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Hiro the Herp

Dedicated Zealot

5,550 Points
  • Profitable 100
  • Signature Look 250
  • Tycoon 200
PostPosted: Sun Jul 20, 2014 5:51 pm


Guidelines and Rules

• Similar to the old system, we are following the tradition of keeping relatively close to your original class. I don't want to see a Berserker suddenly having a sort of Caster type subclass.
• Along with a new set of skills, this subclass will also give you two new strengths and two new weaknesses.
• Speed and strength boosts/penalties as strengths or weaknesses are forbidden. I'm not going to consider them when judging the subclass.
• We have 3 broad main subclass types. Caster, Fighter and Support. Below, you will find where your class lies. If your class is in the Caster type, I shouldn't see a Fighter based subclass. Well, it varies. The four exceptions are Paladin, Shadowknight, Mages and Weapon Masters.
xxxxx- Paladin and Shadowknights lie in between Casters and Fighters.
xxxxx- Weapon Masters and Mages are capable of becoming Arcane Warriors through subclassing.

• No Energy Or Stat boosts (giving bonuses to strength and speed, or anything above +1) from Strength/Weaknesses

With that being said, here is the application!

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

[color=black]▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [b][[/b][/color][color=black]SUBCLASS NAME[/color][color=black][b]][/b][/color][size=11][list][list]
Description
[/list][/list]
[b]Strengths[/b][list][list]
• Strength 1
• Strength 2
[/list][/list]
[b]Weaknesses[/b][list][list]
• Weakness 1
• Weakness 2
[/list][/list]

[b]Techniques[/b][list][list]
• [b]Skill Name[/b] [[i] Skill Rank [/i]]


• [b]Skill Name[/b] [[i] Skill Rank [/i]]


• [b]Skill Name[/b] [[i] Skill Rank [/i]]


• [b]Skill Name[/b] [[i] Skill Rank [/i]]


• [b]Skill Name[/b] [[i] Skill Rank [/i]]


• [b]Skill Name[/b] [[i] Skill Rank [/i]]

[/size][/list][/list][/size]

PostPosted: Mon Jul 28, 2014 11:24 pm


((Here's your first full-fledged one. XD))

User Image


▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Gun Commander(Exceed)]

      A special type of Mechanist class that specializes in leadership and powerful techniques. The class can boost morale while packing in the big guns in the back, usually a large cannon like weapon. They retain their control of machinery, but gain access to these new types of skills and the ability of wielding large weapons. Exceed is capable of making new machines on the spot that only last with an energy output.

Strengths

      • Quick make!: The user has plenty of skills that can allow the user to make several machines on the spot that can dish out damage.
      • Toned Power: The user may not gain a strength increase, but they are able to pick up heavy equipment or wear heavy armor without a speed penalty. (I.E. Greatsword wielding)

Weaknesses

      • Quick Make?: The user needs to be around SCRAP metal or recyclable equipment in order to use any of the machine make techniques.
      • Legend of the Commander(Exceed): Exceed's Cannon can be be seen from a mile away as it is charging for an attack, making his Cannon Attacks easily predictable.


Techniques

      Quick Make: Sparrow Barrage [ C] A technique that requires five pieces of scrap metal or five pieces of equipment to use. The user can spawn in a small creation module on the ground that creates small bird-like creatures(Up to 10) out of it's hole. The birds are equipped with Semi-automatic pistols and shoot ten bullets each at an enemy as a swarm. The shots each have a click warning.


      Quick Make: Medium Shooter [ C] A technique that requires five pieces of scrap metal or five pieces of equipment to use. The user can spawn in a small grounded turret that harnesses the user's energy given to it. It remains for 2 posts, firing 5 spheres of fire energy total at the enemy Exceed is fighting.


      Cannon Charge [ B] The user charges their large weapon with explosive energy, mainly to have the weapon ready for any other type of skill. This can be used to shoot a powerful blast of energy at the foe instead of preparing for another skill. This reduces any charging skill's wait time down by a single post for each Cannon Charge technique used. This can only work on a single technique the user has to charge for. This can be stacked three times in a row in three posts, but this only increases the basic shot technique to A rank while a single technique outside of this gains a -3 post cool down. After the first charge with this skill, the user only has two posts to use a cannon technique or use this technique again until the charges vanish. Each use to stack up only sets it back to a two post cool down.


      Heavy Swing [ B] A very, very, VERY simple technique turned deadly. The user pours their energy into their weapon to make it light as a feather for them, with it they can swing it like a baseball bat at the foe. Due to the actual weight of the weapon, it will strike the foe hard and send them flying away by 10 feet. This can only be used with an extremely heavy weapon(Hammer heavy or a large cannon).


      Quick Beam [ B] A fairly easy to use technique of pure Ultra-violet rays, making it effective against creatures that can be harmed by UV ray-based techniques. This beam attack shoots straight out of the cannon's barrel, with a 3ft diameter blast circle but a 30 foot range on how far the beam can reach. This can be refracted, or reflected, by simple mirror tricks like any other light based technique.

      Quick Make: Explosive Sparrow [ B] A technique that requires seven pieces of scrap metal or six pieces of equipment to use. The user can spawn in a small creation module on the ground that creates small bird-like creatures(Up to 15) out of it's hole. The birds are equipped with twin Semi-automatic pistols and shoot ten bullets each at an enemy as a swarm. The shots each have a click warning. If a bird is shot down or if they run out of ammo, they will dive bomb towards the enemy, detonating on impact and creating several explosives.

      Rapid Fire [ B ] A quick and easy technique that uses a full clip to unload on an enemy. Depending on the type of large gun the user holds, it can range on how many shots it has. This skill enhances the whole clip to give the bullets as much speed as a high-speed rail(125 Mph). The downside is that it gives the bullets an explosive force that an untrained user can be damaged severely by the recoil. The Gun Commander receives only D rank damage from the recoil due to their mastery over the large weapon, giving it nice accuracy. The bullets are the only things faster, but the Rapid Fire enhancement skill can be casted onto a gunslinger's weapon as well.

      Beam Charge [ B ] A skill like the Cannon Charge technique, except it only enhances the Quick Beam technique. Exceed can over charge the beam weapon to have it ready for another blast. This technique can be used in two posts in a row to have the beam fully powered up. After a single charge, the user's Quick beam technique has increased by a foot in it's radius size and can set enemies on fire from the pure force of light. After two charges, the user's quick beam is doubled in size and can pierce through rock, disintegrating through it.

      Grande Divider [ A ] This skill requires a full post charge time to prepare either the Beam Rifle weapon or the Large gun weapon the user holds. The charge creates a purely explosive force and can be interrupted at any given time. If the user is left to charge his technique, they can then stab the barrel of their weapon into the ground, pulling the trigger to let loose the explosive force in the ground. This creates a fissure like wave going in three directions forward, a line of bright energy could be seen as a trail guider. Soon the ground breaks as a blast of energy shoots out from the fissure lines, destroying the ground. The range of destruction from where the user stands is 30 degrees in their field of view with a 25 ft away from the user along the 30 degree angle.

      Explosive Rain [ A] This technique requires two posts of charge time to lock the aim and angle the explosive time. The first charge post requires the user to set their cannon down and set it's angle for firing. The second is charging the full cannon with their power to create an exploding round. The user then fires the round up into the air as it follows at an arc to the top of the arc range. The round explodes at the altitude and creates a small black smog from the user's energy. This causes a few small flame bolts to rain down from the sky, leaving an acidic flame trail once they hit the ground that burns foes that step on the 10 feet diameter puddles.

