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R0bot0

Patriotic Guildsman

9,425 Points
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  • Contributor 150
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PostPosted: Sun Feb 16, 2014 5:27 pm


My stuff goes here
PostPosted: Sun Feb 16, 2014 5:28 pm


Korok Makar

User Image
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╫Main Information╫


Full Name: Makyo Nagareboshi Korok Makar
Nicknames: Spawn
Age: 32
Birthdate: 19/7/94
Gender: Male
Culture: None
Religion: Christian
Languages: Entish
Spanish
English
Italian

Nation: Kusana
Rank: Master
Title: King
Bloodline: Dreadnaught
Class: Shadowknight
Strength: 8, and 11 in Carapace Mode
Speed: 3, and 2 in Carapace Mode
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╫Major Information╫



Demon/Implant:
Gene Modifications:
- N/A
- N/A
- N/A
Energy Color: Dark
Energy Meter: 2600
Element: Darkness
Battle Strength: Defense, and Close Combat
Battle Weakness: Speed

Summon:

Fights Won: 9
Fights Lost: 0

Talent: Entish Chant

The shadowknight can manipulae his dark energy to small trees, and make them come alive. The trees can talk and move on their own with the user's manipulation. They have a total speed of 2, and strength of 8. The skeletons the user revive alsocome out with wodden shields, instead of rusty ones. Large trees have 11 strength, and 1 speed.

Talent Weakness:

1. Bringing a tree to life (any tree) takes 100 energy points. If it's a large tree, it costs 250 energy points.

2. Since they're made of wood, they are extremely weak to fire, and only survive for 2 posts under fire or less depending on the rank of the fire. A simple fire will burn it in two posts, but a large one will basically fry it in 1 post.

How did the character get this talent?: Practicing under the protection of forest, and awakening his memories of before he was thrown as an outcast, he knows old Entish language, and can manipulate trees to ents but at an insane cost of energy.

Summons:

-Completed Quests-
S Rank: 6
A Rank:
B Rank:
C Rank:
D Rank: 2
E Rank: 2

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╫Equipment Information:╫

1. Kora's Gifted Necklace

Type & Material: It's a silver cross with a purple gem in the middle

Abilities: It prevents any succubus/incubus effects, and psychological effects.

Weakness: -50 permanent energy loss

2. Armor of the Forest

Type and Material; Adamantium and wood combined.

Abilities: None

None

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╫Skill List╫

Shadowknight Skills

1. Summon Skeleton
Rank: D-SSS
Description:
This is the basic ability that nearly all Shadowknights will use in combat. It is also needed for several of the later techniques, and is thus an integral part of the Shadowknight’s arsenal and should be learned as early as possible. For each rank of energy put into the technique, the Shadowknight summons and controls a skeletal warrior. (D=1,C=2,B=3,A=4,S=5,SS=6,SSS=7)
Notes: Necessary for multiple skills. Each skeleton is equal to a basic warrior (Speed 5 Strength 5), but are easy kills for Holy Light. Clerical and Paladin Techniques obliterate the skeletons with ease. (E rank deals C rank damage, D rank deals B rank damage, C deals A, etc.)

2. Skeletal Shield
Rank: D
Requires: Summon Skeleton
Description: The Shadowknight summons a single skeleton and then uses this technique. The bones of the skeleton warrior fall apart and reform into a shield. This shield is quite strong not only because bone is strong but because it floats and you can move it around. You may also manipulate it when it is struck by a sword to try and trap that sword but it would cost a C rank to do that. It lasts 10 posts or until destroyed. This item is vulnerable to Holy Light infused weapons unless protected by the Unholy Shroud.

