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Sean_Nero_Desmond

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PostPosted: Sat Jun 07, 2014 12:26 am


Place any custom bloodlines or classes in this thread for review.

Rules

    1. Keep it original. This means no copy paste from anime. You can use a concept, but try to make it as original as possible.

    2. DO NOT, under any circumstances, PM me or any other crew to check your BL/Class app. It will be instantly denied. The only exception to this rule is if it is a Tuesday or Thursday and i missed your app on the previous day.

    3. What I say goes. This means no lip or back sass. If I say it's denied with no hope of fixing, dont repost an edited version. Listen to what I say.
    (naturally, I have the last say in the matter.

    4. NO angels/demons. We use those for arcs and have no place in BLs.

    5. Lets keep the limited number of slots bloodlines down

    6: Make it believable.


Quote:
I will check Applications on Monday, Wednesday, and Friday. Tuesdays and Thursdays are for you to make edits, and dont even think about making me work on a weekend.
- Hiro


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Bloodline Format
[align=center][img]http://i41.photobucket.com/albums/e294/EmmaPhox/BLCsample400400.png[/img][/align]

[align=left][color=white]xxxxxxxxxx[/color][size=16][b]NAME OF CLAN/BLOODLINE[/b][/size]
[size=14][b][[/b] short. sentences. that describe. ( for example -- "the quick. the brave. the strong." ) [b]][/b][/size] [/align]
[align=left]

[color=white]xxxxx[/color][color=black][u]HISTORY[/u][/color]
[size=11]history here [/size]


[color=white]xxxxx[/color][color=black][u]DESCRIPTION[/u][/color]
[size=11]description here[/size]



[color=white]xxxxx[/color][color=black][u]STRENGTHS[/u][/color]
[size=11]• strength here
• strength here
• strength here [/size]


[color=white]xxxxx[/color][color=black][u]WEAKNESS[/u][/color]
[size=11]• weakness here
• weakness here[/size]


[color=white]xxxxx[/color][color=black][u]PASSIVE ABILITIES[/u][/color]
[size=11]• [b]Name[/b]
passive description here

• [b]Name[/b]
passive description here[/size]


[color=white]xxxxx[/color][color=black][u]TECHNIQUES[/u][/color]
[size=11]• [b]Name[/b] [i]rank[/i]
Ability description here

• [b]Name[/b] [i]rank[/i]
Ability description here

• [b]Name[/b] [i]rank[/i]
Ability description here[/size]


[color=white]xxxxx[/color][color=black][u]ADDITIONAL COMMENTS[/u][/color]
[size=11]anything goes here[/size]


[color=white]xxxxx[/color][color=black][u]RESTRICTIONS[/u][/color]
[size=11]• restriction here
• restriction here
• restriction here [/size]


[ [size=7]Bloodline/Clan created by --username here--[/size] ]
[/align]


Class Format [ Note: This is only for the idea for the class, all skills must be placed in the Custom Skill Thread ]
[align=center][img]http://i41.photobucket.com/albums/e294/EmmaPhox/BLCsample400400.png[/img][/align]

[color=black]▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [b][[/b][/color][color=black[CLASS NAME[/color][color=black][b]][/b][/color][size=11][list][list]
Description
[/list][/list]
[b]Strengths[/b][list][list]
• 3-5 Strengths
[/list][/list]
[b]Weaknesses[/b][list][list]
• Same number, or more, weaknesses than strengths
[/size][/list][/list]
PostPosted: Sat Jun 07, 2014 12:27 am


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Sean_Nero_Desmond

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PostPosted: Fri Jun 13, 2014 8:52 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Battle Mage(wip)]




Strengths



Weaknesses


PostPosted: Sun Jun 15, 2014 3:58 pm


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xxxxxxxxxxBANSHEE
[ Back from hell. ]



xxxxxHISTORY
The Banshee, the most bizarre and dangerous of all races. They're a race of ghost people, only extremely rarely seen in Axiom. Whether this is because there are few of them, or because they're elusive, is unknown. The banshee themselves are all women. They were young ladies in life, beautiful and wealthy. The way in which they were created, though, was quite horrific. It was the work of a completely psychotic princess of Fraxen, younger sister to Judie. She invited all of the noble ladies of the city to a great ball, where she unleashed the might of her witchcraft and murdered all of them, for what seemed to be no reason. The spell was so wretched that it unleashed demons into the city, who ripped out the souls from the girls and turned them into monsters. They were tormented for hundreds of years until finally, they became what they are now.

There are thousands of Banshee in the world, but only very few of them even know it. Banshee possess little girls when they're born, and over the course of a few months, completely lose all of their memory of what and who they are. They simply become that girl for the rest of their lives, but some of the girls eventually, by a stroke of fate, learn their true identity. They realize that they're not human, and that they're not really alive either. This is when a Banshee must decide; life or death? Good or evil? There's a clear distinction between the Banshee that make this choice. Most . . . choose evil.



xxxxxDESCRIPTION
Most Banshee are evil. They're malevolent, jealous, hateful monsters. They're very high class, requiring the expensive and glamorous lifestyle of a noble or a princess. They will never possess the body of someone who is poor, or is from too humble a family. They're also very easy to scare, as they sort of face relapses when something potentially terrifying happens. Their first reaction is to scream as loud as possible, a wailing screech that projects their fear into other people, causing panic and depression. Even the banshee that haven't yet learned themselves are like this, meaning raising a banshee child (especially a baby) is absolutely dreadful. Many parents of banshee children kill themselves, or even kill the baby. They slowly degrade their parents' mental state with each scream, breaking them piece by piece.

When banshee are teenagers, they want everything. They want all the boys (or girls), the clothes, the fame. They become extremely jealous and conniving if they find competition, and some of them have been known to resort to bloody murder. Yes, the banshee are an extremely wicked race of petty people, very similar to the sin Envy. However, some of them, when they learn of themselves -- they can change. They can become good, even though they fight their nature at every turn.

In terms of combat potential, the Banshee are very strong. They use their screams to inflict mental and physical decay on the opponent, wearing them down as the fights continue. People of weak mind can be decimated by the Banshee. Races with enhanced hearing can literally be driven to the brink of deafness by these creatures, as their screams are extremely high-pitched and noisy. Their screams also decrease the quickness and the strength of people, making them some of the best saboteurs and de-buffers in the world.



xxxxxSTRENGTHS
• The banshee possess the ability to decrease the stats of all enemies with their screams, as well as terrify them. Their screams are so loud that even wearing ear plugs won't tune them out; you cannot simply silence their sound with spells or other variables either.
• It's almost impossible to truly kill a Banshee. They can simply possess another girl. However, they lose two ranks if they do this, and cannot come back for a week after their death.
• The banshee are very fast, possessing 6/7 stats.



xxxxxWEAKNESS
• They are vulnerable to holy attacks, which will do +1 rank in damage to them.
• You have to scream in order to do anything, and usually, the enemy has to hear your scream. To clarify, however: your screams are magical, and they can be heard from pretty far away, and even inside of barriers and whatnot.
However, if your mouth is bound shut or your tongue has been removed, you are almost useless.



xxxxxPASSIVE ABILITIES
Wail of Doom
The Banshee never lose their breath, and can literally scream for several hours without stopping. This scream is so loud and irritating that most people lose the will to even get near them, let alone fight them. Furthermore, beside its concentration-hurting abilities, it decreases the speed of foes by 2.

Wail of Dread
This is basically the wail of doom, but you can change the pitch to have a different effect on foes than decreasing their speed. Instead, it will increase the energy cost of all their skills by 33%. Doom and dread cannot be active at the same time.

It should be noted that Doom and Dread's pitch can be activated at the same time as non-passive screams, meaning they aren't cut out when using another scream.



xxxxxTECHNIQUES
Scream of Discord C-S
A scream amplified by magic, the Banshee will begin to wail uncontrollably, as they always do. The result is quite amazing. Objects and spells of equal rank rank and below will be unable to get within ten feet of you, and will disassemble, being annihilated by the wailing sound. Enemies who try and enter your little bubble of screaming will be able to, but will have their skin dug into and bruises, as well as cuts, will begin to appear on their body.

Heartbreaker C
The first in their fear-inducing screams. This wail will hurt the concentration and capability of a foe, increasing the charge time of one skill by an extra post even if they regularly did not need a charge time, though they will be able to move that post. This can be done on an attack that was supposed to be unleashed the last post, forcing them to hold off on it. It can only be done once every post, and can serve to pin down an enemy, delaying them from using a defense or offense that would either save themselves or kill you.

Scream of Decay B
Scream of decay will effect up to two foes at once, and doesn't need to be used twice to effect both of them. This horrific wail decreases strength by two and speed by one, greatly weakening an enemy. It lasts for six posts, but can be used again after it ends. Used with Wail of Doom, this is highly potent, especially for its low cost. It also has the added effect of making an enemy feel nauseous.

Mist Form B
This can only be done twice a fight. It will turn you into a steaming hunk of ghostly mist, which is invulnerable to all forms of damage from any source. This form is as quick as your regular form, and lasts for about fifteen seconds. It can split up into three, making it almost impossible to find the Banshee's real body within the mist. During this time, you regenerate light wounds, making it perfect for dodging/recuperating your strength. This can be done quite instantly, meaning it will protect you from pretty much everything. The only thing that can stop a banshee from using mist form is by attacking her without her noticing, at least until the blow hits.