      Tar Flame [ A] This requires the Beam rifle to use. The user changes the rifle's beam properties to match something akin to the flamethrower. With a good aim and a nice post to use for the settings to finalize, the user can soon blast the enemy with this technique. The flames the user shoots out are covering the tar-like substance that comes out of the rifle. Enemies hit with the tar and flame must find water within 10 posts or find a way to put out the fire or it will kill them via the intense heat.

      Quick Make: Large Shooter [ A] A technique that requires seven pieces of scrap metal or eight pieces of equipment to use. The user can spawn in a large aerial turret that harnesses the user's energy given to it. It remains for 4 posts, firing 10 spheres of fire energy total at the enemy Exceed is fighting. Once it hits the 4th post, or if it get's shot down, the shooter dive bombs itself towards the foe with a 4 feet wide explosive range with shrapnel.

      Nitrogen Flame [ S] A special form of the Tar Flame technique, still requiring the Beam Rifle technique. This requires a two post charge time to get the settings correct without a hint of an interruption. Changing to the first setting is quite easy, going for the second setting can cause the rifle to jam if interrupted, allowing for a three post cool down for the jam. Once fully prepared, the user can release what would be akin to the blue flame thrower. The flames are the opposite however, merely cosmetic as they freeze what they 'burn'. Foes that are caught in the flames are merely left as frozen statues for 4 posts. The frozen state can be ended early with a physical strike from something heavy to knock them out of their Icy casing.

      Stational Assistance [ S] This skill is one of the Gun Commander's greatest technique, but with a terrible opening if not allowed some peace. The user places a small intercom device to their head and kneels down, contacting and creating a specialized weapon in space from debris. With this, it takes a full post to figure out the coordinates and power before the next post. Once there, the user uses a 'Now!' command, sending down a powerful blast of light from space, striking directly where the foe is. The beam is slow moving so it is easily dodgeable if the enemy is a fast mover.

      Drill Shot [ S] This technique requires the user's main cannon weapon to use. This skill requires three Cannon Charges to be used. This skill has a five post charge time to prepare the user for one of their techniques. With their main large cannon weapon, they take aim and pin point it onto an enemy. They must then channel a high amount of energy into the barrel as the weapon slowly becomes prepared for a strong shot. Should the user be interrupted in any way, shape, or form, the energy would go to waste and the shot will be null. Should they be allowed to complete this skill, the shot will fire, homing in on an enemy, and on contact it will do as the name states, and Drills through the foe, armor and all. The bullet shot out is only .452 inches in diameter, but the force of the energy swirling the bullet increases the diameter to a full inch. This can pierce through three layers of solid steel objects before stopping. To put it into perspective, it can pierce through draconian bone/scale once and keep going into a human body.

      Quick Make: The Arm of Nefros [ SS] A technique that requires twelve pieces of scrap metal or fifteen pieces of equipment to use. The user holds their left arm up as the metal condenses down into what would appear to be a simple gauntlet. But that is not the case as the user will be holding the arm for five posts for the time being. A single punch from this left arm, or even if the user blocks with it, a powerful burst of energy explodes from the arm out towards the foe, as if a mountain was being thrown at them. Exceed can cancel the time limit to punch the ground once, creating an electromagnetic field 30 feet around in a full sphere set. This increases the weight of the foe's weapon and equipment considerably by three times their weight. If the foe is in armor, it restricts them from moving from their spot, aerial armor creatures are grounded hard and any form of a metal projectile are nulled and pulled to the ground. The field lasts for 4 posts while the entire skill enters it's 7 post cool down.

      Terra Break Shot [ SS] This technique requires the user's main cannon weapon to use. The user's main cannon becomes apart of the user's dominant arm for the entire time this skill is being used. This skill requires a default of a two post charge time, being unaffected by the cannon charge technique. he user has to infuse the entire cannon onto their dominant hand, their bones breaking to meld with the metal power that is their strength. The next two posts rely on the user's entire power to endure the fury that is the pain from their entire arm. Their energy is hooked up into the main barrel of the cannon before it is finally finished. Once set, the user has 2 posts with this form before extensive damage knocks them out cold. The user can only shoot two Terra Break Shots, each using Exceed's energy. The shots themselves are small spheres of physical energy, reaching 2 inches in diameter. The shot appearance are merely guiding shots, as they carry a deadly force both inside of them and behind them. Once a sphere is shot out, the sphere has it's own sphere of destruction that extends to a 15 feet diameter, the force of their movement causes the objects to follow after them. On impact with the first physical object, or if the shot gets to 25 feet away from the user, the blast is like a black hole, bringing in everything within 20 feet towards the center with a violent pull before exploding with the force of a solar flare.


KnightsRoyal

Desirable Hunter

7,825 Points
  • Gender Swap 100
  • Forum Dabbler 200
  • Ultimate Player 200

Hiro the Herp

Dedicated Zealot

5,550 Points
  • Profitable 100
  • Signature Look 250
  • Tycoon 200
PostPosted: Wed Aug 06, 2014 7:27 am


KnightsRoyal
((Here's your first full-fledged one. XD))

User Image


▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Gun Commander(Exceed)]

      A special type of Mechanist class that specializes in leadership and powerful techniques. The class can boost morale while packing in the big guns in the back, usually a large cannon like weapon. They retain their control of machinery, but gain access to these new types of skills and the ability of wielding large weapons. Exceed is capable of making new machines on the spot that only last with an energy output.

Strengths

      • Quick make!: The user has plenty of skills that can allow the user to make several machines on the spot that can dish out damage.
      • Toned Power: The user may not gain a strength increase, but they are able to pick up heavy equipment or wear heavy armor without a speed penalty. (I.E. Greatsword wielding)

Weaknesses

      • Quick Make?: The user needs to be around SCRAP metal or recyclable equipment in order to use any of the machine make techniques.
      • Legend of the Commander(Exceed): Exceed's Cannon can be be seen from a mile away as it is charging for an attack, making his Cannon Attacks easily predictable.


Techniques

      Quick Make: Sparrow Barrage [ C] A technique that requires five pieces of scrap metal or five pieces of equipment to use. The user can spawn in a small creation module on the ground that creates small bird-like creatures(Up to 10) out of it's hole. The birds are equipped with Semi-automatic pistols and shoot ten bullets each at an enemy as a swarm. The shots each have a click warning.


      Quick Make: Medium Shooter [ C] A technique that requires five pieces of scrap metal or five pieces of equipment to use. The user can spawn in a small grounded turret that harnesses the user's energy given to it. It remains for 2 posts, firing 5 spheres of fire energy total at the enemy Exceed is fighting.


      Cannon Charge [ B] The user charges their large weapon with explosive energy, mainly to have the weapon ready for any other type of skill. This can be used to shoot a powerful blast of energy at the foe instead of preparing for another skill. This reduces any charging skill's wait time down by a single post for each Cannon Charge technique used. This can only work on a single technique the user has to charge for. This can be stacked three times in a row in three posts, but this only increases the basic shot technique to A rank while a single technique outside of this gains a -3 post cool down. After the first charge with this skill, the user only has two posts to use a cannon technique or use this technique again until the charges vanish. Each use to stack up only sets it back to a two post cool down.


      Heavy Swing [ B] A very, very, VERY simple technique turned deadly. The user pours their energy into their weapon to make it light as a feather for them, with it they can swing it like a baseball bat at the foe. Due to the actual weight of the weapon, it will strike the foe hard and send them flying away by 10 feet. This can only be used with an extremely heavy weapon(Hammer heavy or a large cannon).


