Post 1: Arz's Profile Post 2: Arz's Dragoon Dragon (Unfinished) Post 3: Arz's Talent (Unfinished) Post 4: Arz's Other Customs Post 5: Arz's Format Post 6: ???
Posted: Tue Jun 10, 2014 12:49 am
MAIN INFORMATION
Full Name: Arz Nicknames: Arz Age: He's been a void walker ever since their creation. Birthdate: ??? Gender: Male
Culture: Lumirian Religion: Despite Narathos being well...dead...Arz had a heavy belief in most of what Narathos stood for, almost feeling as though he had a deeper connection to that god over most. Thus even with the death of Narathos Arz follows most of Narathos' claimed beliefs as his own little religion. Languages:
Energy Color: Red Energy Meter: 550 Element: Fire Battle Strength: Overwhelming Force: Arz is quite proficient at fighting as a team and overwhelming enemies with numbers AND power. If not one than the other. He is also no slouch when it comes to fighting alone however he does prefer to at least have one ally with him...typically his dragon. Battle Weakness: He is not exactly proficient...or even all too amazing at ranged combat himself.
• Invocation: Brand [V] By focusing their energies to their channeling object the caster can generate heat and flames. This low level of invocation can produce small flames, nothing too wild. What it can do is start a real fire, and produce immense heat when focused on a particular point.
Bloodline
• Aetherial Sight - Due to the exact nature of the Void Walker, they can see through ''the Mist" and see the world for its true form. They instantly recognizing any and all creatures. Also giving them a general idea of how strong another is regardless of race. (Rank-wise, not as precise to be know the exact amount in the other energy pool.)
• Aura of the Dead - Void Walkers have the air and stench of death on them, at all times. Most of the time, it cannot be placed directly on the Walker, but they have an aura. The Void Walker is able to manipulate this aura to their advantage. For example, they can fool people into thinking lights have been dimmed, or even turned off completely, they can make it look like the weather became overcast and cloudy, they can make mists roll in, lower the temperature to 10 degrees cooler, and plant life look dead. This can confuse people, scare people, give people feelings of uneasiness, force sight disadvantages, make people cold, and give them the spooks.
• Blood Healing - As the Void Walker gets covered in blood from foes, it will begin to heal the Walker. 1 post: Small cuts & bruises are healed. 2 Posts: Gashes are turned into small cuts. 3 Posts: Broken limbs can recover 4 Posts: Internal injuries or burns from light/flame/holy techniques can be recovered. 5 posts: An entire missing body part can be restored at a slow, and painful rate
• Arms of the Void (E-A Rank) - You invoke the power of the Void, of the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within E - 10 feet D - 20 feet C - 30 feet B - 40 feet A - 50 feet This pushes away all enemies from the caster. If something prevents this effect (IE - Walls), the victim will feel immense amounts of pressure as the tendrils will still attempt to push the foe away. If the obstacle is weak enough, it is possible for the tendril to push the foe through it, if the radius would logically allow it.
• Fear (Rank D) - You project your true form to a creature. If the creature is 2 levels above you, it has no effect, 1 level above, they will be surprised, but can continue fighting uninhibited, if they are equal level, they will experience fear and will drop whatever they’re holding, if they’re below you, they will drop whatever they are holding and must flee the fight and move away from you by the safest route, unless there is nowhere to move, in which they are forced to cower.
[Bloodline says I get necromancy...so putting that stuff here.]
• Host of the Spirit E-SSS One of the most powerful abilities in the entire world of Axiom. A necromancer is able to bring back a previously dead character into life, as in an actual RPC. They will place the soul of the character in question in to a new body and perform the ritual. Once it is complete the character will become a minion under the complete control of the necromancer. Any abilities whether it is from the RPC's bloodline, race, previous skills, summonings, talents, gene mods, sub classes, etc. stay with them. When a character dies their mark goes away so those are invalid. The soul can never be leveled up or given anything new. Whatever they had in death is what they will have in undeath. The personality is exactly the same and they are sentient, but under complete control by the necromancer. A necromancer can retain any number of souls in their possession. They must have known exactly where the RPC died or where they are buried. They cannot have randomly read this in a book or discovered it out of nowhere. The crew will know. Do not try.