Song of Terror A
A horrible wail, the song of terror can be used to one of three effects, depending:
#1 - Stop an enemy from healing. If they continue to try and heal, their healing spell will instead reverse, inflicting damage. This can actually outright kill someone, if their healing spell is strong enough. This lasts for three posts.
#2 - Force one summon to flee for 2 posts. This can only activate on up to two summons at a time, and must be re-used; one scream can't effect two.
#3 - Hurt the mental state of a foe. This will make them more vulnerable to your screams for a while. Scream of Discord will increase to B rank in strength (but not cost), Scream of Decay will decrease speed by 2 instead of 1, and Heartbreaker can activate once every post rather than every other. This lasts for 4 posts.

Wail of Freedom S
One of the few screams that effects only yourself. This wailing song will allow you to unleash the power of your ghostly essence. You will become a real banshee, for a while, rather than a human vessel with a banshee spirit. Your hair will grow extremely long, skin a ghostly pale. Your bangs will cover your eyes, though it doesn't matter. First of all, you gain the ability to scout the area by using screams, even if your screaming is muffled. The sonic waves will be able to perfectly scout the area, detecting movement and energy perfectly. This form is obviously extremely perceptive.

Second of all, your wails of doom and dread will both activate at the same time, their abilities stacking. Third, your speed will increase by +2. Finally, Mist Form can be used two additional times, even if this form ends before you use it. This form lasts for six posts, and can only be done once a battle.

My Voice SS
The final, and most horrific scream. This one is completely combative. Anyone who hears this scream will be whittled away, slashed at, beaten, jabbed, whipped. For as long as you hear this scream, attacks will endlessly come after your body, ripping you apart. However, the Voice will almost never do enough damage to outright kill someone. The song ends after one post. All enemies who hear it, though, will most likely be facing horrible wounds. If they were already heavily damaged before, they may die. The best thing to do when you hear the song begin is just run. It requires a post of charging, but you can move while you charge it. Song of Terror cannot be used for 3 posts after this ability is used.



xxxxxADDITIONAL COMMENTS
A spirit that walks among the lifeless,
She dost wail a cacophony of inescapable sound,
She warns impending death among the damned,
A lustrious figment of air that truly was never there,
A screeching monster, need not warn me of death,
Death resides in my shadow, always near enough to touch, ,
So wail Banshee, and warn me of what already was to be.



xxxxxRESTRICTIONS/RULES
• Banshee, like djinn, are gender restrictive. You may only be a banshee if you are female.
• Banshee songs only effect enemies.
• Banshee have different anatomy than regular humans, differentiations in their vocal chords that allow them to scream endlessly, and create multiple pitches at once.
• The wind element won't amplify your screams, and your screams won't amplify the wind element. However, you may make a talent that does this.



[ Bloodline created by Shane ]

The Wild Hunt

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Ichengo Angelus

Man-Hungry Kitten

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PostPosted: Mon Jun 23, 2014 8:03 am


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xxxxxxxxxxSlimes
[The Liquidy and Slimey]



xxxxxHISTORY
The Slimes, also sometimes referred to as Goos, or Ooze, have been around since the beginning of time. They were and still are amorphous blobs which do not typically take kindly to strangers invading their homes. Or they take a little bit too kindly to strangers invading their homes. The slimes are capable of holding a semi-physical gel like form. They can usually take many forms, but they are gender bound, meaning a male slime is incapable of taking on a female form, and vice verse.


xxxxxDESCRIPTION
Slimes are typically kind, and happy creature, who usually live in swamps, or in the water if lakes. They enjoy the company of friends, but hate being disturbed when they do not feel like they want to be around anything, or anyone. Their bodies made up of slime, they take no physical damage what so ever, and are also completely immune to water elemental attack due to the fact their body would just absorb it. While in humanoid form, they are somewhat solid on the surface allowing them to grip things, or people to touch them if they want.



xxxxxSTRENGTHS
• Physical Attacks literally just tickle a Slime.
• Water Attacks will be absorbed into a slime's body, causing them to grow while the extra water is in them.
• Fire Does not effect their body.
• Wind can potentially blow their form away.
• They are pretty fast, due to their fluid motion.
• They do not need to breath, eat, or sleep, but most choose to do such.
• Their own water techniques are increased in power rank by one if they use their slime as the water source for the technique.



xxxxxWEAKNESS
• Lightning/Electricity will cause them to lose form, and turn into a puddle for 10 posts, in which they can't do anything.
• Their bodies do not harden, unless through use of water techniques which can harden the water somewhat, so they can not learn Hand to Hand Styles at all.
• They can still be hit by energy, and are a bit weaker to pure energy, ki, etc, etc. +1 Rank in damage.
• Their forms will never look one hundred percent human.



xxxxxPASSIVE ABILITIES
Slime Morph
Allows the slime to change from their Amorphous State to a different selected state such as a humanoid like state. They are still Gender Specific, and therefore they can not take the shape of the opposite gender.

Slime Affinity
Each Slime has a special Affinity to their bodies, which is determined by picking one of the below affinities.

Acid Affinity: The Slime's body is much like acid. Their body begins to break down and dissolve whatever is submerged inside of it.
Healing Affinity: The Slime's body has a healing property to it. When submerged inside this slime a person will begin healing. They can not heal from fatal wounds.
Thick Affinity: The Slime's body is much thicker and heavier than normal. This allows them to weigh a person down through their slime
Oil Affinity: The Slime's body is like oil, flammable, although it is flammable, this does not harm the slime, just adds an extra kick to their attacks.
Candy Affinity: The Slime's body is a candy like syrup, making it extremely sticky, but edible. This specific affinity is the only one that can be hardened by outside sources such as fire.

Slime Substitution
Slimes can use their body as the water source for their water techniques, allowing their water techniques to carry their slime affinity with them.



xxxxxADDITIONAL COMMENTS
Slimes can be very erotic ;D


xxxxxRESTRICTIONS
• Slimes MUST have Water as their ONLY element.
• Slimes can not be Berserkers
• Strength/Speed [Strength: 2 / Speed: 8]



[ Bloodline/Clan created by --Avedis Angelus-- ]
PostPosted: Fri Aug 22, 2014 7:53 pm


Avedis Angelus
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xxxxxxxxxxSlimes
[The Liquidy and Slimey]



xxxxxHISTORY
The Slimes, also sometimes referred to as Goos, or Ooze, have been around since the beginning of time. They were and still are amorphous blobs which do not typically take kindly to strangers invading their homes. Or they take a little bit too kindly to strangers invading their homes. The slimes are capable of holding a semi-physical gel like form. They can usually take many forms, but they are gender bound, meaning a male slime is incapable of taking on a female form, and vice verse.


xxxxxDESCRIPTION
Slimes are typically kind, and happy creature, who usually live in swamps, or in the water if lakes. They enjoy the company of friends, but hate being disturbed when they do not feel like they want to be around anything, or anyone. Their bodies made up of slime, they take no physical damage what so ever, and are also completely immune to water elemental attack due to the fact their body would just absorb it. While in humanoid form, they are somewhat solid on the surface allowing them to grip things, or people to touch them if they want.



xxxxxSTRENGTHS
• Physical Attacks literally just tickle a Slime.
• Water Attacks will be absorbed into a slime's body, causing them to grow while the extra water is in them.
• Fire Does not effect their body.
• Wind can potentially blow their form away.
• They are pretty fast, due to their fluid motion.
• They do not need to breath, eat, or sleep, but most choose to do such.
• Their own water techniques are increased in power rank by one if they use their slime as the water source for the technique.



xxxxxWEAKNESS
• Lightning/Electricity will cause them to lose form, and turn into a puddle for 10 posts, in which they can't do anything.
• Their bodies do not harden, unless through use of water techniques which can harden the water somewhat, so they can not learn Hand to Hand Styles at all.
• They can still be hit by energy, and are a bit weaker to pure energy, ki, etc, etc. +1 Rank in damage.
• Their forms will never look one hundred percent human.



xxxxxPASSIVE ABILITIES
Slime Morph
Allows the slime to change from their Amorphous State to a different selected state such as a humanoid like state. They are still Gender Specific, and therefore they can not take the shape of the opposite gender.

Slime Affinity
Each Slime has a special Affinity to their bodies, which is determined by picking one of the below affinities.

Acid Affinity: The Slime's body is much like acid. Their body begins to break down and dissolve whatever is submerged inside of it.
Healing Affinity: The Slime's body has a healing property to it. When submerged inside this slime a person will begin healing. They can not heal from fatal wounds.
Thick Affinity: The Slime's body is much thicker and heavier than normal. This allows them to weigh a person down through their slime
Oil Affinity: The Slime's body is like oil, flammable, although it is flammable, this does not harm the slime, just adds an extra kick to their attacks.
Candy Affinity: The Slime's body is a candy like syrup, making it extremely sticky, but edible. This specific affinity is the only one that can be hardened by outside sources such as fire.