      Quick Beam [ B] A fairly easy to use technique of pure light energy, making it effective against creatures that can be harmed by light-based techniques. This beam attack shoots straight out of the cannon's barrel, with a 3ft diameter blast circle but a 30 foot range on how far the beam can reach. This can be refracted, or reflected, by simple mirror tricks like any other light based technique.

      Quick Make: Explosive Sparrow [ B] A technique that requires seven pieces of scrap metal or six pieces of equipment to use. The user can spawn in a small creation module on the ground that creates small bird-like creatures(Up to 15) out of it's hole. The birds are equipped with twin Semi-automatic pistols and shoot ten bullets each at an enemy as a swarm. The shots each have a click warning. If a bird is shot down or if they run out of ammo, they will dive bomb towards the enemy, detonating on impact and creating several explosives.

      Rapid Fire [ B ] A quick and easy technique that uses a full clip to unload on an enemy. Depending on the type of large gun the user holds, it can range on how many shots it has. This skill enhances the whole clip to give the bullets as much speed as a high-speed rail(125 Mph). The downside is that it gives the bullets an explosive force that an untrained user can be damaged severely by the recoil. The Gun Commander receives only D rank damage from the recoil due to their mastery over the large weapon, giving it nice accuracy. The bullets are the only things faster, but the Rapid Fire enhancement skill can be casted onto a gunslinger's weapon as well.

      Beam Charge [ B ] A skill like the Cannon Charge technique, except it only enhances the Quick Beam technique. Exceed can over charge the beam weapon to have it ready for another blast. This technique can be used in two posts in a row to have the beam fully powered up. After a single charge, the user's Quick beam technique has increased by a foot in it's radius size and can set enemies on fire from the pure force of light. After two charges, the user's quick beam is doubled in size and can pierce through rock, disintegrating through it.

      Grande Divider [ A ] This skill requires a full post charge time to prepare either the Beam Rifle weapon or the Large gun weapon the user holds. The charge creates a purely explosive force and can be interrupted at any given time. If the user is left to charge his technique, they can then stab the barrel of their weapon into the ground, pulling the trigger to let loose the explosive force in the ground. This creates a fissure like wave going in three directions forward, a line of bright energy could be seen as a trail guider. Soon the ground breaks as a blast of energy shoots out from the fissure lines, destroying the ground. The range of destruction from where the user stands is 30 degrees in their field of view with a 25 ft away from the user along the 30 degree angle.

      Explosive Rain [ A] This technique requires two posts of charge time to lock the aim and angle the explosive time. The first charge post requires the user to set their cannon down and set it's angle for firing. The second is charging the full cannon with their power to create an exploding round. The user then fires the round up into the air as it follows at an arc to the top of the arc range. The round explodes at the altitude and creates a small black smog from the user's energy. This causes a few small flame bolts to rain down from the sky, leaving an acidic flame trail once they hit the ground that burns foes that step on the 10 feet diameter puddles.

      Tar Flame [ A] This requires the Beam rifle to use. The user changes the rifle's beam properties to match something akin to the flamethrower. With a good aim and a nice post to use for the settings to finalize, the user can soon blast the enemy with this technique. The flames the user shoots out are covering the tar-like substance that comes out of the rifle. Enemies hit with the tar and flame must find water within 10 posts or find a way to put out the fire or it will kill them via the intense heat.

      Quick Make: Large Shooter [ A] A technique that requires seven pieces of scrap metal or eight pieces of equipment to use. The user can spawn in a large aerial turret that harnesses the user's energy given to it. It remains for 4 posts, firing 10 spheres of fire energy total at the enemy Exceed is fighting. Once it hits the 4th post, or if it get's shot down, the shooter dive bombs itself towards the foe with a 4 feet wide explosive range with shrapnel.

      Nitrogen Flame [ S] A special form of the Tar Flame technique, still requiring the Beam Rifle technique. This requires a two post charge time to get the settings correct without a hint of an interruption. Changing to the first setting is quite easy, going for the second setting can cause the rifle to jam if interrupted, allowing for a three post cool down for the jam. Once fully prepared, the user can release what would be akin to the blue flame thrower. The flames are the opposite however, merely cosmetic as they freeze what they 'burn'. Foes that are caught in the flames are merely left as frozen statues for 4 posts. The frozen state can be ended early with a physical strike from something heavy to knock them out of their Icy casing.

      Stational Assistance [ S] This skill is one of the Gun Commander's greatest technique, but with a terrible opening if not allowed some peace. The user places a small intercom device to their head and kneels down, contacting and creating a specialized weapon in space from debris. With this, it takes a full post to figure out the coordinates and power before the next post. Once there, the user uses a 'Now!' command, sending down a powerful blast of light from space, striking directly where the foe is. The beam is slow moving so it is easily dodgeable if the enemy is a fast mover.

      Drill Shot [ S] This technique requires the user's main cannon weapon to use. This skill requires three Cannon Charges to be used. This skill has a five post charge time to prepare the user for one of their techniques. With their main large cannon weapon, they take aim and pin point it onto an enemy. They must then channel a high amount of energy into the barrel as the weapon slowly becomes prepared for a strong shot. Should the user be interrupted in any way, shape, or form, the energy would go to waste and the shot will be null. Should they be allowed to complete this skill, the shot will fire, homing in on an enemy, and on contact it will do as the name states, and Drills through the foe, armor and all. The bullet shot out is only .452 inches in diameter, but the force of the energy swirling the bullet increases the diameter to a full inch. This can pierce through three layers of solid steel objects before stopping. To put it into perspective, it can pierce through draconian bone/scale once and keep going into a human body.

      Quick Make: The Arm of Nefros [ SS] A technique that requires twelve pieces of scrap metal or fifteen pieces of equipment to use. The user holds their left arm up as the metal condenses down into what would appear to be a simple gauntlet. But that is not the case as the user will be holding the arm for five posts for the time being. A single punch from this left arm, or even if the user blocks with it, a powerful burst of energy explodes from the arm out towards the foe, as if a mountain was being thrown at them. Exceed can cancel the time limit to punch the ground once, creating an electromagnetic field 30 feet around in a full sphere set. This increases the weight of the foe's weapon and equipment considerably by three times their weight. If the foe is in armor, it restricts them from moving from their spot, aerial armor creatures are grounded hard and any form of a metal projectile are nulled and pulled to the ground. The field lasts for 4 posts while the entire skill enters it's 7 post cool down.

      Terra Break Shot [ SS] This technique requires the user's main cannon weapon to use. The user's main cannon becomes apart of the user's dominant arm for the entire time this skill is being used. This skill requires a four post charge time to prepare the user for this entire skill's usage. For the first two posts, the user has to infuse the entire cannon onto their dominant hand, their bones breaking to meld with the metal power that is their strength. The next two posts rely on the user's entire power to endure the fury that is the pain from their entire arm. Their energy is hooked up into the main barrel of the cannon before it is finally finished. Once set, the user has 2 posts with this form before extensive damage knocks them out cold. The user can only shoot two Terra Break Shots, each using Exceed's energy. The shots themselves are small spheres of physical energy, reaching 2 inches in diameter. The shot appearance are merely guiding shots, as they carry a deadly force both inside of them and behind them. Once a sphere is shot out, the sphere has it's own sphere of destruction that extends to a 15 feet diameter, the force of their movement causes the objects to follow after them. On impact with the first physical object, or if the shot gets to 25 feet away from the user, the blast is like a black hole, bringing in everything within 20 feet towards the center with a violent pull before exploding with the force of a solar flare.



- Quick Beam: Unholy creatures aren't weak to light, which makes this skill like an average blast. They are weak to the UV found in sunlight.