3. Unholy Shroud
Rank: D
Description: Truly one of the most basic of all Shadowknight abilities. This is the Darkness to the Light of the Paladin’s Holy Light technique. The Shadowknight infuses his/her weapons with dark energy, creating a sickly black shroud around it that makes ‘good’ characters (Paladins, Clerics) feel sick to look at. This deals additional damage to those classes, but only normal damage to all other classes. Used by Shadowknights to make their weapons and armor more resistant to the Holy Light ability. For combative purposes, this is treated like the Holy Light ability – you slash at an opponent, and the dark energy will rush outwards to attack identical to the Paladin’s ability.
Note: This technique can be used on any one item at a time, such as the Skeletal Shield or the Skeletal Greatsword, but not on Skeletons that are moving on their own.

4. Skeletal Greatsword
Rank: D
Requires: Summon Skeleton
Description:
The Shadowknight summons a single skeleton and uses the technique. The skeleton breaks apart and reforms into a large sword – the spine if the main blade, with the ribs forming spikes at random interval, the arms forming the crossguard, and the legs forming the hilt. The skull is the pommel of the sword, making for a terrifying appearance. This weapon is treated as a normal greatsword for purposes of weapon techniques, but will only last for ten posts or until destroyed. This weapon is vulnerable to Holy Light infused weapons unless protected by the Unholy Shroud.

5. Death Bomb
Rank: E
Description: A fairly weak skill of the necromancer it shoots a direct bolt of negative life energy. Call this the opposite of heal it creates random shallow wounds on the enemy. The bolt of energy is light green and will seem to sink into the target then explode creating the shallow wounds.
Note: This is one of the skills that will heal a Shadowknight of their wounds.

6. Aura of Despair:
Rank: Passive
Requires: Rank equivalent
Description:
This is a passive ability and does not drain energy as it is simply a part of the Shadowknight’s very existence. In the area around them it feels as if the life has been sucked away, leaving everything washed out and bleak. Characters of equal rank to the Shadowknight feel very uncomfortable in this area, with a few exceptions. Characters of lesser rank than the Shadowknight suffer various effects – when one rank below, they feel ill and off balance. Two ranks below, they feel like they are standing on the edge of a massive pillar and all around them is darkness and must fight the urge to run away in terror. Three or more ranks below and the character is rendered near comatose from despair.
Limitations: Holy classes (Paladin and Cleric) can counter this aura of despair by using Holy Techniques. If they don’t, they feel it intensely (+1rank differential).
Succubi, Dreadnoughts, and Vampires are unaffected by the Aura of Despair, and occasionally take amusement from the reactions of other species to it.
The Shadowknight CAN suppress the Aura of Despair – they do this to hide what they are if they are trying to be discreet.

7. Shadow Weapon:
Rank: C
Requires: Novice Rank
Description:
This technique creates a tremendous copy of the Shadowknight’s specialized weapon. The Shadowknight swings their specialized weapon back, with the Shadow Weapon copying the movement. They then attack with their physical weapon, again with the Shadow Weapon following the movement.
(Basically creates a phantom copy of the weapon with the Shadowknight as the end of the weapon's grip. The created weapon is approximately eighteen feet large, giving it massive attack range.)

8. Aura of power
Rank: C
Limits: must know aura of despair
Description: This skill is actually quite possibly the only good skill for a shadowknight's party, unless the party consists of a holy character(s). The shadownight uses his aura of despair, twisting it until it becomes an aura of raw power. This makes your darker teammates (Vampires, werewolves, dreadnoughts, etc.)) think that they have a juggernaut on their team, causing them to be bolder and fight harder. This gives a +1 in strength to all dark/unholy party members. However, on the flip side, this skill also makes light/holy characters sick to even look at the shadowknight, making them want to fight with them as little as possible. Lasts for five posts and no other aura can be used at this time.

9. Dark ball
Rank: C
Skill description: The user summons a ball of pure shadow energy three meters in circumference that can be thrown as a mid-range attack. The sphere detonates on impact, causing an explosion of half the force of a grenade.