Slime Substitution
Slimes can use their body as the water source for their water techniques, allowing their water techniques to carry their slime affinity with them.



xxxxxADDITIONAL COMMENTS
Slimes can be very erotic ;D


xxxxxRESTRICTIONS
• Slimes MUST have Water as their ONLY element.
• Slimes can not be Berserkers
• Strength/Speed [Strength: 2 / Speed: 8]



[ Bloodline/Clan created by --Avedis Angelus-- ]


Oookay... I'm pretty sure you overlooked the rule uptop, Shane's post is exempt to it because Banshee was a previous bloodline I guess... buuuut this one is auto-matically denied, sorry Avedis. ^^;;;

KnightsRoyal

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The Wild Hunt

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PostPosted: Thu Sep 25, 2014 6:09 pm


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xxxxxxxxxxTHE RED
[ "Come closer," he said. And so I came. ]



xxxxxHISTORY
On the eastern coastline of the continent of Essfraxon -- named by our late, great colonial overlords -- lies a city-state known as the Republic of Geshan. You could consider this the last remaining city of the state of Amaranthine, a city that was once a mediocre farming community meant to provide sustenance to the gem-hoarders we called the "capitals". One might ask, how did we survive the Wurm invasion and not them? How did they, with their powerful necromantic overlord that we now know to be Azazel, fall, while we rose? If we still looked through the lens of reality, we would ask ourselves the same question. However, since the arrival of Him, we have found reality to fall deaf on our ears. Everything is possible. We understand that now. After so long in hardship, through the harrowing and the abyss, we came to realize that man can transcend. That man can become God. There is a way. It is through the Red.

If you were to consider energy to be a purple shade, then consider our shade the more colorful half. There is purple energy, blue energy, and of course, red energy. This is not really putting it literally, as energy reflects the soul of its container. Our energy is not actually visible, so many have called us differently; the Brine, the Transparent, the Aloof. What we call ourselves reflects our history; what happened then, as the Wurms came, and what has happened now, as we retake Amaranthine and craft the ultimate civilization.

On the eve of the capital's fall, citizens from all over the country began to panic and break out into anarchy, knowing we no longer had a government to stop us. The coastline was essentially the only area of Amaranthine that hadn't been overrun by then, as we had the brunt of the population and Wurms couldn't traverse far beyond the desert. To be honest, the greatest fear many held regarding their impending doom was not their demise by Wurms, but by each other. It was not so in Geshan, however. We were a peaceful and self-sufficient community, fully capable of surviving without the capital at our back. We continued on, and developed leadership. However, you could say that our leader was different than who we imagined to be all this time -- he was not just a human, not just a farmer. He was a vagabond of an order beyond, a God in his own right. He began to breech our perception of what was real and what was not.

This process of enlightening the brave and destroying the weak was known as the "harrowing". Through a span of forty-eight nights, more than sixty percent of our community lay dead. The rest of us, however, had realized our potential. We unlocked in us a latent power available to man -- and only to man -- a connection between the universal energy and us, an establishment of mutual understanding between the Red and the We. What this meant was a new order -- a city with new potential, a new supernatural race that will band together to erase the old world and create the new. We're the Red, the people of Geshan.



xxxxxDESCRIPTION
A bloodline with great potential. The Red naturally have the most latent capability out of any bloodline, due to their ability to expand their connection to the universal energy. A fully realized Red-wielder can rip cities apart, warp matter around themselves, and manipulate their bodies to increase their capability.

The Red, Blue and Purple energies are named what they are due to the color of the spells they manifest. Wielders of Red magic generally use a lightning-like form of magic, one that is red in hue. They also manifest that color in certain ways; their iris will shade red, their hair will turn more strawberry, et cetera.




xxxxxSTRENGTHS
• You have massive potential. Your energy scaling is not what is normalized for most people, it is:
Novice - 500
Adept - 750
Expert -1500
Master - 3000
Sage - 5000
• All magic is empowered by one rank.
• Further on the massive potential: Reds may, quite literally, rise to the status of tier four Gods at maximum rank. This will be explained later in the bloodline, and it comes with many strengths.



xxxxxWEAKNESS
• You must be a part of the mage class.
• You can't do much without spells, training, and energy. Everything about you starts off extremely weak and may only rise through dedication; your physical capability, your magical potential, etc
• You may not posses a mark, a sin, genetic modifications, and you may not be a hybrid
• Red magic is dark in nature, and so they are one rank weaker to holy magic
• No sub-class
• No summon



xxxxxPASSIVE ABILITIES
Evolution
Reds become more than just a body; they are connected to the long line of cosmic energy that exists within the universe. Their body becomes, more than anything, a station for their energy, rather than the other way around. Their physical state is constantly being rejuvenated and empowered by their energy, disabling it from the effects of negative aging, instead benefiting from aging throughout their existence. Almost as if evolving from their once human state, the Reds will continue to adapt and develop as they increase in power.

Novice - Regular Human Body
Adept - Slightly advancing; the body will be engaged in constant maintenance, keeping their forms healthy and refined
Expert - Growth in muscle and height. They will gain +1 speed, +1 strength. They will become immune to most poisons, save for ninja, assassin and biochemist poisons.
Master - They begin to slowly regenerate, as vampires do. They become more invulnerable to psycho-manipulation, such as seduction and illusion magic, gaining a one rank resistance.
Sage - Another growth in muscle and height, they gain another +1 speed, and +1 strength. Their body becomes more invulnerable to damage, receiving a one rank boost in natural defense, capable of neutralizing weak techniques and lessening the damage from higher ranked techniques. Their feet now enable traction, allowing them to control their movements precisely and maintain their balance. Their smelling and hearing greatly advance.

They no longer develop at all, meaning they remain this way for all time.

Battle Meditation
Listed further in the Red technique list, there is an ability that allows a Red to perceive energy from many miles away and pinpoint its location. This ability is similar, but lessened. It essentially allows the consistent calming of a Red's mind, so that they may focus on specific movements of energy and react to them. This is possible only through the connection to the universal energy.

This is not extremely exact, and is generally only consistent during the initial moment of a technique's activation.



xxxxxTECHNIQUES
Meditation D-S
This ability allows a Red to greatly perceive the energy around them. It, however, requires immense stillness in both the mind and body. During absolute meditation, they can precisely detect and analyze energy miles around them. This technique passively grows as you rank up. At Sage, it will be able to directly pinpoint a source of energy from essentially anywhere in the world. It cannot bypass most forms of energy concealment, however.

Static Red D-SS
You'll begin to notice a trend with this technique. One of the great things about Reds is their self-sufficiency; despite being a mage, they will rarely need to rely on mage techniques. The reason for this is that their spells are not only well-diverse on their own, but evolve with them. They learn all techniques at D rank, and then the technique grows with their rank, ultimately maxing out as they become a sage. This means that for their lives, they will only really need to stick to a few spells, though others may be useful in certain situations.

Static Red is an extremely capable technique. At D rank, it begins as a ray of red lightning from the caster's fingertips, flying forth at the aimed target until the user releases the technique. At B rank, the technique can form at the elbows and arc out, from the eyes, from the shoulders, the ridges on one's chest, even the hips. This essentially means that it can be held indefinitely, if it is not destroyed. At A rank, it is no longer even connected to the caster's body, but a sentient ray of lightning that follows a target and seeks to decimate them. At this point, it is extremely deadly, and is perhaps the primary offensive capability of a Red in a one-on-one fight.

Static Red: Storm C-SS
The previous technique brings up the point of one-on-one fights, and group fights. This technique, Storm, is their primary offense in a group fight. It is essentially red, except it follows multiple targets at once. The downside is that it's slower, both in speed and in effect; it takes slightly longer to shock and burn opponents, meaning they may be able to minimize damage done to them if struck. It may also be broadened into tons of rays of lightning raining down, which is often the case if used as an offensive maneuver over a particular strategical point. This follows the same rules as Static Red in its refined state. Broadened, it only changes in terms of area of effect.

C = 50 FT
B = 100 FT
A = 250 FT
S = 500 FT
SS = 1500 FT
SSS = 3500 FT
That's when cities need to start worrying about their Red neighbors.

Skinweave D-SS
A cardinal defensive ability. The Red will lace their skin in a thin layer of extremely durable magical energy. Due to the see-through nature of the weave, essentially anyone without energy sight will almost believe that the Red is literally invulnerable to damage. However, like with most defenses, the Skinweave will be destroyed by an equal or higher-ranked technique. This technique's rank can be changed by adding more energy to it, even mid-combat.

Compel B
This ability lasts for three posts. By expending an appropriate amount of energy, you can force the opponent to direct their attacks at you. Nothing else changes, other than that. They can still defend against other people, are aware of their surroundings, etc. This is essentially a "taunt".

Bodily Afflictions A
A Red can regenerate once reaching the appropriate rank. However, with this ability, you can regenerate regardless of rank. It is not a passive, free, and slow regeneration however. You hold your hand against your chest, and then waves of energy will cleanse your body of its injuries. It can heal all wounds except for fatal ones. This can be used on others, but with a ray of energy instead of direct hand-to-chest combat.

Dispel Flesh C-SS
A clear, red-hued wave of energy that first begins at the center of the Red's palm, and then continues to pick up surrounding environmental energy as it goes along its trajectory. This ability's trajectory can be altered for if the enemy moves, but not enough that it would be considered a homing ability. The longer the distance it travels, the faster it becomes, the larger it becomes, and the more direct physical damage it will deal. It does eventually cap, however, so it won't simply become a nation-eclipsing death blast after a while. The ability itself feels and appears similarly to a Djinn's force blast.

Opposing Extremities Flexible
This spell allows you to use one Blue ability from their list; it will act as that Blue ability. This ability can be used repeatedly in one match, but it cannot change into a different Blue ability within the span of one match.

Duel of the Fates SS - Requires Sage Rank
The awakening of a new Bleeding Lord. A Bleeding Lord is comparable with a tier four God. They have massive amounts of energy, infallible abilities, an immortal form and an inherent connection to the universal energy. With the awakening of this ability, and the usage of it, they will change forever.

This ability can, however, only be used once.