- Terra Break Shot: Cannon Charge will reduce this skill to a 2 posts charge. Sorry, it's just really strong.
PostPosted: Wed Aug 06, 2014 7:38 am


Hiro Totally Has A Soul
KnightsRoyal
((Here's your first full-fledged one. XD))

User Image


▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Gun Commander(Exceed)]

      A special type of Mechanist class that specializes in leadership and powerful techniques. The class can boost morale while packing in the big guns in the back, usually a large cannon like weapon. They retain their control of machinery, but gain access to these new types of skills and the ability of wielding large weapons. Exceed is capable of making new machines on the spot that only last with an energy output.

Strengths

      • Quick make!: The user has plenty of skills that can allow the user to make several machines on the spot that can dish out damage.
      • Toned Power: The user may not gain a strength increase, but they are able to pick up heavy equipment or wear heavy armor without a speed penalty. (I.E. Greatsword wielding)

Weaknesses

      • Quick Make?: The user needs to be around SCRAP metal or recyclable equipment in order to use any of the machine make techniques.
      • Legend of the Commander(Exceed): Exceed's Cannon can be be seen from a mile away as it is charging for an attack, making his Cannon Attacks easily predictable.


Techniques

      Quick Make: Sparrow Barrage [ C] A technique that requires five pieces of scrap metal or five pieces of equipment to use. The user can spawn in a small creation module on the ground that creates small bird-like creatures(Up to 10) out of it's hole. The birds are equipped with Semi-automatic pistols and shoot ten bullets each at an enemy as a swarm. The shots each have a click warning.


      Quick Make: Medium Shooter [ C] A technique that requires five pieces of scrap metal or five pieces of equipment to use. The user can spawn in a small grounded turret that harnesses the user's energy given to it. It remains for 2 posts, firing 5 spheres of fire energy total at the enemy Exceed is fighting.


      Cannon Charge [ B] The user charges their large weapon with explosive energy, mainly to have the weapon ready for any other type of skill. This can be used to shoot a powerful blast of energy at the foe instead of preparing for another skill. This reduces any charging skill's wait time down by a single post for each Cannon Charge technique used. This can only work on a single technique the user has to charge for. This can be stacked three times in a row in three posts, but this only increases the basic shot technique to A rank while a single technique outside of this gains a -3 post cool down. After the first charge with this skill, the user only has two posts to use a cannon technique or use this technique again until the charges vanish. Each use to stack up only sets it back to a two post cool down.


      Heavy Swing [ B] A very, very, VERY simple technique turned deadly. The user pours their energy into their weapon to make it light as a feather for them, with it they can swing it like a baseball bat at the foe. Due to the actual weight of the weapon, it will strike the foe hard and send them flying away by 10 feet. This can only be used with an extremely heavy weapon(Hammer heavy or a large cannon).


      Quick Beam [ B] A fairly easy to use technique of pure light energy, making it effective against creatures that can be harmed by light-based techniques. This beam attack shoots straight out of the cannon's barrel, with a 3ft diameter blast circle but a 30 foot range on how far the beam can reach. This can be refracted, or reflected, by simple mirror tricks like any other light based technique.

      Quick Make: Explosive Sparrow [ B] A technique that requires seven pieces of scrap metal or six pieces of equipment to use. The user can spawn in a small creation module on the ground that creates small bird-like creatures(Up to 15) out of it's hole. The birds are equipped with twin Semi-automatic pistols and shoot ten bullets each at an enemy as a swarm. The shots each have a click warning. If a bird is shot down or if they run out of ammo, they will dive bomb towards the enemy, detonating on impact and creating several explosives.

      Rapid Fire [ B ] A quick and easy technique that uses a full clip to unload on an enemy. Depending on the type of large gun the user holds, it can range on how many shots it has. This skill enhances the whole clip to give the bullets as much speed as a high-speed rail(125 Mph). The downside is that it gives the bullets an explosive force that an untrained user can be damaged severely by the recoil. The Gun Commander receives only D rank damage from the recoil due to their mastery over the large weapon, giving it nice accuracy. The bullets are the only things faster, but the Rapid Fire enhancement skill can be casted onto a gunslinger's weapon as well.

      Beam Charge [ B ] A skill like the Cannon Charge technique, except it only enhances the Quick Beam technique. Exceed can over charge the beam weapon to have it ready for another blast. This technique can be used in two posts in a row to have the beam fully powered up. After a single charge, the user's Quick beam technique has increased by a foot in it's radius size and can set enemies on fire from the pure force of light. After two charges, the user's quick beam is doubled in size and can pierce through rock, disintegrating through it.

      Grande Divider [ A ] This skill requires a full post charge time to prepare either the Beam Rifle weapon or the Large gun weapon the user holds. The charge creates a purely explosive force and can be interrupted at any given time. If the user is left to charge his technique, they can then stab the barrel of their weapon into the ground, pulling the trigger to let loose the explosive force in the ground. This creates a fissure like wave going in three directions forward, a line of bright energy could be seen as a trail guider. Soon the ground breaks as a blast of energy shoots out from the fissure lines, destroying the ground. The range of destruction from where the user stands is 30 degrees in their field of view with a 25 ft away from the user along the 30 degree angle.

      Explosive Rain [ A] This technique requires two posts of charge time to lock the aim and angle the explosive time. The first charge post requires the user to set their cannon down and set it's angle for firing. The second is charging the full cannon with their power to create an exploding round. The user then fires the round up into the air as it follows at an arc to the top of the arc range. The round explodes at the altitude and creates a small black smog from the user's energy. This causes a few small flame bolts to rain down from the sky, leaving an acidic flame trail once they hit the ground that burns foes that step on the 10 feet diameter puddles.

      Tar Flame [ A] This requires the Beam rifle to use. The user changes the rifle's beam properties to match something akin to the flamethrower. With a good aim and a nice post to use for the settings to finalize, the user can soon blast the enemy with this technique. The flames the user shoots out are covering the tar-like substance that comes out of the rifle. Enemies hit with the tar and flame must find water within 10 posts or find a way to put out the fire or it will kill them via the intense heat.

      Quick Make: Large Shooter [ A] A technique that requires seven pieces of scrap metal or eight pieces of equipment to use. The user can spawn in a large aerial turret that harnesses the user's energy given to it. It remains for 4 posts, firing 10 spheres of fire energy total at the enemy Exceed is fighting. Once it hits the 4th post, or if it get's shot down, the shooter dive bombs itself towards the foe with a 4 feet wide explosive range with shrapnel.

      Nitrogen Flame [ S] A special form of the Tar Flame technique, still requiring the Beam Rifle technique. This requires a two post charge time to get the settings correct without a hint of an interruption. Changing to the first setting is quite easy, going for the second setting can cause the rifle to jam if interrupted, allowing for a three post cool down for the jam. Once fully prepared, the user can release what would be akin to the blue flame thrower. The flames are the opposite however, merely cosmetic as they freeze what they 'burn'. Foes that are caught in the flames are merely left as frozen statues for 4 posts. The frozen state can be ended early with a physical strike from something heavy to knock them out of their Icy casing.

      Stational Assistance [ S] This skill is one of the Gun Commander's greatest technique, but with a terrible opening if not allowed some peace. The user places a small intercom device to their head and kneels down, contacting and creating a specialized weapon in space from debris. With this, it takes a full post to figure out the coordinates and power before the next post. Once there, the user uses a 'Now!' command, sending down a powerful blast of light from space, striking directly where the foe is. The beam is slow moving so it is easily dodgeable if the enemy is a fast mover.