• Death Sense Passive Necromancers have the keen ability to sense death. Be it something already dead, something recently dead, something about to die, etc. They will always know when ghosts are around them. This does not mean they can determine who it is nor is it able to lead them to the location of a Dead RPC they do not know about.
• Nothing for Something - A necromancer is able to siphon the energy from a living creature. They must make physical contact with them. Once that connection is made energy is absorbed and added in to the Necromancer's energy pool. The first post of contact is worth D-rank energy, and for each post they remain in contact they siphon off another rank of energy.
• Seance D By spending D-rank energy per post a necromancer can summon forth a willing ghost from the area and speak with them. They can compel the ghost to speak and answer questions for B-rank energy. If they do not pay the cost of the technique they are unable to hold the ghost there and it will dissipate.
• Undead Army E-SSS The creme de la creme of a Necromancer's grimoire. RPCs are not always available, and in the event they are unable to find a suitable minion to take control of a necromancer can create one. By taking various body parts from dead things (can be NPCs) they can stitch them together and create an undead minion. These are all custom creatures that do not take up a summoning slot. The necromancer merely has to pay the initial cost of their creation to bring it to them.
• From the Abyss D-SSS Axiom has never been a peaceful plane of existence. From the dawning of humanity blood has shed. Nations are built upon the graves of soldiers and the battlefield is never dry. The necromancer can feel the souls of the dead vying to avenge themselves. By seeping their energy in to the ground they are able to revive these hordes of skeletal warriors. For D-rank energy 5 skeleton warriors are summoned. For C-rank energy 20 skeleton warriors are summoned. For B-rank energy 35 skeleton warriors are summoned. For A-rank energy 50 skeleton warriors are summoned. For S-rank energy 100 skeleton warriors are summoned, then 150, and then 200. These skeletons can have weapons and armor, but are merely bones. Skeletons are sturdier than zombies and take reduced damage to both physical and magical attacks. Their stats are 6/6.
Specialization
• Bestial Leap D From fighting atop their dragons and having to adapt to different heights at a rapid pace, Dragoons developed this ability. By applying energy into your legs and gaining traction from the ground, you may jump 50 feet, or over 100 meters if the landing direction is very close to the trajectory of your dragon. The energy does not disperse until they land, upon which it spreads out and absorbs the falling damage before it can break the dragoon's legs.
• Dragon Sight D In order to use this skill, the Dragoon must be in close proximity with their dragon. Closing their eyes and establishing an even stronger mental link between themselves and the dragon, They can see the world as a dragon does. Upon opening their eyes, their pupils will be slitted like a reptiles and they will see beings by their heat signatures, not by sight alone. Useful against illusions, or people attempting to sneak up on them.
• Aerial Recovery D This skill comes in handy for a dragoon that is hit by a knockback spell, or sent flying from a powerful attack. If hit through the air, a dragoon can activate energy and they will perform a sort of flip in mid air, stopping all of their momentum and coming to a safe landing on their feet.
Personality: Arz is quiet, typically preferring to take action than to speak before action. Arz is also loyal to those he deems his allies, as such he is loyal to the country he has resided in for quite some time for the most part at least. However he is huge on freedom, believing everyone should have the freedom to do as they want no matter what. Sexuality: Asexual Quote: "..." Height: 6'6" Weight: 130 lbs Eye Color: Red
Favorites:
• Red • Flesh...preferably human. • Dragons • Lumira
Theme Song: Will add later Battle Theme: Will add later
xxxxxEver since his freedom from the orders of Catherine, Arz had felt like he for the most part didn't really have a place in this world. He could feel in the back of his mind that he was part of it, but he also knew that he had nothing without those orders. Despite all of this he had clung to the fact he had freedom. Something he had wanted for a long time...since he had first been formed from the parts of that god that decided to gain power through the void.