10. Retribution:
Rank: B
Requires: Unholy Shroud, Novice Rank
Description:
This is the dark to the Judgement’s light. The Shadowknight fills his body with dark energy, so putrid that only demonic races can look at them straight on. (Not even Vampires can, but Succubi and Dreadnoughts can.) Any wounds caused by a person using this ability will not heal – decay begins to set it in the wound, preventing it from healing unless a Cleric uses Cure on it. It will not advance though, and only prevents healing by normal means.
The downside to this ability is that the Shadowknight cannot use it for any great length of time. If they do, they themselves become ill.
Limits: Novice =2
Adept = 3
Master = 5
Sage = 8
After this point, you will begin poisoning yourself and need to be cured by a Necromancer using Death Bomb filled with B rank energy.

11. Betrayal:
Rank: B
Requires: Summon Skeleton, Novice Rank
Description:
One of the most evil techniques that a Shadowknight has. This technique is used to prevent damage being done to the Shadowknight. They have to already have a skeleton in existence before this technique can work. When the Shadowknight is about to be struck, they invoke this dark technique and cover their body with a thin shroud of darkness. At the same time, the body of the skeleton closest to them becomes covered in an identical shroud. The damage that would be dealt to the Shadowknight is transferred to the Skeleton, immediately destroying it. Repeated quick attacks on a Shadowknight using this ability will prevent them from summoning more Skeletons and allow them to be injured.

12. Skeletal wall
Rank: B-A
Limits: must know skeletal shield
Description: The user summons skeletons and breaks them all apart into a huge mass. Due to the fact that there are so many bones in a skeleton, the user can use energy to mash all of the bones together, creating one huge wall of bones capable of stopping B ranked attacks. When charged with an A-rank energy, the wall can stop A rank attacks. This skill lasts for 6 posts or until destroyed. Like the skeletal shield skill, the skeletal wall can be manipulated to catch a weapon at the cost of C rank energy.

13. Blood plague
Rank: A
Limits: Three post cooldown after the effects have worn off on the target. Can only be used twice in one battle. One post of announced preparation is needed before this skill (this is when the energy is used up so energy is used regardless of whether or not this skill succeeds; this post of preparation does not affect the shadowknight's actions in any way but a visible, black-purple aura will form around them while they prepare).
Description: Upon landing a successful strike upon the target (as in a serious, deep, and clear gash; a shallow slice or a graze doesn't work) the shadowknight can use their negative dark energy to cause a vicious plague inside their target's bloodstream. For three posts (starting from the post right after the post that the shadowknight cut them), the target's entire body will feel as if it has been touched by a white-hot iron even though no actual damage is done to the target's body.

14. Dark pulse
Rank: S
Limits: 10 post cooldown, 1 post charge time
Description: The shadowknight uses a weapon, bare hands, etc. to draw a pentagram around them on the floor for one entire post (no doing anything else during this post). Because energy is used, this drawing can even be done on a metal floor. After the drawing has been completed, the user then sends more energy into the pentagram, causing a pulse of pure dark energy to explode from all sides of the pentagram, hitting anything within 25 meters of the shadowknight. This skill hits with the force of a large car.

15. Betrayal Level 2:
Rank: S
Requires: Betrayal, Master Rank, ALLY
Description:
This is the most evil technique that a Shadowknight has. This is the exact opposite of the Sacrifice technique of Paladins – when used, this will transfer damage from the Shadowknight to a nearby ally. The good thing is that this technique only has a two in three chance of succeeding. (Roll a D6 dice. If the result is 1,3,4,6 the ability will take effect.) If Betrayal Level 2 fails, the Shadowknight receives double damage from the attack that strikes them.

Sub-Berzerker skills:

1. Ki Barrage
Rank: D
Skill description: A weaker version of the Ki Assault skill. However, what it lacks for the same power makes up for the number. The user throws punches and kicks made purely of energy up to 5x each. (meaning 5 from hands and 5 from feet). These can easily break through D rank things and is ranged. At Expert rank, they can send double the amount. Each blow feels like a punch

2. Ki Assault
Rank: C
Description: You throw a punch that is purely energy. This punch can easily break C rank things out of the way and is ranged.