      Drill Shot [ S] This technique requires the user's main cannon weapon to use. This skill requires three Cannon Charges to be used. This skill has a five post charge time to prepare the user for one of their techniques. With their main large cannon weapon, they take aim and pin point it onto an enemy. They must then channel a high amount of energy into the barrel as the weapon slowly becomes prepared for a strong shot. Should the user be interrupted in any way, shape, or form, the energy would go to waste and the shot will be null. Should they be allowed to complete this skill, the shot will fire, homing in on an enemy, and on contact it will do as the name states, and Drills through the foe, armor and all. The bullet shot out is only .452 inches in diameter, but the force of the energy swirling the bullet increases the diameter to a full inch. This can pierce through three layers of solid steel objects before stopping. To put it into perspective, it can pierce through draconian bone/scale once and keep going into a human body.

      Quick Make: The Arm of Nefros [ SS] A technique that requires twelve pieces of scrap metal or fifteen pieces of equipment to use. The user holds their left arm up as the metal condenses down into what would appear to be a simple gauntlet. But that is not the case as the user will be holding the arm for five posts for the time being. A single punch from this left arm, or even if the user blocks with it, a powerful burst of energy explodes from the arm out towards the foe, as if a mountain was being thrown at them. Exceed can cancel the time limit to punch the ground once, creating an electromagnetic field 30 feet around in a full sphere set. This increases the weight of the foe's weapon and equipment considerably by three times their weight. If the foe is in armor, it restricts them from moving from their spot, aerial armor creatures are grounded hard and any form of a metal projectile are nulled and pulled to the ground. The field lasts for 4 posts while the entire skill enters it's 7 post cool down.

      Terra Break Shot [ SS] This technique requires the user's main cannon weapon to use. The user's main cannon becomes apart of the user's dominant arm for the entire time this skill is being used. This skill requires a four post charge time to prepare the user for this entire skill's usage. For the first two posts, the user has to infuse the entire cannon onto their dominant hand, their bones breaking to meld with the metal power that is their strength. The next two posts rely on the user's entire power to endure the fury that is the pain from their entire arm. Their energy is hooked up into the main barrel of the cannon before it is finally finished. Once set, the user has 2 posts with this form before extensive damage knocks them out cold. The user can only shoot two Terra Break Shots, each using Exceed's energy. The shots themselves are small spheres of physical energy, reaching 2 inches in diameter. The shot appearance are merely guiding shots, as they carry a deadly force both inside of them and behind them. Once a sphere is shot out, the sphere has it's own sphere of destruction that extends to a 15 feet diameter, the force of their movement causes the objects to follow after them. On impact with the first physical object, or if the shot gets to 25 feet away from the user, the blast is like a black hole, bringing in everything within 20 feet towards the center with a violent pull before exploding with the force of a solar flare.



- Quick Beam: Unholy creatures aren't weak to light, which makes this skill like an average blast. They are weak to the UV found in sunlight.

- Terra Break Shot: Cannon Charge will reduce this skill to a 2 posts charge. Sorry, it's just really strong.


Understandable, made the changes. XD

KnightsRoyal

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PostPosted: Wed Aug 06, 2014 9:39 am


KnightsRoyal
((Here's your first full-fledged one. XD))

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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Gun Commander(Exceed)]

      A special type of Mechanist class that specializes in leadership and powerful techniques. The class can boost morale while packing in the big guns in the back, usually a large cannon like weapon. They retain their control of machinery, but gain access to these new types of skills and the ability of wielding large weapons. Exceed is capable of making new machines on the spot that only last with an energy output.

Strengths

      • Quick make!: The user has plenty of skills that can allow the user to make several machines on the spot that can dish out damage.
      • Toned Power: The user may not gain a strength increase, but they are able to pick up heavy equipment or wear heavy armor without a speed penalty. (I.E. Greatsword wielding)

Weaknesses

      • Quick Make?: The user needs to be around SCRAP metal or recyclable equipment in order to use any of the machine make techniques.
      • Legend of the Commander(Exceed): Exceed's Cannon can be be seen from a mile away as it is charging for an attack, making his Cannon Attacks easily predictable.


Techniques

      Quick Make: Sparrow Barrage [ C] A technique that requires five pieces of scrap metal or five pieces of equipment to use. The user can spawn in a small creation module on the ground that creates small bird-like creatures(Up to 10) out of it's hole. The birds are equipped with Semi-automatic pistols and shoot ten bullets each at an enemy as a swarm. The shots each have a click warning.


      Quick Make: Medium Shooter [ C] A technique that requires five pieces of scrap metal or five pieces of equipment to use. The user can spawn in a small grounded turret that harnesses the user's energy given to it. It remains for 2 posts, firing 5 spheres of fire energy total at the enemy Exceed is fighting.


      Cannon Charge [ B] The user charges their large weapon with explosive energy, mainly to have the weapon ready for any other type of skill. This can be used to shoot a powerful blast of energy at the foe instead of preparing for another skill. This reduces any charging skill's wait time down by a single post for each Cannon Charge technique used. This can only work on a single technique the user has to charge for. This can be stacked three times in a row in three posts, but this only increases the basic shot technique to A rank while a single technique outside of this gains a -3 post cool down. After the first charge with this skill, the user only has two posts to use a cannon technique or use this technique again until the charges vanish. Each use to stack up only sets it back to a two post cool down.


      Heavy Swing [ B] A very, very, VERY simple technique turned deadly. The user pours their energy into their weapon to make it light as a feather for them, with it they can swing it like a baseball bat at the foe. Due to the actual weight of the weapon, it will strike the foe hard and send them flying away by 10 feet. This can only be used with an extremely heavy weapon(Hammer heavy or a large cannon).


      Quick Beam [ B] A fairly easy to use technique of pure Ultra-violet rays, making it effective against creatures that can be harmed by UV ray-based techniques. This beam attack shoots straight out of the cannon's barrel, with a 3ft diameter blast circle but a 30 foot range on how far the beam can reach. This can be refracted, or reflected, by simple mirror tricks like any other light based technique.

      Quick Make: Explosive Sparrow [ B] A technique that requires seven pieces of scrap metal or six pieces of equipment to use. The user can spawn in a small creation module on the ground that creates small bird-like creatures(Up to 15) out of it's hole. The birds are equipped with twin Semi-automatic pistols and shoot ten bullets each at an enemy as a swarm. The shots each have a click warning. If a bird is shot down or if they run out of ammo, they will dive bomb towards the enemy, detonating on impact and creating several explosives.

      Rapid Fire [ B ] A quick and easy technique that uses a full clip to unload on an enemy. Depending on the type of large gun the user holds, it can range on how many shots it has. This skill enhances the whole clip to give the bullets as much speed as a high-speed rail(125 Mph). The downside is that it gives the bullets an explosive force that an untrained user can be damaged severely by the recoil. The Gun Commander receives only D rank damage from the recoil due to their mastery over the large weapon, giving it nice accuracy. The bullets are the only things faster, but the Rapid Fire enhancement skill can be casted onto a gunslinger's weapon as well.

      Beam Charge [ B ] A skill like the Cannon Charge technique, except it only enhances the Quick Beam technique. Exceed can over charge the beam weapon to have it ready for another blast. This technique can be used in two posts in a row to have the beam fully powered up. After a single charge, the user's Quick beam technique has increased by a foot in it's radius size and can set enemies on fire from the pure force of light. After two charges, the user's quick beam is doubled in size and can pierce through rock, disintegrating through it.