When it is used, they cast aside their physical form and embrace the Red. They may still remain in their body, but they gain the ability to throw it away and possess others, bodies that will quickly adapt and grow the same abilities -- physical and magical -- as the previous. When they speak, they speak through their original voice, and then the voices of all their bodies that they'd cycled through. Beneath all of these voices is a hum that binds them together; the breath of the Red, a God beyond mortal comprehension. You could consider them -- essentially -- an Avatar of the Red.

One might ask -- what are the combat benefits of becoming a Bleeding Lord? There is only one.
Perfection. In all ways, the Bleeding Lord is something of a God. Legends will sing of you. Stone tablets must be crafted to write down your weaknesses, as without that, you may be found invincible.
Your base energy pool rises to 6250; Haste becomes one point more effective, along with Slow, you can cast Arcane Drive without a waiting period, as well as Control Weather.
You are much as a God of Magic would be.



xxxxxADDITIONAL COMMENTS
Peace is a lie. There is only passion.

There is a hierarchy within the Red Order, one that is generally marked by both their power and their political influence.

The Red - Novice
Crimson Athlete - Adept
Bishop of Geshan - Expert
Duke of the Flames - Master
The Bleeding Lord - Sage



xxxxxRESTRICTIONS
• Listed in "weaknesses"
• Only humans can be converted to Reds
• Stats are 6/6



[ Bloodline created by Shane ]
PostPosted: Sun Sep 28, 2014 5:26 pm


The Law of Constantinople
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xxxxxxxxxxTHE RED
[ "Come closer," he said. And so I came. ]



xxxxxHISTORY
On the eastern coastline of the continent of Essfraxon -- named by our late, great colonial overlords -- lies a city-state known as the Republic of Geshan. You could consider this the last remaining city of the state of Amaranthine, a city that was once a mediocre farming community meant to provide sustenance to the gem-hoarders we called the "capitals". One might ask, how did we survive the Wurm invasion and not them? How did they, with their powerful necromantic overlord that we now know to be Azazel, fall, while we rose? If we still looked through the lens of reality, we would ask ourselves the same question. However, since the arrival of Him, we have found reality to fall deaf on our ears. Everything is possible. We understand that now. After so long in hardship, through the harrowing and the abyss, we came to realize that man can transcend. That man can become God. There is a way. It is through the Red.

If you were to consider energy to be a purple shade, then consider our shade the more colorful half. There is purple energy, blue energy, and of course, red energy. This is not really putting it literally, as energy reflects the soul of its container. Our energy is not actually visible, so many have called us differently; the Brine, the Transparent, the Aloof. What we call ourselves reflects our history; what happened then, as the Wurms came, and what has happened now, as we retake Amaranthine and craft the ultimate civilization.

On the eve of the capital's fall, citizens from all over the country began to panic and break out into anarchy, knowing we no longer had a government to stop us. The coastline was essentially the only area of Amaranthine that hadn't been overrun by then, as we had the brunt of the population and Wurms couldn't traverse far beyond the desert. To be honest, the greatest fear many held regarding their impending doom was not their demise by Wurms, but by each other. It was not so in Geshan, however. We were a peaceful and self-sufficient community, fully capable of surviving without the capital at our back. We continued on, and developed leadership. However, you could say that our leader was different than who we imagined to be all this time -- he was not just a human, not just a farmer. He was a vagabond of an order beyond, a God in his own right. He began to breech our perception of what was real and what was not.

This process of enlightening the brave and destroying the weak was known as the "harrowing". Through a span of forty-eight nights, more than sixty percent of our community lay dead. The rest of us, however, had realized our potential. We unlocked in us a latent power available to man -- and only to man -- a connection between the universal energy and us, an establishment of mutual understanding between the Red and the We. What this meant was a new order -- a city with new potential, a new supernatural race that will band together to erase the old world and create the new. We're the Red, the people of Geshan.



xxxxxDESCRIPTION
A bloodline with great potential. The Red naturally have the most latent capability out of any bloodline, due to their ability to expand their connection to the universal energy. A fully realized Red-wielder can rip cities apart, warp matter around themselves, and manipulate their bodies to increase their capability.

The Red, Blue and Purple energies are named what they are due to the color of the spells they manifest. Wielders of Red magic generally use a lightning-like form of magic, one that is red in hue. They also manifest that color in certain ways; their iris will shade red, their hair will turn more strawberry, et cetera.




xxxxxSTRENGTHS
• You have massive potential. Your energy scaling is not what is normalized for most people, it is:
Novice - 500
Adept - 750
Expert -1500
Master - 3000
Sage - 5000
• All magic is empowered by one rank.
• Further on the massive potential: Reds may, quite literally, rise to the status of tier four Gods at maximum rank. This will be explained later in the bloodline, and it comes with many strengths.



xxxxxWEAKNESS
• You must be a part of the mage class.
• You can't do much without spells, training, and energy. Everything about you starts off extremely weak and may only rise through dedication; your physical capability, your magical potential, etc
• You may not posses a mark, a sin, genetic modifications, and you may not be a hybrid
• Red magic is dark in nature, and so they are one rank weaker to holy magic
• No sub-class
• No summon



xxxxxPASSIVE ABILITIES
Evolution
Reds become more than just a body; they are connected to the long line of cosmic energy that exists within the universe. Their body becomes, more than anything, a station for their energy, rather than the other way around. Their physical state is constantly being rejuvenated and empowered by their energy, disabling it from the effects of negative aging, instead benefiting from aging throughout their existence. Almost as if evolving from their once human state, the Reds will continue to adapt and develop as they increase in power.

Novice - Regular Human Body
Adept - Slightly advancing; the body will be engaged in constant maintenance, keeping their forms healthy and refined
Expert - Growth in muscle and height. They will gain +1 speed, +1 strength. They will become immune to most poisons, save for ninja, assassin and biochemist poisons.
Master - They begin to slowly regenerate, as vampires do. They become more invulnerable to psycho-manipulation, such as seduction and illusion magic, gaining a one rank resistance.
Sage - Another growth in muscle and height, they gain another +1 speed, and +1 strength. Their body becomes more invulnerable to damage, receiving a one rank boost in natural defense, capable of neutralizing weak techniques and lessening the damage from higher ranked techniques. Their feet now enable traction, allowing them to control their movements precisely and maintain their balance. Their smelling and hearing greatly advance.

They no longer develop at all, meaning they remain this way for all time.

Battle Meditation
Listed further in the Red technique list, there is an ability that allows a Red to perceive energy from many miles away and pinpoint its location. This ability is similar, but lessened. It essentially allows the consistent calming of a Red's mind, so that they may focus on specific movements of energy and react to them. This is possible only through the connection to the universal energy.

This is not extremely exact, and is generally only consistent during the initial moment of a technique's activation.



xxxxxTECHNIQUES
Meditation D-S
This ability allows a Red to greatly perceive the energy around them. It, however, requires immense stillness in both the mind and body. During absolute meditation, they can precisely detect and analyze energy miles around them. This technique passively grows as you rank up. At Sage, it will be able to directly pinpoint a source of energy from essentially anywhere in the world. It cannot bypass most forms of energy concealment, however.

Static Red D-SS
You'll begin to notice a trend with this technique. One of the great things about Reds is their self-sufficiency; despite being a mage, they will rarely need to rely on mage techniques. The reason for this is that their spells are not only well-diverse on their own, but evolve with them. They learn all techniques at D rank, and then the technique grows with their rank, ultimately maxing out as they become a sage. This means that for their lives, they will only really need to stick to a few spells, though others may be useful in certain situations.

Static Red is an extremely capable technique. At D rank, it begins as a ray of red lightning from the caster's fingertips, flying forth at the aimed target until the user releases the technique. At B rank, the technique can form at the elbows and arc out, from the eyes, from the shoulders, the ridges on one's chest, even the hips. This essentially means that it can be held indefinitely, if it is not destroyed. At A rank, it is no longer even connected to the caster's body, but a sentient ray of lightning that follows a target and seeks to decimate them. At this point, it is extremely deadly, and is perhaps the primary offensive capability of a Red in a one-on-one fight.

Static Red: Storm C-SS
The previous technique brings up the point of one-on-one fights, and group fights. This technique, Storm, is their primary offense in a group fight. It is essentially red, except it follows multiple targets at once. The downside is that it's slower, both in speed and in effect; it takes slightly longer to shock and burn opponents, meaning they may be able to minimize damage done to them if struck. It may also be broadened into tons of rays of lightning raining down, which is often the case if used as an offensive maneuver over a particular strategical point. This follows the same rules as Static Red in its refined state. Broadened, it only changes in terms of area of effect.

C = 50 FT
B = 100 FT
A = 250 FT
S = 500 FT
SS = 1500 FT
SSS = 3500 FT
That's when cities need to start worrying about their Red neighbors.

Skinweave D-SS
A cardinal defensive ability. The Red will lace their skin in a thin layer of extremely durable magical energy. Due to the see-through nature of the weave, essentially anyone without energy sight will almost believe that the Red is literally invulnerable to damage. However, like with most defenses, the Skinweave will be destroyed by an equal or higher-ranked technique. This technique's rank can be changed by adding more energy to it, even mid-combat.

Compel B
This ability lasts for three posts. By expending an appropriate amount of energy, you can force the opponent to direct their attacks at you. Nothing else changes, other than that. They can still defend against other people, are aware of their surroundings, etc. This is essentially a "taunt".

Bodily Afflictions A
A Red can regenerate once reaching the appropriate rank. However, with this ability, you can regenerate regardless of rank. It is not a passive, free, and slow regeneration however. You hold your hand against your chest, and then waves of energy will cleanse your body of its injuries. It can heal all wounds except for fatal ones. This can be used on others, but with a ray of energy instead of direct hand-to-chest combat.