Arz essentially roamed the world...he did just about nothing. Roaming until he came across a dying dragon. This dragon was actually rather selfish. He wished to preserve his life and asked for Arz to assist him in this endeavor. Arz of course explained that the only way he could do that was by binding his soul to a new body to make him into an undead. The dragon agreed, and also added that he would remain loyal to him because of this favor. Arz ended the dying dragon's suffering and bound his soul to a new body. Arz and his dragon companion then began to travel the world alongside each other.
Eventually Arz settled in Nocturne, where he grew accustom to their culture. He met a small group whom he happened to sort of form a small bond with...if that is what one could call it. He and his dragon companion became loyal to this small group.
Rank: Adept (Scales with Arz's rank based on Dragoon Class) Energy: 900 Stats: 11/9 (Scales with rank based on Dragoon Class)
▰ ▰ ▰ DESCRIPTION Zethron is currently an undead dragon. His soul bound to the dead body of a different dragon entirely. Due to this Zethron's body looks rather destroyed. As if his skin and scales have been ripped off and all that remains is the flesh from underneath. He has two fore legs, that are much more like arms and hands and no hind legs making him slightly serpentine. He however has a large body and huge wings. His wingspan, height when "standing", and tail
Talent Name: Arz's Excess Talent Description: Arz's unique talent is known as "Excess" originally this was considered to be a base power of Narathos. Said to be the ability that Narathos used in order to create the Sins. Although Arz's version is much less powerful. Arz is capable of creating an excess amount of things presently around him. Although he can not create more physical matter through using this. Arz is able to create an excess amount of people's emotions, strength, speed, or energy. He usually has to be within 10 feet of a person use this ability on a person. It's duration is dictated by Arz's rank. This has multiple applications some of which will only be usable by Arz later on.
Emotion: Arz creates an excess amount of a person's most prominent emotion at the time of use, whether it is a good or a bad emotion. This can often lead to an emotion becoming a much stronger version of itself such as anger becoming wrath, or happiness becoming excitement. (B-Rank)
Energy Boost: Arz must be within 5 feet of someone in order to use this application. Arz will create an excess amount of a person's energy reserve, causing an increase in how much energy a person had available to them. This is actually dangerous as creating an excess amount of energy for someone who has not used any of their energy, or a small amount of their energy is actually painful and can be fatal if there is too much more energy. The amount of excess energy Arz creates depends on how much energy he is using. (Considered B-Rank) The amount of energy he creates is 1.5x that which he uses. (Using 100 energy creates 150 energy.) Arz can only create an amount of energy equal to 1.5x the energy cost of the highest rank of technique he is capable of using. Maximum amount of energy he can create is 500. If a person has more than their current max energy reserves from Arz using this it starts to rip their body apart until they dump the energy. Depending on how much excess energy they have dictates how quickly their body begins to rip apart. 50-200 Extra - 1 Post Superficial Cuts, 2 Posts Bleeding Cuts deep enough to scar, 3 Posts Deep gashes, 4 Posts Near Fatal Wounds, 5 Posts Death 201-300 Extra - 1 Post Bleeding Cuts deep enough to scar, 2 Posts Deep gashes, 3 Posts Near Fatal Wounds, 4 Posts Death 301-400 Extra - 1 Post Deep gashes, 2 Posts Near Fatal Wounds, 3 Posts Death 401-500 Extra - 1 Post Near Fatal Wounds, 2 Posts Death
Talent Weakness: Arz is incapable of having Gene Mods, Cybernetic Implants, Cybernetic Add Ons, God Marks, or becoming a sin. in addition he is incapable of using elemental magic. How did the character get this talent?: As a Voidwalker Arz was created from a portion of Narathos. Arz was one of the larger pieces, and was much more similar to Narathos than other Voidwalkers, so he practically inherited it from Narathos.