      Grande Divider [ A ] This skill requires a full post charge time to prepare either the Beam Rifle weapon or the Large gun weapon the user holds. The charge creates a purely explosive force and can be interrupted at any given time. If the user is left to charge his technique, they can then stab the barrel of their weapon into the ground, pulling the trigger to let loose the explosive force in the ground. This creates a fissure like wave going in three directions forward, a line of bright energy could be seen as a trail guider. Soon the ground breaks as a blast of energy shoots out from the fissure lines, destroying the ground. The range of destruction from where the user stands is 30 degrees in their field of view with a 25 ft away from the user along the 30 degree angle.

      Explosive Rain [ A] This technique requires two posts of charge time to lock the aim and angle the explosive time. The first charge post requires the user to set their cannon down and set it's angle for firing. The second is charging the full cannon with their power to create an exploding round. The user then fires the round up into the air as it follows at an arc to the top of the arc range. The round explodes at the altitude and creates a small black smog from the user's energy. This causes a few small flame bolts to rain down from the sky, leaving an acidic flame trail once they hit the ground that burns foes that step on the 10 feet diameter puddles.

      Tar Flame [ A] This requires the Beam rifle to use. The user changes the rifle's beam properties to match something akin to the flamethrower. With a good aim and a nice post to use for the settings to finalize, the user can soon blast the enemy with this technique. The flames the user shoots out are covering the tar-like substance that comes out of the rifle. Enemies hit with the tar and flame must find water within 10 posts or find a way to put out the fire or it will kill them via the intense heat.

      Quick Make: Large Shooter [ A] A technique that requires seven pieces of scrap metal or eight pieces of equipment to use. The user can spawn in a large aerial turret that harnesses the user's energy given to it. It remains for 4 posts, firing 10 spheres of fire energy total at the enemy Exceed is fighting. Once it hits the 4th post, or if it get's shot down, the shooter dive bombs itself towards the foe with a 4 feet wide explosive range with shrapnel.

      Nitrogen Flame [ S] A special form of the Tar Flame technique, still requiring the Beam Rifle technique. This requires a two post charge time to get the settings correct without a hint of an interruption. Changing to the first setting is quite easy, going for the second setting can cause the rifle to jam if interrupted, allowing for a three post cool down for the jam. Once fully prepared, the user can release what would be akin to the blue flame thrower. The flames are the opposite however, merely cosmetic as they freeze what they 'burn'. Foes that are caught in the flames are merely left as frozen statues for 4 posts. The frozen state can be ended early with a physical strike from something heavy to knock them out of their Icy casing.

      Stational Assistance [ S] This skill is one of the Gun Commander's greatest technique, but with a terrible opening if not allowed some peace. The user places a small intercom device to their head and kneels down, contacting and creating a specialized weapon in space from debris. With this, it takes a full post to figure out the coordinates and power before the next post. Once there, the user uses a 'Now!' command, sending down a powerful blast of light from space, striking directly where the foe is. The beam is slow moving so it is easily dodgeable if the enemy is a fast mover.

      Drill Shot [ S] This technique requires the user's main cannon weapon to use. This skill requires three Cannon Charges to be used. This skill has a five post charge time to prepare the user for one of their techniques. With their main large cannon weapon, they take aim and pin point it onto an enemy. They must then channel a high amount of energy into the barrel as the weapon slowly becomes prepared for a strong shot. Should the user be interrupted in any way, shape, or form, the energy would go to waste and the shot will be null. Should they be allowed to complete this skill, the shot will fire, homing in on an enemy, and on contact it will do as the name states, and Drills through the foe, armor and all. The bullet shot out is only .452 inches in diameter, but the force of the energy swirling the bullet increases the diameter to a full inch. This can pierce through three layers of solid steel objects before stopping. To put it into perspective, it can pierce through draconian bone/scale once and keep going into a human body.

      Quick Make: The Arm of Nefros [ SS] A technique that requires twelve pieces of scrap metal or fifteen pieces of equipment to use. The user holds their left arm up as the metal condenses down into what would appear to be a simple gauntlet. But that is not the case as the user will be holding the arm for five posts for the time being. A single punch from this left arm, or even if the user blocks with it, a powerful burst of energy explodes from the arm out towards the foe, as if a mountain was being thrown at them. Exceed can cancel the time limit to punch the ground once, creating an electromagnetic field 30 feet around in a full sphere set. This increases the weight of the foe's weapon and equipment considerably by three times their weight. If the foe is in armor, it restricts them from moving from their spot, aerial armor creatures are grounded hard and any form of a metal projectile are nulled and pulled to the ground. The field lasts for 4 posts while the entire skill enters it's 7 post cool down.

      Terra Break Shot [ SS] This technique requires the user's main cannon weapon to use. The user's main cannon becomes apart of the user's dominant arm for the entire time this skill is being used. This skill requires a default of a two post charge time, being unaffected by the cannon charge technique. he user has to infuse the entire cannon onto their dominant hand, their bones breaking to meld with the metal power that is their strength. The next two posts rely on the user's entire power to endure the fury that is the pain from their entire arm. Their energy is hooked up into the main barrel of the cannon before it is finally finished. Once set, the user has 2 posts with this form before extensive damage knocks them out cold. The user can only shoot two Terra Break Shots, each using Exceed's energy. The shots themselves are small spheres of physical energy, reaching 2 inches in diameter. The shot appearance are merely guiding shots, as they carry a deadly force both inside of them and behind them. Once a sphere is shot out, the sphere has it's own sphere of destruction that extends to a 15 feet diameter, the force of their movement causes the objects to follow after them. On impact with the first physical object, or if the shot gets to 25 feet away from the user, the blast is like a black hole, bringing in everything within 20 feet towards the center with a violent pull before exploding with the force of a solar flare.



Approved.
PostPosted: Fri Aug 15, 2014 11:49 am


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [GRAND ILLUSIONIST]

      Manipulating people into seeing what is not true, or feeling something that is unreal; that is the goal of a Grand Illusionist. Through energy they are able to create area of effect illusions that are highly believable. Despite the strength of the illusions it is nearly impossible to kill a person with just that. Most people are strong willed enough to be able to resist the urge to drive a knife in their throat at the sight of their worst fears.

Strengths

      • Lilith can detect illusions and is stronger against them.
      • +200 Energy per rank

Weaknesses

      • Cannot kill someone with just an illusion
      • Costly illusions and short duration


Techniques

      Disappear [C]
      Lilith can shroud an object or a person in her energy and make that object or person disappear. The initial casting is C-rank in energy but the upkeep is D-rank per post.

      Barricade [C]
      Lilith can cast her energy over a doorway or some other entry way and make it appear as if the walls have converged to cover it up or seal it. The barricade of her choice will look and feel as if it is real until she leaves the area or the barricade is 'broken'.

      Subterfuge [C]
      Lilith can shroud herself in energy and make herself appear and seem exactly like another person. With this she can easily imitate anyone and make others believe she is that person. Every three posts Lilith has to pay the cost once more to keep the illusion going.

      Multiply [C]
      Lilith can cover any person or object with her energy and multiply that object or person as many times as she wishes.

      Squall [C]
      Lilith will blanket the area in a widespread veil of energy. Anyone present for the initial cast will see the sudden onset of a storm appear. Winds will blow sharply and appear to tear at those present. This is mainly used against those who use projectiles and will cause them to misjudge their shots.

      Penumbra [C]
      This illusion requires an already present darkness or cover of shadows. From the shadows Lilith will bring forth twisted demons and horrendous monters. Their sole purpose will be to hunt down their target. Lilith has to cast the spell over the area to make them appear. The spell covers 50 feet, and if the target escapes that area the shadow demons will not be able to reach them. If they reenter the area the chase commences.

