Expert: Half their History
Master: Weapons they carry and the abilities of special weapons
Sage: All skills that the opponent knows, and things that they don't know about themselves, including strengths and weaknesses
Past Sage(from Gazing only): Everything

Gazing
Rank: -/Passive
When a seer touches someone their sight increases by one rank. The contact must be with bare skin or what qualifies as skin for creatures.

Reading
Rank: D/B
Rank Bonus: Expert
This allows the user to read the minds of people around them. They must concentrate while doing so, and have a hard time doing anything else. While in still state, a seer is able to communicate in a limited way with someone if focused on. Long-distance readings can only happen if the seer was reading the person when they left. Once out of the area, the user must pay D energy and it can only last for 8 posts of the person they're watching. During this form, the user loses all use of their body, making them extremely vulnerable. At B rank, the user can search further down into someone's mind, pulling out secret or sensitive information. At Expert, this becomes a passive ability.

See Like Me
Rank: C
This simple skill causes the opponent to see energy like a seer does through physical contact, but without the bonus of the information it imparts. This makes them effectively blind if used correctly.

What I See
Rank: C
This allows the user to see into the future. This skill allows them to know if an attack is coming and appropriately plan for it. There is a cool down period of four posts before it can be used again.

Resonance
Rank: C
Using this skill, the Seer is able to locate the exact location of anyone she has ever come in physical contact with. While doing this, the seer is unable to affect their immediate surroundings, leaving them open to attack.

Parcae's Gift
Rank: B/A
The user wrapped their body with silky white threads made of their energy, healing wounds as it goes. These threads can heal up to C-Rank damage. Using A-Rank energy extends these threads to other people within a ten foot radius.

Moirae's Bane
Rank: B
Gossamer black threads wrap around the seer's body, stitching themselves into wings made of the night sky. This allows the seer flight for 5 posts before a 5 post rest is required. The seer gives the appearance of a night goddess while using this ability, making some people unwilling to attack.

Forcasting
Rank: B
Prerequisite: Resonance
The user must have performed Resonance to track someone down in order to perform this technique. After tracking down the person, the Seer is able to see immediate future of the person that they have just tracked down (They can see the next two posts involving the person) and how their fate may be altered. In order to be valid, the user MUST post wherever the tracked one is at and say that they are looking into their future. Can't be used to directly kill a character.

Parcae's Will
Rank: B
Requirement: Parcae's Gift
The user can help someone regenerate limbs, or other missing parts by flowing the white healing threads off of them. Even though the threads can knit together to create a new body part, they cannot restore life. Since this ability rests within the seer, it can help holy and unholy beings alike. Due to the nature of this ability, the seer is dazed for two posts, where they are unable to do anything.

Creature's Touch
Rank: B
Limits: Must be adept, must have at least one summon
Skill description: By empowering the connection between master and summon, a seer can create connections to people their summon touches within 5 posts. This has a 10 post cool down before it can be used again. This does not activate Fortune Telling, but it makes the connection that can be used in other skills.

Oracle
Rank: A
Requirements: Expert, Reading, Resonance, reflective surface (i.e. mirror, bowl of water, weapon blade, etc...)
Infusing the reflective surface with energy, the user is able to see what someone is doing and to show others. This requires three posts to prepare and can only be used once every two days in real life time. The user is able to make the observed person's thoughts be audible to the gazers, but only surface thoughts. This lasts as long as the seer pays the cost for it.

Cutting the Thread
Rank: SS
Requirements: Sage, Must complete a quest for it
It takes S rank training posts to set this up. The user sets up a room to spin thread out that they align with the invisible thread connecting them to the person they are wanting to "alter.” Once the posts are finished, they can send one rank S or under as aid or harm by using it on the thread. Once this is done, they lose the connection to that person and cannot regain it for a year. The person targeted cannot block or dodge effectively since there is no warning of this. While it can allow powerful skills to be used, it does not allow for instantly killing someone.

All-Seeing Eye
Rank: SSS
Requirements: Sage rank, must complete quest
Usable only once a month in real time, this allows the user to have both real sight and energy sight. This also allows the activation of other bloodline skills for E rank energy. This ability can only last for ten posts.




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