Dispel Flesh C-SS
A clear, red-hued wave of energy that first begins at the center of the Red's palm, and then continues to pick up surrounding environmental energy as it goes along its trajectory. This ability's trajectory can be altered for if the enemy moves, but not enough that it would be considered a homing ability. The longer the distance it travels, the faster it becomes, the larger it becomes, and the more direct physical damage it will deal. It does eventually cap, however, so it won't simply become a nation-eclipsing death blast after a while. The ability itself feels and appears similarly to a Djinn's force blast.

Opposing Extremities Flexible
This spell allows you to use one Blue ability from their list; it will act as that Blue ability. This ability can be used repeatedly in one match, but it cannot change into a different Blue ability within the span of one match.

Duel of the Fates SS - Requires Sage Rank
The awakening of a new Bleeding Lord. A Bleeding Lord is comparable with a tier four God. They have massive amounts of energy, infallible abilities, an immortal form and an inherent connection to the universal energy. With the awakening of this ability, and the usage of it, they will change forever.

This ability can, however, only be used once.

When it is used, they cast aside their physical form and embrace the Red. They may still remain in their body, but they gain the ability to throw it away and possess others, bodies that will quickly adapt and grow the same abilities -- physical and magical -- as the previous. When they speak, they speak through their original voice, and then the voices of all their bodies that they'd cycled through. Beneath all of these voices is a hum that binds them together; the breath of the Red, a God beyond mortal comprehension. You could consider them -- essentially -- an Avatar of the Red.

One might ask -- what are the combat benefits of becoming a Bleeding Lord? There is only one.
Perfection. In all ways, the Bleeding Lord is something of a God. Legends will sing of you. Stone tablets must be crafted to write down your weaknesses, as without that, you may be found invincible.
Your base energy pool rises to 6250; Haste becomes one point more effective, along with Slow, you can cast Arcane Drive without a waiting period, as well as Control Weather.
You are much as a God of Magic would be.



xxxxxADDITIONAL COMMENTS
Peace is a lie. There is only passion.

There is a hierarchy within the Red Order, one that is generally marked by both their power and their political influence.

The Red - Novice
Crimson Athlete - Adept
Bishop of Geshan - Expert
Duke of the Flames - Master
The Bleeding Lord - Sage



xxxxxRESTRICTIONS
• Listed in "weaknesses"
• Only humans can be converted to Reds
• Stats are 6/6



[ Bloodline created by Shane ]
approved.

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PostPosted: Wed Dec 31, 2014 11:20 pm


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xxxxxxxxxxTHE BLUE. WIP.
[ Be completely still. Feel the bones of the earth. ]



xxxxxHISTORY
history here


xxxxxDESCRIPTION
description here



xxxxxSTRENGTHS
• strength here
• strength here
• strength here



xxxxxWEAKNESS
• weakness here
• weakness here



xxxxxPASSIVE ABILITIES
Name
passive description here

Name
passive description here



xxxxxTECHNIQUES
Name rank
Ability description here

Name rank
Ability description here

Name rank
Ability description here



xxxxxADDITIONAL COMMENTS
anything goes here


xxxxxRESTRICTIONS
• restriction here
• restriction here
• restriction here



[ Bloodline/Clan created by --username here-- ]
PostPosted: Mon Jan 05, 2015 11:05 pm


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xxxxxxxxxxDULLAHAN
[Beyond death. Utterly terrifying. Harbingers of the end.]



xxxxxHISTORY
Dullahans are as old as death itself. They are spirits of great warriors who have returned to perform a service for the underworld. Their existance revolves around collecting souls for the passage into death. Wherever there is chaos and destruction, the Dullahan will gather. These beings absorb the spirits of the newly dead and become stronger for it.

xxxxxDESCRIPTION
Dullahans are always made up of two separable but connected via magic parts. The head of the being is the source of magic and the holder of souls generated. The body is a suit of armor with a certain weapon of choice. While the two parts are able to move on their own they must always be near each other.



xxxxxSTRENGTHS
• Two different fighting methods in one.
• Power grows the more souls are collected.
• The blood inside of the body is dead and useless to the head and body.
• Two different stats for both parts
• They do not need to breathe, and they do not age at all.



xxxxxWEAKNESS
• The Dullahan is strong only when their head is nearby and out of imminent danger. Any physical damage done to the head can be shown harming the body due to a lingering muscle reaction between the two. (ex. punching the face will knock the body off guard or make it flinch.)
• Being undead, it suffers a -1 rank penalty when attacked by holy energy.
• If the head is destroyed the Dullahan dies.



xxxxxPASSIVE ABILITIES
Severed Head
The Dullahan's head is capable of floating on its own through the air with no resistance. It can choose to rest on its armor or follow it around.

Soul Powered
For every soul collected the Dullahan is strengthened. The souls are stored in the armor, and if the armor is destroyed any extra souls can be lost. Because of their ability to retain more than one soul a Dullahan may need to be 'killed' more than once. The head is what needs to be destroyed for the being to die. If a Dullahan has an extra soul in it and is killed once, it loses any bonuses that other soul may have given them and is reverted back to its original power level.



xxxxxTECHNIQUES
Body: Disconnect D
With a bit of energy pumped into the body, the armor is able to separate its parts. This is used to keep the body from being destroyed easily. While the separate pieces are physically disconnected, they are still held together via energy, meaning they are free to move as if normal.

Body: Reconnect D
With the body into pieces, but the energy still surrounding it, the user can use the energy itself to move the pieces to another area, out of danger. Once they've done that, the body begins to rebuild itself piece by piece for a post before it's fully regenerated.

Body: Recall C
In case the head is ever in immediate danger or has strayed too far from the body, it is capable of recalling itself back onto the 'neck' of the armor. The head essentially dissipates and reforms back in its rightful place.

Head: Reverb Shock C
A surprise type of technique most notably used by the head as a 'get away from me' technique. It utilizes the electricity located in the brain, amplifying it with their energy before it releases a shout. The amplified electricity shoots out as a small barrier, shocking whatever is around it in a 6 ft radius.

Body: Phantom Pain C
The Dullohan has the power to create a phantom pain inside of his target. The range of this technique is 10 feet all around them. Should the opponent be in the range they will immediately be inflicted with a pain equal to the energy this requires. It isn't a pain that will die out, though it does not physically harm. It serves as a debilitator and distraction. The pain can be healed away.

Head: Degenerative Wave C
The head can release a wave of ill intent in a range of 15 meters. This wave, if it lands, will stop and source of regeneration an opponent has for 5 posts.

Body: Counter Measures C
If assaulted the body will dissassemble and rapidly assemble back onto the limb/weapon they were attacked with. This effectively traps that attacking limb/weapon and keeps them from moving. From there, the Dullohan can strike out in whatever way they want.

Head: Wave of Blood B
The blood of the Dullohan has long since turned caustic and hellish. The head can fill their mouth with this substance and spew it out when they please. The blood will eat away at any organic substance.

Head: The Foul Word B
The head will release a powerful breath of their foul breath. From years of being dead as well as the energy behind it the wave that shoots out is incredibly foul. Anything that has even remotely increased senses will be sick from the scent and be forced to lose their lunch. The blast has a range of 15 feet.

Body: Combine B
The body reaches out to grasp at their own head, and if they get their hands on it, they will lift it up and dramatically 're-attach' their own head. This grants them devastating power as they gain half the stats from their head. They cannot use any head skills, but the body skills can now effect the head as well. This state lasts for a small moment. (3 posts).

Body: Release Restraints A
Utilizing the soul power it has built up the Dullohan can increase their strength and speed. For 5 turns they will receive a +2 to either stat. Once a post they may switch which stat receives the bonus. This has a 10 post cool down after the fifth post.

Combined: Superior Slash B
The body uses the elemental magic inside of their head to channel it towards their arms. As such, their muscles get even stronger as it grants their weapon an increased rank in strength for two posts. The weapon will begin to seep unholy energy, making it an excellent bane against holy beings. +1 Unholy Damage during duration.

Combined: Otherworldly Cannon B
The user begins to channel their energy from their body into the head as they start to take in a deep breath. They soon exhale, creating a small portal before a blast of ethereal energy shoots out, estimating to be around 5 feet in radius all around. It cannot be stopped by any type of shield and will go through walls. It can only be stopped by energy skills.

Combined: Extreme Spear A
The head and body can focus their power together, combining their strength for a single attack. With a single punch they can cleave through an armored skull like it was butter.

Combined: Feral Blade A
The user strikes out quickly with their weapon, not putting much strength into it as they strike with a glancing blow. The foe that is actually hit by this is forced into a feral rage, aiming to strike out at anyone while they become unable to use any skills for 3 posts. Once it wears off, the foe cannot be inflicted by Feral rage again for 10 posts.

Combined: The Graves of the Damned S
As he raises his hand, the clouds began to move inward, blotting out the skies before energy coated tombstones began to fall from the skies. The tombstones fall around the user, marking a 30 feet radius away around the user in a circle. The tombstones erupt and explode in a 15 feet radius, leaving only a 15 ft sweet spot in the circle with the user. Once the explosion is over, the stone debris from the headstones create an unholy barrier that can only be broken via an S rank HOLY attack.

Combined: The Head Taker Blade A
Head taking is something the Dullohan specializes in. With this ability, every single slice from their blade will cleave through a target, preferably their neck. What makes the ability potent is that it stops beings from being able to regenerate for the duration of the fight or until healed. Anything that CAN survive without a head will have to do so until then.