      Dominion [B]
      Lilith will create darkness in an area covering 50 feet, the center being wherever she was standing. Anyone present upon initial casting will see the darkness and be unable to pierce it even with the strongest of lights, because it is not real. When inside the darkness sounds will come off as muffled and distorted. The darkness lasts 5 posts.

      Horde [B]
      Lilith will cast an orb of energy. It covers a 50 foot area. Anyone who passes into the aura or is caught will see a horde of undead rise up to fight with Lilith. This lasts for 5 posts.

      Champion [B]
      Lilith will shroud someone in her energy and make them appear as if they suddenly have grown more badass than usual. If a knight was shrouded their weapons, armor, and everything about them would become more menacing. A mage would be shrouded in deadly energy, a ranger would look useful, a gunslinger's guns would look far more deadly than they are, etc.

      Incite [B]
      Lilith will cast out an orb filled with wild energy. It covers a 30 foot area. Anyone who enters that area or is there upon impact will suddenly feel very excited and ready to fight at the smallest provocation. This lasts as long as someone is in the area.

      Paradox [B]
      Lilith will cover a particular area in her energy, like a building or street. If someone passes through it they will find themselves incapable of leaving. Even if they ran and turned the corner they would end up right back where they started. Lilith can keep this going by paying a D-rank energy cost every time the person tries to leave.

      Labyrinth [A]
      Lilith will seemingly summon forth a labryinth from the earth. It will be created from the stone and rock and rise ridiculously high into the air, and then close over head. The labryinth is ever changing and even if one of the walls is destroyed it will repair itself. Because of the nature of the labyrinth it will keep redirecting a person back to its center. The illusion last as long as someone is in the area.

      Pain [A]
      Lilith casts out an orb of malicious intent which will cover a 20 foot area. Anyone within that area upon impact will experience a sudden and terrible pain in their body, as if they were stabbed with a spiked blade of poison. For the next three posts they will be in immense pain, and upon the fourth it will fade.

      Destruction [A]
      Lilith will cast a wide spread veil of energy around the battlefield, and over the course of the next 5 posts those who were in the area upon the initial cast will begin to see the terrain break up and disappear as if it was being deleted with magic. This will cause them to avoid sudden fissures and holes, wasting their energy and time avoiding things that aren't really happening.

      Calm [A]
      Lilith will cast an orb filled with a soothing energy. It covers a 25 foot area. Anyone who enters the area will feel a calming sensation come over them. They will be more level headed and reluctant to fight or get buckwild.

      Fear [A]
      Lilith will cast an orb of evil intent. It covers a 15 foot area. Anyone caught in the initial impact will immediately begin to feel a paranoia set in. For three posts they will be tormented with visions of their worst fears. On the fourth it fades.

      Terminate [A]
      Lilith will cast a veil of energy over herself and the enemy will see her preparing an obviously devastating attack. Large waves of energy will roll off of her and will culminate into a giant orb overhead. On the second post Lilith will appear to launch the ball at the opponent.

      Torment [S]
      Lilith will summon forth the undead once more, but this time it is not in a fearsome horde. Ethereal ghosts and poltergeists will rise from the ground and do her bidding. They will swarm around her targets and torment them, calling out pleas for help and constantly asking why they were killed. This illusion feeds from the target, if they have lost anyone they will see their ghosts. They will reach out to them and try to bring them to death alongside of them. This lasts for five posts.

      Titan [S]
      Lilith will appear to summon forth a gargantuan and horrendous monster. It will look, feel, and seem exactly like a creature hellbent on being monstrous. For five post it stays and its sole purpose is to ward off people from Lilith, to keep them away from her.

      Death [S]
      Lilith will cast an orb directly at a target. If it connects anyone looking or aware of the presence of the target will see them suddenly die. They will appear dead to them for 8 posts.

      Phantom [S]
      Lilith can create a false version of a person or being she has seen before. It will appear to perform any technique or maneuver that the original has done as long as Lilith has seen it before. This phantom lasts 10 posts, and everything they do will seem completely real.

      Deity [S]
      Lilith can cast an illusion and appear to summon forth a deity of her choosing. Because so few gods have ever atually been seen it is very easy for her to make her creation appear to be exactly what she says it is. It will feel, look, and seem real in all possible ways. This deity lasts for 10 posts and will do Lilith's bidding.

A faint smile

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KnightsRoyal

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PostPosted: Tue Aug 26, 2014 12:23 pm


A faint smile
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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [GRAND ILLUSIONIST]

      Manipulating people into seeing what is not true, or feeling something that is unreal; that is the goal of a Grand Illusionist. Through energy they are able to create area of effect illusions that are highly believable. Despite the strength of the illusions it is nearly impossible to kill a person with just that. Most people are strong willed enough to be able to resist the urge to drive a knife in their throat at the sight of their worst fears.

Strengths

      • Lilith can detect illusions and is stronger against them.
      • +200 Energy per rank

Weaknesses

      • Cannot kill someone with just an illusion
      • Costly illusions and short duration


Techniques

      Disappear [C]
      Lilith can shroud an object or a person in her energy and make that object or person disappear. The initial casting is C-rank in energy but the upkeep is D-rank per post.

      Barricade [C]
      Lilith can cast her energy over a doorway or some other entry way and make it appear as if the walls have converged to cover it up or seal it. The barricade of her choice will look and feel as if it is real until she leaves the area or the barricade is 'broken'.

      Subterfuge [C]
      Lilith can shroud herself in energy and make herself appear and seem exactly like another person. With this she can easily imitate anyone and make others believe she is that person. Every three posts Lilith has to pay the cost once more to keep the illusion going.

      Multiply [C]
      Lilith can cover any person or object with her energy and multiply that object or person as many times as she wishes.

      Squall [C]
      Lilith will blanket the area in a widespread veil of energy. Anyone present for the initial cast will see the sudden onset of a storm appear. Winds will blow sharply and appear to tear at those present. This is mainly used against those who use projectiles and will cause them to misjudge their shots.

      Penumbra [C]
      This illusion requires an already present darkness or cover of shadows. From the shadows Lilith will bring forth twisted demons and horrendous monters. Their sole purpose will be to hunt down their target. Lilith has to cast the spell over the area to make them appear. The spell covers 50 feet, and if the target escapes that area the shadow demons will not be able to reach them. If they reenter the area the chase commences.

      Dominion [B]
      Lilith will create darkness in an area covering 50 feet, the center being wherever she was standing. Anyone present upon initial casting will see the darkness and be unable to pierce it even with the strongest of lights, because it is not real. When inside the darkness sounds will come off as muffled and distorted. The darkness lasts 5 posts.

      Horde [B]
      Lilith will cast an orb of energy. It covers a 50 foot area. Anyone who passes into the aura or is caught will see a horde of undead rise up to fight with Lilith. This lasts for 5 posts.

      Champion [B]
      Lilith will shroud someone in her energy and make them appear as if they suddenly have grown more badass than usual. If a knight was shrouded their weapons, armor, and everything about them would become more menacing. A mage would be shrouded in deadly energy, a ranger would look useful, a gunslinger's guns would look far more deadly than they are, etc.

      Incite [B]
      Lilith will cast out an orb filled with wild energy. It covers a 30 foot area. Anyone who enters that area or is there upon impact will suddenly feel very excited and ready to fight at the smallest provocation. This lasts as long as someone is in the area.