3. Mind over Matter
Rank: C
Description: A non combat skill, this is useful after battle. You slowly heal your wounds during this meditation period. Though it cannot heal a removed limb, it can heal anything that did not kill you will be healed over time. The C rank energy usage is constant till the wounds heal. The amount of time for a wound to heal varies due to the wound's seriousness.

Light cuts and even deep ones as long as no muscle tissue is torn is one post.
Torn muscles and fractured bones take two posts.
Major Burns take three posts due to their nature.
Light burns would take two posts.
Punctured organs would take ten posts.
If you are disturbed you must start over since it is a form of meditation. Note if the wound is that serious you may die as you try to heal it this way. Poisons wont be

Dreadnaught Bloodline Skills

1. 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.

2. 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)

3. 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)

4. 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.

5. 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.

6. 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.

7. 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.

8. 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.

9. 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.

10. 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.

11. 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.

12. 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.

13. 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.

14. 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.

15. Ultimate Carapace Mode
Rank: S
Skill description: Truly the ultimate form of Carapace Mode on Dreadnaughts. This carapace takes whatever form the user likes, but is extra heavier, so it decreases the speed of the user -1 more than normal, and increases the strength +1 more than the normal Carapace. This carapace lasts 12 posts, and can block any attacks up to A-rank. In total it only consumes 100 energy with the Cape included.

Darkness Element Attacks:

1. Mortal Equinox
Rank: B
Description: The user channels his dark element energy throughout his melee weapon, and can make several slashes in midair. Once he disturbs the energy in the air, then it charges forward. This means that the slicing power of his cuts will stay in midair for a bit, and then launch forward when he commands them to. Up to 5 slices can be done.

2. Natural Cape
Rank: C
Description: It only consumes 10 energy added to the energy it takes to put on your carapace. Once the carapace grows, a cape-like carapace will also grow. It is strong but it can only block up to D-rank attacks.

3. Shadow Shots
Rank: C
Description: The user concentrates his energy on 10 shots of the bullet, and engulfs them in complete darkness. Not only are they even less visible now than a normal bullet, but when the shadow gets close to the enemy it attaches "tentacles" to the enemy. Once it grabs the enemy with it's tentacles, it will pull the opponent down to the ground, and eventually stick to teh ground. it takes at least 4 of these attaching to the opponent to stick both legs down to the ground though. The stickyness lasts 2 posts that stick you to the ground, it cannot be escaped after they stick to you, you must dodge them. They cannot be blocked because they do no actual damage.

4. Shadow Teleportation
Rank: C
Skill description: It allows the user that is inside shadows to transport elsewhere that's with shadows as well.

5. Shadow Cape Coffin
Rank: B
Skill description: With the same Natural Cape that grows around a Dreadnaught who has learned such a skill, he can literally use the long cape, as it extends with the small layer of carapace, and cover around the enemy, using it as a sort of coffin all around his body, and crush him to bits. Basically, you can use the cape as tentacles of sorts and then cover the enemy like a coffin. The Cape is as strong as the Carapace of the user, and is very fast when used for wrapping. Must be within 15 feet of the user for this technique to work. It can also be used for just wrapping the opponent, or taunting him by poking. You can bend the cape to your will for 5 posts, but not more than that.

6. Eyes of Abyss
Rank: C (Passive)
Skill description: This technique is passive, and doesn't require energy. The user can see even in pitch black darkness.

7. Immortal Solstice
Rank: A
Skill description: This technique is most effective onle when used in an enclosed area like a cave, building, or any area that's enclosed. If it's an unenclosed area, it can cover up to 50 feet in width, length, and height of an area around the user himself. This technique allows the user to consume an entire area with pitch black darkness as the darkness element energy consumes every bit of light around it. It can turn the area completely pitch black with no one able to see. It even consumes the light of a flashlight, or anything that shines in the dark from how powerful it is, but it's only good until the user moves his legs. Any leg movement that is made while this technique is active, will automatically disrupt the technique. If he is moved by any means from where he stands, the technique will break. He can cover up to a quarter mile of pitch black darkness in an enclosed area.