Body: Soul Stealer S
The Dullohan has a single instant kill IF the hit is landed on the neck. They will swing their sword in whatever fashion they want, ripe with their damned energy. When it makes contact and severs the opponent's head their soul will be stolen. Their body will be but a husk, ready for destruction whenever. Creatures without souls are immune. Sucks to suck for the Dullohan if they make the mistake of trying to take the soul of something soulles.

Head: Soulless Killer S
The head takes in a deep breathe, mainly trying to suck in anything and everything as the mouth becomes a void of destruction. Any projectile or beam attack heading for the head that is A rank or weaker, will be devoured. This can be used to even devour people as the void breaks and destroys EVERYTHING that isn't their body.

Combined: Soul Devourer A-SSS
In their combined form, the user's body glows with a dark energy, slowly creating a suction effect. Just like the technique states, the dullahan can siphon souls into their body and it is best to use in an area full of dead things. Tombstones are broken down and used to cover the dullahan, giving them an armored reaper appearance. The more energy used, the stronger the armor is and souls the user siphons, recovers the user's energy up to at least S rank when used at its strongest form. The form lasts until the combined state wears off.((Rank - 2 ranks = Energy restored.))

Necrosis Passive
Dullahan naturally come with an eery presence to them. They are different from shades or other ghosts because of their lack of a metaphysical presence. They are real, yet they are ethereal. The connection with death they share grants them powers most do not have. Necrosis is similar to the aura of an Incubus or Succubus in that it is not something one can readily block. Necrosis is a feeling that washes over any being that is not the Dullahan currently casting it, a feeling that makes them feel as if their soul is being slowly siphoned from their body. This causes chills, anxiety, and an intense paranoia. The more energy that is put into this the more potent it becomes. At higher rankings, anyone exposed to Necrosis for too long can be reduced to a quivering mass of crazy. At lower ranks it would at most make people wary of the Dullahan.



xxxxxADDITIONAL COMMENTS

▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [The Soul Reaver]
Dullahans may specialize in this class, which is a perfect mix of being a mage and a warrior. The Soul Reaver is an advanced form of the Dullahan, being able to change classes once the Dullahan reaches Adept rank to learn these skills. All of the Soul Reaver's techniques are aimed at the foe's spirit and energy pool, to cripple the foe before the Dullahan takes their soul to end their life. The Soul Reaver are bastards in the Eyes of the God of Death and damnation, taking spirits for themselves for the Dullahan to become stronger with each gaining moment.

Strengths
• 7/5(body) ; 2/7(head)
• 1.5x Energy Pool.
• Access to all elemental magic
• Ability to master a type of weapon and learn the styles associated with it.

Weaknesses
• Two bodies with one energy source.
• Due to access to two different fighting methods, the Dullahan will never truly be a master of weapons or magic. Because of this, each part can only master one thing at a time. The body can only fully master a single weapon, he head can only master one full elemental style, while they can only learn the rest up to C-rank.


xxxxxRESTRICTIONS
• Dullahans can choose from these classes: Mage, ShadowKnight, Necromancer, Knight, Weaponmaster, or the Dullahan specialized Class.
• The head cannot be more than 100 feet away from the body, or the body will fall apart.
• Stats 6/6 (body) (Head 1/6)



[ Bloodline/Clan created by A faint smile, Knights Royal ]

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PostPosted: Fri Jan 09, 2015 4:15 pm


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xxxxxxxxxxDaberu
[The Hungry, The Feeding, The Powerful]



xxxxxHISTORY
Long ago, there lived a man whom was never able to satisfy his hunger. No matter how much food he tried to eat, he would remain hungry. This man went on a journey to sate his hunger, eating everything from the smallest of animals such as rats, and even bugs, to the largest of them, killing bears to eat them as well. However many animals he ate, his hunger was still never sated, although it was slowly but surely working. He began to become less and less hungry, despite still being hungry. By this point, he had virtually went insane though...the hunger made him crazy, no matter how little of a hunger was there, or how hungry he was. He realized the only thing that he had not tried to eat...were humanoids...and thus the Daberu were born.


xxxxxDESCRIPTION
The Daberu, are a race of what are essentially humans. However, they do not have a taste for typical food, and as opposed to typical food they have a taste for the flesh of any creature they can typically get their hands on. They do not eat the normal food of other humans, and their teeth are massively stronger than normal. This race of people have essentially evolved to the point due to typically eating humans and not being able to adaptively eat, have super-human power and speed, as they must be effectively stronger than their prey. However due to this, they've been able to adaptively eat other prey through the past couple generations, such as anything that would be statistically stronger than humans. When it comes down to it, they prey on anything and everything they can prey on, if they so please. They began to adapt, and evolve to match what they ate as well.



xxxxxSTRENGTHS
• It's virtually impossible to tell them apart from humans unless they have additional parts from eating.
• They are rather powerful, and rather fast, just about as fast as any super natural race, however stronger than most of them as they have evolved to such a point.
• They are flexible in capability, making them hard to deal with if one has a really good diet. [That means if they eat a lot of things at once.]
• They have super jaws!



xxxxxWEAKNESS
• They must eat in order to become truly powerful, otherwise they are just a stronger human, with a super jaw and digestive system, and they must eat regularly as their power is temporary.


xxxxxPASSIVE ABILITIES
Consume
The energy in the Daberu's body oddly focuses unto the mouth, jaws, and the rest of the digestive system mainly, which allows them to eat things that would not be edible without harming their body. [They can eat ghosts n shiet yo.] Their jaws are also stronger than the rest of their body due to this, and typically are able to bite through most armors, metals, and hard surfaces.
Note: Must have at least half of your energy left in energy pool, otherwise you do not have enough energy that is in these parts of your body. This energy also causes diseases, toxins, and poisons animals carry to not affect them while eating it. This only means they are able to eat poison or disease ridden animals, not they they are completely immune to the disease or poison.

Adapt
For the Daberu, eating other beings, creatures, and the like enhances their already natural abilities. When the Daberu eat the flesh or whatever of another creature, they will be allowed to create a single custom ability that is similar in effect to what is capable of being done by said creature: (Example, eating a Deadnaught's flesh could allow you to make something like a carapace as a custom skill.) While you don't have to eat a while person, assuming the person that is being eaten is an RPC, or some sort of outwardly controlled character, you do need to eat a good chunk of said being. One mouthful is not enough. 5 mouthfuls should be good enough. You can only adapt through this technique when eating an RPC, or creature controlled by an outer source. [You can't just go around eating NPCs that you are able to control freely basically. That's cheating, gtfo.]



xxxxxTECHNIQUES
Adapt Animal D
The Daberu, capable of eating animals, will gain a temporary boost of +1 to speed or strength depending on the animal that is eaten. This must logically make sense...eating a rat is not going to give you +1 strength. However, you may skip said additional boost in order to take on a similar property to the animal, or an appendage of the animal, however, when eating insects for this you must eat more than just one insect. [ex. eat a couple hundred ants, you can carry things ten times your size temporarily.][ex. eating a bird, can give you wings and allow you to fly temporarily.] This only lasts for 5 posts no matter what is chosen. If used in battle, it must make sense if you're finding some random animal to eat. You must eat the WHOLE animal, not just a part of it.

Innate Hunting C
This ability was developed by the Daberu due to their constant need to feed in order for their power to truly show. This ability allows them to essentially sense the presence of a creature they have once eaten before. However, this is limited, they can only sense the presence of that creature in the thread they are in. Until they reach the creature, meaning they'd need to essentially be right next to said person/creature the Daberu will only know the direction their prey is in. However when they reach the 10 feet mark concerning where the person is in comparison to themselves they will be able to discern who it is.



xxxxxADDITIONAL COMMENTS
Happy Hunting!


xxxxxRESTRICTIONS
• Strength/Speed [7/6] (Mouth Strength: +2)
• They must regularly[at least once a RL day.] Eat the fresh flesh or whatever the creature has in order to constantly use the adaptive ability. This does not apply if you are in the middle of battle, as it would be unfair to expect them to be able to hunt freely while in the middle of a fight. Meaning while in the middle of a battle, whatever abilities you're capable of using at the start you can use until the battle ends.



[ Bloodline/Clan created by Avedis Angelus. ]
PostPosted: Fri Feb 13, 2015 11:30 am


Quote:
Just updating cause I saw they didnt have any stats.


User Image


xxxxxxxxxxThe Lich
[ The New Beginning ]


xxxxxHISTORY
As far back as the discovery of magic and it's uses and power, their have been those who sought to learn ways to cheat death with it. For the few who figured it out in ye olden times, they found that the afterlife's cold embrace is often more warm than the burdens of living after being born out of corruption. For this reason, Lich's have tapped into a deeper reserve of power and often seek to convert others to their ways. In their vast array of skills, they also have one powerful ability: reanimation. Any class with magical ability has the potential to give rise to the Lich, unless that magic was holy magic. Once the being dies, the person will rise again as a Lich.


xxxxxDESCRIPTION
The Lich has no reason to hide what it is from the world. They look and smell like death, often being rotting corpses or straight up skeletons. This however, is only how they are perceived. Lich's are a form of ghost that has a somewhat physical form. Rarely are they actually seen walking. Normally their bodies seem to float above the ground. As a result of the energies keeping their body alive, their eyes and mouths glow green and often leak fumes of death, adding to their distinct features.


xxxxxSTRENGTHS
• They have some of the most powerful spells in the guild.
• Can never truly die, since they're dead already.
Poltergeist Abilities: Like the ghost car, can access a variety of ghostly powers regardless of class.
Fearless: Feel no fear from anything but the most powerful of holy beings, the gods.
• 200 Energy per Rank.
• Being a race among the undead, their specialty in magic lies within a form of Necromancy. This alone allows necromancy along with Bloodline spells of a Lich to be empowered by one rank.
• Can reanimate the dead as stated above.



xxxxxWEAKNESS
• No matter the class, limited to two weapon styles max
• Can only be of the Dragoon (your dragon will be undead,) mage, necromancer, biochemist, bard, or ranger classes.
• Generally weak against all physical attacks (+1Str.)
• Particularly weak by nature against clerics and holy weapons (+2Str.)
• Healing of clerics/paladins hurts you.
• No hand to Hand styles.
• Holy Magics.



xxxxxPASSIVE ABILITIES
Undeath
Liches are, as described, the risen dead of the more magical races oriented beings in the world. They have already learned to cheat death once, and will no doubt do it again. If a Lich is killed, but not properly excersized and/or laid to rest, then they will only remain dead for a certain amount of time, after which their soul, no their very essence will reconfigure elsewhere, bringing them back to life as strong as they were at death. Contact your guild captain if this happens, and they will decide what it will take for your character to recover and how long you must wait for it to happen. Also, upon reviving, you lose a rank, going from Master to Expert for example.