8. Life through Death
Rank: D
Skill description: This technique is not really for attacking at all. You need a seed or various seeds, and can plant them on the ground, then accelerate the pace of their growth and make actual large trees with your own energy. More than 5 seeds cost the energy of a C-rank, and you cannot accelerate the growth of more then 10 seeds. It can be used simply to "create life" or make even a wall of nature itself if used with the proper plants. The beauty of this technique is up to the user.

9. Master of Nature
Rank: SS
Skill description: Can use the roots and vines of any trees within 50 feet of himself, and manipulate them to hit, tackle, slash, trap, or multiple things against the enemy. This ability lasts 3 posts, and is extremely deadly. The user can control up to 100 vines, roots, and branches. It can tear the enemy apart the same as even just shake a branch so the flower petals float downward in a beautiful motiong. Truly many things can be done with this technique, and it also very deadly. The beauty of this technique, depends on the threat. It is mostly used against multiple enemies or just one really fast one, since vines and roots have about 12 speed.

10. Nightmare
Rank: A
Skill description: The user can use Nightmare if they are in direct contact with the target and the target is asleep (cause of sleep can be either natural or unnatural). Nightmare can be used to either absorb dark/negative energy or insert dark/negative energy into the target. The only effect created by inserting dark/negative energy into the target is the creation of a nightmare that will forever haunt the target when they are sleeping. When absorbing dark/negative energy, the possible effects are more varied. The user can negate the nightmare that the target is currently having or completely erase any negative memories that the target has. Absorbing dark energy can also be used to take away a dark curse. This dark energy that is being manipulated, just like the Darkness element it is derived from, is neither holy nor unholy. As a result, inserting/absorbing dark energy has no additional effects on cleric, werewolves, necromancers, and whatnot.

11. Summon Anubis Soldiers
Rank A - S
Skill description: This technique allows you to summon 7 feet tall Anubis soldier that look like half dog half human. They are in full black and the ancient clothing of the Egyptians. Their are equal to C-ranked attacks with their spears, and carry shields that are immune to up to C-ranked attacks. That's why they cost so much energy to summon. They have the average speed and strength of a human, but they look stronger, faster, and more ferocious.

12. Deku Ents
Rank E - D
Skill description: A much smaller version of the Entish chant that can make nuts, sprouts, fruits, and vegetables into tiny living beings. They have 4 Speed and 1 Strength. They are NOT made for combat. If for combat, this skill has to be used at D rank where they are summoned up with a small spear or little bow an arrow that does little to no damage in small sizes. The skill has to be used in large sizes to actually do damage. These little ents are mostly used as little servants, messengers, extra eyes for the user, and scouts. They are mostly used to show off!

13. Wrath of Nature
Rank: S
Skill description: Truly the most impervious of all carapaces. The user calls forth the forest to mix its ethreal power with his own carapace. It mixes the very essence of the forest with the user and his carapace, thus making the strongest carapace out of all. The user grows in size about to a height of 8 feet, and is covered by a carapace that can cover any attack up to SS-rank, but is weak to Holy and Fire attacks by two ranks, thus only covering up to A-rank attacks from Holy and Fire skills. The strength of the user grows to 15.

There are downfalls to this technique. It only lasts 3 posts, the speed of the character decreases to the 1 regardless of prior speed, you're ridiculously slow (meaning anything can really dodge you regardless of your strength), you may only use Nature-oriented skills during the time this carapace is active, and the user takes one complete post just to summon up the strength of the forest to his carapace.


Hand-to-Hand/Weapon Style(s)

Hand-to-hand style - Muay Thai stage 4:

1. Clench
Rank: E
Description: The clench is a grabing move used in close quarters where the user wraps his arms around his opponent's neck and brings them in close. Much like the saying "leading the bull by the horns" the user can force his opponent into whichever direction he wants by pulling on their neck and head. Once an opponent is captured in it there is little they can do to escape since most retaliations will be quieted from the opponent being pushed off balance, or they will be too weak to stop the tough muay-thai fighter. It is from this position that the user can deliver multiple incredibly deadly knee strikes, which with their training can be performed easily in the close distance while delivering their full power.

2. Knight's Shield
Rank: D
Description: This is a defensive stance the fighter can use to both strengthen their footing and ease damage from incoming blows. This is done by raising one leg off the ground and bringing the elbow and forearm of the same side down to the raised knee to create something that looks similar to a shield in front of the user (see pic). By using the strongest bones in the body that they've been training, this defense can completely block D-rank and below attacks while also lowering the damage dealt from higher attacks by one rank. The user can't move while in the stance, and it only prevents damage from the user's front side, leaving the back and sides vulnerable.

3. Elephant Kick
Rank: D
Description: This kick is, simply enough, a strong roundhouse-like kick used from the back leg to fully extend and strike the head or torso of an opponent. There are two things that set this off from most kicks of its kind though, and the first is the part of the leg the kick uses to strike an opponent. Rather than using their foot, this kick strikes with the lower part of the user's shin. The hard bone creates more force and generates a more damaging impact. Also, unlike other kicks this one fully unloads the user's power. This is good for if it lands, as it will go through most defenses and even possibly break an arm that tries to stop it, but if it flat out misses then the force will follow the kick and spin the user completely around, making them turn their back to their opponent. Even if it is blocked this kick will send most people flying through a tree fifteen feet away, but missing often gives the opponent a split-second to strike at your back.

4. Hanuman visits Lanka
Rank: C
Description: A powerful and fast attack where the user takes a high jump forward and strikes an opponent's head with the sharp tip of their knee. The crushing damage is tremendous and even if blocked the power can still send their opponent to the ground or stun them. This attack can also be used to attack opponents in mid-air, in which case the strike hits them in the solarplex.

5. Shin Stomping
Rank: E
Description: An easy way to block attempted kicks from opponents in close range. While the enemy attempts to bring their leg forward or up to kick, the user delivers a fast and painful strike down on the opponent's shins, stopping their attack before it can even begin.

6. Double Takedown
Rank: C
Description: The user charges forward at an enemy and then kicks off their feet to slam into an opponent with both of their knees. This can either send two opponents to the ground (one for each knee), or it can take out one large opponent, dealing massive damage along the way.

7. Tombstone Slam
Rank: C
Description: Once airborn over an enemy the user can flip and pull their legs back tightly against their lower back. They then take a swift dive down on an enemy, using their two knees to slam down on an enemy like a tombstone. The strength can break through defenses and solid rock.

8. Spinning Elbow
Rank: D
Description: Used in close range when an enemy is trying to maneuver around the fighter, the user spins around and strikes the opponent's chest of face with their elbow. This deals a painful blow but more importantly it forces the opponent back in front of the user. This is especially handy when the user has an opponent in a corner.

9. Falling Dagger
Rank: C
Description: The user falls down on an opponent (by either jumping over them or through other means), and brings their over their head and down onto an opponent's skull. By hitting them with the sharp tip of their elbow all of their force becomes concentrated on a single spot. This power makes it easy to break through metal, let alone someone's skull, making it a very potent killing technique.

10. Flashing Dagger
Rank: B
Description: User focuses power onto their elbows, generating a foot long invisible energy blade out of their elbows. It can be sustained for a maximum of five posts, ten if the user is a berzerker class. Its nature of being unseen is the technique's greatest power, as even simple elbow strikes can cleave an opponent's head in two, and cut those who do not dodge it properly.

11. Lunging Blackout
Rank: A
Description: User uses massive power from his legs to blast himself through the air at bullet speed towards an opponent. Then he brings his elbow over his head and down onto an opponent's face or skull. Unlike the knee attacks, this lunge will not blast an opponent backwards, but it does generate power equal to or greater than the Falling Dagger technique as it generates all of the force onto the sharp point of the elbow. It is called the blackout because upon impact the force is said to cause anybody hit with it to lose consciousness for at least a moment, sending all opponents straight to the ground.