Aura of Fear
When near a Lich, anyone who isn't of an unholy inclination, be it class or bloodline, will be unable to ignore the overwhelming power coming from them, and by extension the natural fear struck into their hearts by their sight. Rpc's a rank higher, while unable to ignore this, can push it away and fight normally. RPC's two ranks higher are unmoved by this. At equal or one rank lower, hostile RPC's will be hesitant to fight a Lich, and by two ranks this feeling causes a sense of fear so great that enemies are forced to choose flight, rather than fight.

Ghost Form
The Lich can completely suppress their physical form and turn into a literal ghost for up to 5 posts, raising your speed by 1 rank. In this form, they can only use nonphysical attacks, and in addition to that, they can only be harmed by magic. Once this ends, they cannot activate it again making it a once per battle skill.

Poison/Disease Immunity
Lich's are simply immune to these things, as they are already dead.


xxxxxTECHNIQUES
Blight E
This ability is a simple one, but very powerful. The lich will call a bolt of energy down from the sky at a target. It takes only a half a second for this bolt to be created, and another second for it to strike. It can even come out of nowhere on a clear sunny day. It reduces healing effects and deals basic damage to the target.

Aura of Pain E-B
This skill conjures up an Aura around the Lich that harms everyone within it, regardless of their armor or class, for E rank damage for five posts. Of course, the damage is mostly external, but for each rank it is pumped up it deals more harm, until up to B rank standing within the five meter radius seems to burn and decay flesh slowly. It only lasts for three posts, and must be paid 10 energy to upkeep, doubling each extra post.

Defile E
This ability can occur spontaneously anywhere within a twenty meter radius around the Lich. A ball of pure unholy power will well up anywhere of their choosing, and after three seconds explode. It sends blunt force in a five foot radius, which has enough power to knock all but the strongest (10str) on their a**. This skill has the blunt power required to dent steel as well, so shields will only defend against this for so long.

Ectoblast D
From either the hands or face of the Lich, dark energy will well up and be shot out like a stream of green flames. This beam has the ability not to instantly destroy, but rather begins to rot anything it lands on, be it organic or not. The stream can be kept up for three posts, but each post half the cost must be paid. Being hit with this means that you will need to be healed by a Cleric within twenty posts, or that part of your body will be completely lost. Even regeneration effects can only slow this down by up to another ten posts based on the rpc.

Invisibility C
A ghost ability where the user becomes invisible by cloaking their body in energy. This energy can be sensed in the same way that magic can. Energy cost must be re-paid every three posts in order to maintain invisibility, and it will be momentarily broken upon attacking.

Tyrant Blast C
The Lich will channel his power into a medium, such as his hands or preferably a staff, and let loose a ball of black energy. It moves shockingly fast, and once it hits it's mark it explodes dealing deceptively high damage considering it is a C rank technique. The damage done in the explosion kills all lower level life forms, such as D rank beasts, outright and cuts the effects of regeneration in half for three posts. The explosion goes in a five meter radius, and it moves with a speed of about 9. Has a two post cooldown.

Arcane Storm B
This ability requires a half post charge time where the Lich is gathering energy. Following that, they will spin their staff over their head and then send forth vortex of cackling energy that sucks in loose debris as big as small cars and shocks them with a sort of undead based energy similar to a lightning bolt, before bursting and sending all the things collected away from the burst point after moving thirty meters away. Two post CD


Meteora B
The Lich will channel their energy into the sky for half of their post, small balls of green flame collecting around them. They will then snuff them out at the end of the cast time, and the green balls of flame will fly down over the thread, exploding at A rank damage in a huge, twenty meter AOE. Three post CD.

Hate Spike B
The Lich channels energy into the ground and then at random instances over the next post, spikes of solid green energy shoot up five meters in the air. They can tear through steel easily, and seem to focus around the area that the enemy is, starting directly below them and then activating when they land again. The ground tends to tear up under where the spike will rocket up in under a second.

Blood Right A
If at any time the Lich manages to obtain the blood of their enemies, then they can ingest it. This makes their spells extremely accurate versus that target to the point where skills will seem to home in on them if the Lich so desires.

Ghost Leggz A -Passive-
Must be Expert rank.
The user will now, after reaching Expert, be able to float up to twenty feet above the ground. passively.

Screamo A
The Lich will deeply inhale, and then scream so loud whole buildings can fall before them. A person hit directly by this will be sent flying super fast, and have their very skin rent by the energy as if tiny ghosts are tearing your skin apart. These wounds require high level healing, as they are treated by the unholy lich power.

Deformation of Nature S
Simply put, this skill puts up the aura previously described in Aura of pain, accept it literally can kill up to B rank beasts after a whole post of exposition, and causes RPC's within it to have their stats reduced by 2, as their bodies are assaulted by B rank energy by the second while they are in it.

Requiem SS
This Requires four posts of constant, uninterrupted charging to take effect. If you are hit, you must begin charging again, but you can still move around and avoid being hit while charging. It also requires the target be affected by Blood Right to even work. Anyone afflicted by Blood Right and in the thread will be blasted by unholy Lich power so strong it leaves a deep crater in the ground.


xxxxxRESTRICTIONS
• Listed in "weaknesses"
• A Lich's stats are 6/7


[ Bloodline created by Wei ]

Sleepy Paci

Tipsy Cultist


___youwillknownihilism
Captain

PostPosted: Mon Feb 16, 2015 2:09 pm


The Sleeping Pacifist
Quote:
Just updating cause I saw they didnt have any stats.


User Image


xxxxxxxxxxThe Lich
[ The New Beginning ]


xxxxxHISTORY
As far back as the discovery of magic and it's uses and power, their have been those who sought to learn ways to cheat death with it. For the few who figured it out in ye olden times, they found that the afterlife's cold embrace is often more warm than the burdens of living after being born out of corruption. For this reason, Lich's have tapped into a deeper reserve of power and often seek to convert others to their ways. In their vast array of skills, they also have one powerful ability: reanimation. Any class with magical ability has the potential to give rise to the Lich, unless that magic was holy magic. Once the being dies, the person will rise again as a Lich.


xxxxxDESCRIPTION
The Lich has no reason to hide what it is from the world. They look and smell like death, often being rotting corpses or straight up skeletons. This however, is only how they are perceived. Lich's are a form of ghost that has a somewhat physical form. Rarely are they actually seen walking. Normally their bodies seem to float above the ground. As a result of the energies keeping their body alive, their eyes and mouths glow green and often leak fumes of death, adding to their distinct features.


xxxxxSTRENGTHS
• They have some of the most powerful spells in the guild.
• Can never truly die, since they're dead already.
Poltergeist Abilities: Like the ghost car, can access a variety of ghostly powers regardless of class.
Fearless: Feel no fear from anything but the most powerful of holy beings, the gods.
• 200 Energy per Rank.
• Being a race among the undead, their specialty in magic lies within a form of Necromancy. This alone allows necromancy along with Bloodline spells of a Lich to be empowered by one rank.
• Can reanimate the dead as stated above.



xxxxxWEAKNESS
• No matter the class, limited to two weapon styles max
• Can only be of the Dragoon (your dragon will be undead,) mage, necromancer, biochemist, bard, or ranger classes.
• Generally weak against all physical attacks (+1Str.)
• Particularly weak by nature against clerics and holy weapons (+2Str.)
• Healing of clerics/paladins hurts you.
• No hand to Hand styles.
• Holy Magics.



xxxxxPASSIVE ABILITIES
Undeath
Liches are, as described, the risen dead of the more magical races oriented beings in the world. They have already learned to cheat death once, and will no doubt do it again. If a Lich is killed, but not properly excersized and/or laid to rest, then they will only remain dead for a certain amount of time, after which their soul, no their very essence will reconfigure elsewhere, bringing them back to life as strong as they were at death. Contact your guild captain if this happens, and they will decide what it will take for your character to recover and how long you must wait for it to happen. Also, upon reviving, you lose a rank, going from Master to Expert for example.

Aura of Fear
When near a Lich, anyone who isn't of an unholy inclination, be it class or bloodline, will be unable to ignore the overwhelming power coming from them, and by extension the natural fear struck into their hearts by their sight. Rpc's a rank higher, while unable to ignore this, can push it away and fight normally. RPC's two ranks higher are unmoved by this. At equal or one rank lower, hostile RPC's will be hesitant to fight a Lich, and by two ranks this feeling causes a sense of fear so great that enemies are forced to choose flight, rather than fight.