Longsword Skills - Swift Judgement Style:

1. Imprint
Rank: D
Description: A simple attack that is pretty basic. Start off by making sure your stab hits, instead of pulling out the sword you slash to the left or right while its still inside then ram them with the shield.

2. Go Down
Rank: D
Description: A fairly simple combination off attacks that is easy to insert in any situation. First start off with the basic downward slash and then upward slash attack and quickly follow up with a jab from that shield of yours.

3. Twisting Talon
Rank: C
Description: A move thats usually used for the kill its actually pretty quick and silent. Approach the enemy from the side or behind and ram the sword downward into their neck. Make it at an angle so it goes through their wind pipe and then jump onto them and ram them into the ground.

4. Comet
Rank: C
Description: A pretty basic attack combination best utilized when the enemy is off guard. Crouch down as you take a step to the left of your enemy. Once there preform a spinning upward slash and then point the sword directly down onto your enemy as you land.


5. No Holding Back
Rank:B
Description: A quick combination off attacks that will easily catch the enemy off guard. Start of with a diagonal slash downward while stepping forward. Step back with the same foot as you slash horizontally and then quickly step forward with a slash. As soon as you have stepped forward turn your entire body to make a spin before slamming your shield into them

6. No Quarter.
Rank:B
Description: A power combo that can devastate the unprepared. Starting off in the stance you take a step forward as you spin to swing the shield at the enemy and bring down your sword onto the enemy as soon as this is finished. Swing it upwards quickly and spin again but in place and keep the sword extended as to chop at the enemy.



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╫Character Description╫


Personality: Since Kora changed him, he's been calm.
Quote: "Are you a dog or are you a man?"
Height: 6'2"
Weight: 200 pounds
Eye Color: Green
Favorite Band: Avenged Sevenfold
Theme Song: Animal I Have Become
Battle Theme: Critical Acclaim
Favorite Anime: DragonBall Z
Favorite Color: Black, and White
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╫Background Information╫


Never knew his parents, never had anyone to love, never reasoned with anyone, and never could have a normal conversation with anyone. He's always been alone, and barely surviving. He doesn't like anyone preaching to him about what he needs to do, or what he must do. He only remembers faintly about anyone throwing food for him to eat. He never remembers anyone showing any type of love or remorse toward him. Only remembers pity,misery, and pain. His psychotic behavior has been developed, due to his past.

But Kora helped him out a lot ever since he met her in Kusana City, and became his first friend. He know nothing of her, but he longs to have a purpose in this world. His life felt unsatisfied and alone. Whether it was longing for love or for a meaningful life, it was always a challenge for Makyo to find his way towards that end.

Later in the story he found purpose, and is now one of the strongest in all of Axiom. His defense is unsurpassable by anyone, but he is still a pacifist, and only defends himself through violence when he's pushed to do so. He defeated Fenrir Graveheart and restored the world into balance. Upon finding balance, he was consumed by an ancient and evil spirit. Upon facing 8 different warriors from different nations, he was stabbed through the chest by his most beloved Rachel. In the end, the spirit and the ring that he bore consumed him until his death.

He was revived some years later, and changed his name to Korok Makar when he wanted his old life to fade away.He remembered almost nothing of the past until the same ball of light that restored him to life in the Clearwing lake, revealed everything that happened to him in heaven and hell. The mystery of his death was not revealed to him and it probably shall never be. Korok even changed his appearance to be a new person in the world, but what he had done will always haunt him. The change was to no avail when he met Alex that told him not to hide his face and be who he was born. He has to bear the nightmare of carrying his old name forever, and everyone who remembers him reminds him of their hatred.
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R0bot0

Patriotic Guildsman

9,425 Points
  • Elocutionist 200
  • Contributor 150
  • Citizen 200

R0bot0

Patriotic Guildsman

9,425 Points
  • Elocutionist 200
  • Contributor 150
  • Citizen 200
PostPosted: Tue Feb 18, 2014 2:57 pm


            User Image - Blocked by "Display Image" Settings. Click to show.