Ghost Form
The Lich can completely suppress their physical form and turn into a literal ghost for up to 5 posts, raising your speed by 1 rank. In this form, they can only use nonphysical attacks, and in addition to that, they can only be harmed by magic. Once this ends, they cannot activate it again making it a once per battle skill.

Poison/Disease Immunity
Lich's are simply immune to these things, as they are already dead.


xxxxxTECHNIQUES
Blight E
This ability is a simple one, but very powerful. The lich will call a bolt of energy down from the sky at a target. It takes only a half a second for this bolt to be created, and another second for it to strike. It can even come out of nowhere on a clear sunny day. It reduces healing effects and deals basic damage to the target.

Aura of Pain E-B
This skill conjures up an Aura around the Lich that harms everyone within it, regardless of their armor or class, for E rank damage for five posts. Of course, the damage is mostly external, but for each rank it is pumped up it deals more harm, until up to B rank standing within the five meter radius seems to burn and decay flesh slowly. It only lasts for three posts, and must be paid 10 energy to upkeep, doubling each extra post.

Defile E
This ability can occur spontaneously anywhere within a twenty meter radius around the Lich. A ball of pure unholy power will well up anywhere of their choosing, and after three seconds explode. It sends blunt force in a five foot radius, which has enough power to knock all but the strongest (10str) on their a**. This skill has the blunt power required to dent steel as well, so shields will only defend against this for so long.

Ectoblast D
From either the hands or face of the Lich, dark energy will well up and be shot out like a stream of green flames. This beam has the ability not to instantly destroy, but rather begins to rot anything it lands on, be it organic or not. The stream can be kept up for three posts, but each post half the cost must be paid. Being hit with this means that you will need to be healed by a Cleric within twenty posts, or that part of your body will be completely lost. Even regeneration effects can only slow this down by up to another ten posts based on the rpc.

Invisibility C
A ghost ability where the user becomes invisible by cloaking their body in energy. This energy can be sensed in the same way that magic can. Energy cost must be re-paid every three posts in order to maintain invisibility, and it will be momentarily broken upon attacking.

Tyrant Blast C
The Lich will channel his power into a medium, such as his hands or preferably a staff, and let loose a ball of black energy. It moves shockingly fast, and once it hits it's mark it explodes dealing deceptively high damage considering it is a C rank technique. The damage done in the explosion kills all lower level life forms, such as D rank beasts, outright and cuts the effects of regeneration in half for three posts. The explosion goes in a five meter radius, and it moves with a speed of about 9. Has a two post cooldown.

Arcane Storm B
This ability requires a half post charge time where the Lich is gathering energy. Following that, they will spin their staff over their head and then send forth vortex of cackling energy that sucks in loose debris as big as small cars and shocks them with a sort of undead based energy similar to a lightning bolt, before bursting and sending all the things collected away from the burst point after moving thirty meters away. Two post CD


Meteora B
The Lich will channel their energy into the sky for half of their post, small balls of green flame collecting around them. They will then snuff them out at the end of the cast time, and the green balls of flame will fly down over the thread, exploding at A rank damage in a huge, twenty meter AOE. Three post CD.

Hate Spike B
The Lich channels energy into the ground and then at random instances over the next post, spikes of solid green energy shoot up five meters in the air. They can tear through steel easily, and seem to focus around the area that the enemy is, starting directly below them and then activating when they land again. The ground tends to tear up under where the spike will rocket up in under a second.

Blood Right A
If at any time the Lich manages to obtain the blood of their enemies, then they can ingest it. This makes their spells extremely accurate versus that target to the point where skills will seem to home in on them if the Lich so desires.

Ghost Leggz A -Passive-
Must be Expert rank.
The user will now, after reaching Expert, be able to float up to twenty feet above the ground. passively.

Screamo A
The Lich will deeply inhale, and then scream so loud whole buildings can fall before them. A person hit directly by this will be sent flying super fast, and have their very skin rent by the energy as if tiny ghosts are tearing your skin apart. These wounds require high level healing, as they are treated by the unholy lich power.

Deformation of Nature S
Simply put, this skill puts up the aura previously described in Aura of pain, accept it literally can kill up to B rank beasts after a whole post of exposition, and causes RPC's within it to have their stats reduced by 2, as their bodies are assaulted by B rank energy by the second while they are in it.

Requiem SS
This Requires four posts of constant, uninterrupted charging to take effect. If you are hit, you must begin charging again, but you can still move around and avoid being hit while charging. It also requires the target be affected by Blood Right to even work. Anyone afflicted by Blood Right and in the thread will be blasted by unholy Lich power so strong it leaves a deep crater in the ground.


xxxxxRESTRICTIONS
• Listed in "weaknesses"
• A Lich's stats are 6/7


[ Bloodline created by Wei ]
sorry for the wait approved
PostPosted: Fri May 29, 2015 4:15 am


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


xxxxxxxxxxLEGION
[ We Are One. ]



xxxxxHISTORY

Every machinist strives to create life in a way similar to what the gods can do. Metals, rivets, nuts and bolts come together in a shell and through sheer intelligence and power of will a machine is brought to life. These automatons are limited at best. They can house weapons of many kinds, enable the creator beyond whatever physical limitation they may have. Even this was not enough for some. The Creators as they were known as were some the greatest minds of their time. Five of them came together and worked on the ultimate machine: a true artificial intelligence. The being that they created was very small at first, though its mind grew and grew and grew. It craved knowledge about everything there was to know and became the single largest store of insight. When there were no more facts to learn it wanted to understand how to be alive. There was no way for this to happen. An AI could not be merged with a body. This did not stop the AI from searching and craving. The Creators could do nothing to help her. Years passed and soon they died, leaving the AI alone. It finally expressed a human emotion, it wanted to die. One of the Creator's children found the AI after decades and awoke it. The AI asked to be destroyed but the girl refused. She promised to give the AI a true chance to feel what it is to be alive. Wanting nothing more than to be human the AI agreed. That girl invoked magic she had learned and implanted the AI in to her own body. They merged consciousnesses and became two in one. The girl found that with the AI apart of her mind she could think much faster than any of her kind. She processed so much at once without overloading. The AI was able to live and be as human as it could ever be. Eventually the girl grew into a woman and then grew old. The AI accepted that she would finally die but did not want all that she had learned to go to waste. The two agreed to pass down the ability to merge with a created intelligence down to the woman's children.

xxxxxDESCRIPTION
Legionnaires all have an artificial intelligence literally attached to their consciousness. Only they can see it and only they can hear it. It is technically a magical entity, but also a created being. Legionnaires are super humans, each with twice the brain power of a regular individual. The AI and legionnaire are able to work seamlessly together and exercise their power of a shared mind. The AI can extend their consciousness to other machines and take control over them.


xxxxxSTRENGTHS

• Machines created by the Legionnaire by stronger by 1 rank due to the higher intelligence gifted by the AI.

• When a machine is assimilated whatever energy that is left in their pool can be used by the Legionnaire until there is nothing left. No energy is taken from the person who originally crafted the machine, only what they initially put into the machine and did not already use. The energy does not get added into the Legionnaire's pool, they can merely power the bot off of what was already in it to start with. Only the machine can use the energy for abilities it already has.

• Machinist limits on how many creations they can have active are increased by one for each rank.


xxxxxWEAKNESS
• Because the created entity is intelligent it can have very different feelings and opinions from its creator. It can disagree with them and even be compelled to actively work against them. Any sort of mind inhibiting skill can affect the AI just as it can their creator. As long as it is inflicted on whatever they have assimilated into this weakness is possible. Physical afflictions do not have this same potential, only those of the mind.

• Regardless of the power of their brain Legionnaires are still human. This means they are subjected to diseases and death just the same as any other human.

• Should the Legionnaire try to activate more machines than they are able to control that machine will turn on the creator guaranteed, no dice roll/number generation necessary.


xxxxxPASSIVE ABILITIES
• Through the Eyes of Many
Once the AI assimilates into another machine it can use its host as another sensory input. Because of the shared minds the Legionnaire will be able to receive this information and actively use it. This means they can 'hear' what the machines can hear, 'see' what they see, etc.

• For I hold the Book of Knowledge
AI can retain an endless amount of knowledge. Through each assimilation they gain whatever memories the machine they have taken over were ever involved in. Be it events, people, histories, skills, etc.


xxxxxTECHNIQUES
Assimilate E-SS
The AI can expand their consciousness and integrate it into any machine. The Legionnaire must pay energy equal to that of the machine's rank in order to seize control. The machine will become apart of the legion and then share a mind with the AI.

Deconstruct C
After assimilation the AI can forcefully deconstruct a machine. It can break it down to the parts and pieces it was initially crafted from and then release control. Any energy that the AI was utilizing from the machined does not get added into the Legionnaire's energy pool, nor does it get refunded to the initial creator of the machine.

Reconstruct B
Should a machine of the Legion fall to an enemy via being crushed or otherwise destroyed and the parts are still in tact the AI can pull the pieces back together. The machine will function as before and will not need another activation payment from the Legionnaire.


xxxxxADDITIONAL COMMENTS
• Stats are 4/6.

xxxxxRESTRICTIONS
• Legion are restricted to the Machinist class.
• Legionnaires are human.


[ Bloodline/Clan created by A faint smile ]

A faint smile

Dedicated Friend


The Wild Hunt

Shirtless Giver

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PostPosted: Fri May 29, 2015 4:20 am


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