                                              MAIN INFORMATION


                                          Full Name: Maty McLuvin
                                          Nicknames: Maty
                                          Age: 20
                                          Birthdate: February 14th
                                          Gender: Female

                                          Culture: Luimirian
                                          Religion: Atheist
                                          Languages:
                                          1. Common
                                          2. Demonica
                                          3. Elvish

                                          Nation: Nocturne
                                          Rank: Trainee
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Vampire
                                          Class: Ninja
                                            Sub-Class: unlocked at expert rank

                                          Strength: 7
                                          Speed: 8
                                          Sin: None
                                          Gene Mods: None

                                          Energy Color: Pink
                                          Energy Meter: 350
                                          Element: Water
                                          Battle Strength:
                                          • Regeneration: You're constantly regenerating, and this regeneration is quite amazing at high ranks
                                          • Reaction: You reaction is faster than a normal humans. You can easily anticipate attacks.
                                          • Energy Gain: When you drink blood you gain energy. Depending on amount if its less than a tea spoon its a D less than a cup C around two cups B half a liter A a liter S.
                                          • Shadow Magic: Whether you're a magic-user or not, this type of magic is very useful in a variety of situations. Despite the fact that it's shadows, it can be used without a light source and without the sun more specifically.

                                          Battle Weakness:
                                          • Light: Paladins or clerics who hit you with light/holy attacks will burn you.
                                          • THE SUN: no you wont sparkle no, you won't burn (at least not immediately), but you're weakened and it hurts to be in the light.
                                          Trainee/Novice- stats down by half, in 7 posts you catch on fire
                                          Adept- stats down to 2/3rds, produce dark smoke off from body
                                          Expert- stats down to 3/4, you're still steaming and people can tell that it's painful for you to be in the sun
                                          Master/Sage- No stat decrease, though it still stings (not quite as much, however enough to hurt your concentration)
                                          • You cannot regenerate a missing head. An arm yes but only at Sage rank.
                                          • Feeding off animals: Only helpful at low ranks beyond Adept rank it has to be a person/ human/ werewolf (if you're crazy a dragon) etc

                                          Fights Won: 0
                                          Fights Lost: 0

                                          Completed Quests
                                            S Rank:
                                            A Rank:
                                            B Rank:
                                            C Rank:
                                            D Rank:
                                            E Rank:


                                          Talent: Experiment #2111: Stein's Gate (pending)


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                                              EQUIPMENT INFORMATION


                                          Weapons: A small swiss army knife

                                          Armor: None


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                                              SKILL INFORMATION


                                          Elemental
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                                              CHARACTER INFORMATION


                                          Personality: Crude, straightforward, nice, smartass, and can be bitchy
                                          Sexuality: Straight
                                          Quote: "GO TEAM SOLO MID!! Woohoo!"
                                          Height: 5'0"
                                          Weight: 100
                                          Eye Color: Grey

                                          Favorites:
                                            • Black
                                            • Protein and potatoes
                                            • Dodos
                                            • Luimira
                                            • Toe nail clippings


                                          Theme Song: My bitches
                                          Battle Theme: Stein's Gate


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                                              BACKGROUND INFORMATION


                                          xxxxxShe was born and raised from a family of scientist vampires that pretty much experimented with her right up until the age of 20. It was said that she grew up in a very intellectual circle. Though full of the world's highest secrets, she was kept far away from them, and she remained accustomed to pain, torture, and other things that perhaps no other vampire could resist. She was treated like a princess ever since she was little, and she just wants to be herself. She later escaped the scientific prison her parents kept her in, but not without causing damage to it with her small and petite body. The building crumbled on itself and everyone inside was caught in there forever. She holds no scientific interests, but she wishes someone who she could hang with and be herself.


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