      Paradox [B]
      Lilith will cover a particular area in her energy, like a building or street. If someone passes through it they will find themselves incapable of leaving. Even if they ran and turned the corner they would end up right back where they started. Lilith can keep this going by paying a D-rank energy cost every time the person tries to leave.

      Labyrinth [A]
      Lilith will seemingly summon forth a labryinth from the earth. It will be created from the stone and rock and rise ridiculously high into the air, and then close over head. The labryinth is ever changing and even if one of the walls is destroyed it will repair itself. Because of the nature of the labyrinth it will keep redirecting a person back to its center. The illusion last as long as someone is in the area.

      Pain [A]
      Lilith casts out an orb of malicious intent which will cover a 20 foot area. Anyone within that area upon impact will experience a sudden and terrible pain in their body, as if they were stabbed with a spiked blade of poison. For the next three posts they will be in immense pain, and upon the fourth it will fade.

      Destruction [A]
      Lilith will cast a wide spread veil of energy around the battlefield, and over the course of the next 5 posts those who were in the area upon the initial cast will begin to see the terrain break up and disappear as if it was being deleted with magic. This will cause them to avoid sudden fissures and holes, wasting their energy and time avoiding things that aren't really happening.

      Calm [A]
      Lilith will cast an orb filled with a soothing energy. It covers a 25 foot area. Anyone who enters the area will feel a calming sensation come over them. They will be more level headed and reluctant to fight or get buckwild.

      Fear [A]
      Lilith will cast an orb of evil intent. It covers a 15 foot area. Anyone caught in the initial impact will immediately begin to feel a paranoia set in. For three posts they will be tormented with visions of their worst fears. On the fourth it fades.

      Terminate [A]
      Lilith will cast a veil of energy over herself and the enemy will see her preparing an obviously devastating attack. Large waves of energy will roll off of her and will culminate into a giant orb overhead. On the second post Lilith will appear to launch the ball at the opponent.

      Torment [S]
      Lilith will summon forth the undead once more, but this time it is not in a fearsome horde. Ethereal ghosts and poltergeists will rise from the ground and do her bidding. They will swarm around her targets and torment them, calling out pleas for help and constantly asking why they were killed. This illusion feeds from the target, if they have lost anyone they will see their ghosts. They will reach out to them and try to bring them to death alongside of them. This lasts for five posts.

      Titan [S]
      Lilith will appear to summon forth a gargantuan and horrendous monster. It will look, feel, and seem exactly like a creature hellbent on being monstrous. For five post it stays and its sole purpose is to ward off people from Lilith, to keep them away from her.

      Death [S]
      Lilith will cast an orb directly at a target. If it connects anyone looking or aware of the presence of the target will see them suddenly die. They will appear dead to them for 8 posts.

      Phantom [S]
      Lilith can create a false version of a person or being she has seen before. It will appear to perform any technique or maneuver that the original has done as long as Lilith has seen it before. This phantom lasts 10 posts, and everything they do will seem completely real.

      Deity [S]
      Lilith can cast an illusion and appear to summon forth a deity of her choosing. Because so few gods have ever atually been seen it is very easy for her to make her creation appear to be exactly what she says it is. It will feel, look, and seem real in all possible ways. This deity lasts for 10 posts and will do Lilith's bidding.



Barricade: Mind elaborating how the Barricade spell can be 'broken'?

Multiply: I would suggest tripling the amount there.

Paradox: It'd have to cost C rank for each time the person leaves, but it can be broken if they used a B or A ranked attack on the walls.

Labyrinth: It'd be kind of unfair to have it self repairing and physically capable of redirecting them. Have it start off with a Two post no pay period, and then a B ranked upkeep since the walls have to be repaired and the ceiling prevents flying.

Deity: Eh.... no Summoning the Tear 1 Gods.
PostPosted: Wed Aug 27, 2014 1:56 pm


A faint smile


-smacks the approval sticker on it-

Sean_Nero_Desmond

Demonic Knight

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___youwillknownihilism
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PostPosted: Sun Sep 07, 2014 5:42 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Ƭ Ħ Є Ƨ Ѳ Ʋ ˩ Ɯ Δ Я Ɖ Є И]

      Those who follow death's true plan, those who are the architects of unlife, those messengers of the afterlife; they are the true children of Catherine. Agony... Ecstasy... Peace. Within every body... every expiring vessel lies an immortal power. The Soul Warden lives only to torment and inflict pain upon the vessel while chaining the soul forever. But there is more to find in death than pain. The soul warden commands the forces of unlife similar to a necromancer, but also seeks to empower through death, even to those he keeps locked away.

Strengths

      • The Caress: The Soul Warden is granted a bonus 200 energy per rank starting at adept rank.
      • Soul Shackles: Gremmy now has an item literally attached to his soul, a chain seemingly coming from a skull attacked to either side of his body. At the end of the left side there is a lantern which has a fire that is alive with the souls he has captured. On the right is a sickening claw made of metal. The chain is indestructable and can extend up to 20m. The two items need not be held, but cannot act outside of five feet without being held by Gremmy. How ever some skills can be used by the lantern without it being held.

Weaknesses

      • Cannot use any weapons besides these, and a single staff.
      • Very costly.


Techniques

      Silence [ C ]
      The lantern will flip its door open and shine a light out in a range of up to 20m. Anyone caught in this light will have a minus 1 reduction to both their stats for two posts, and will feel as though their skin is burning. Since it is not damaging and merely assaults the body for no real harm this feeling cannot be reduced in any way.

      Unholy Flames [ B ]
      Upon opening, the Lantern will release a hail of fireballs that will impact and burn with unholy power anything that they touch. It causes a decay effect the longer it burns, so putting these out before they spread is imparitive, otherwise entire cities can be reduced to nothing within hours. Does not affect unholy classes or beings.

      Dark Passage [ B-S]
      Depending on the energy paid this skill brings up a number of zombies to fight for the user. These zombies turn npcs into zombies within moments of biting them, and have average ish stats.

      Chart for Summoning:
      B = five zombies with 4/4 stats.
      A = seven zombies with 5/5.
      S = nine with 6/6


      Agony [ B-S ]
      The lantern will open and let out a moan that sounds like a chorus of the dead he has slain, echoing out across 15-25m in distance based on the rank paid. Those hit will feel the pain of whatever amount of energy is paid to produce the effects at every inch of their body for the duration of the moan, with the cost being paid for every post it goes on. Simply covering ones ears does not cancel the pain, however the waves can be stopped by barriers of a rank lower.

      Ecstasy [ A ]
      An upgraded version of agony, this skill allows Gremmy to simply point in a direction, and an invisible wave of energy will rush out at around 7 speed and does a surprisingly high amount of superficial damage, higher even than the rank of cost (S) to all in the direction he has pointed. While it does that, it doesn't deal more damage than A rank, it just inflicts pain as if it does. Flies up to 20m

      Death Sentence [ A ]
      Gremmy swings the claw in a circle before sending it flying very fast towards an enemy. The claw will reach out and grab at the target and the rest of it's length will immediately wrap around whatever was grabbed by it. It can make somewhat sharp turns and curve as well, making dodging it very difficult. As soon as contact is made, the stats of whatever is touched are reduced by one, and energy is sucked out by ten for each post you remain snagged in the vice grip of the claw. Requires seven strength to pry the claw off, and it then slinks back to Gremmy.



      Peace [ S ]
      Gremmy can, at anytime in combat and to any target, remove the pain that someone is feeling, caused by him, and replace it with highly suicidal thoughts. The way it works is that his voice whispers in their ear like some kind of evil preacher, telling them that death can ease their pain. It can make one lose their will to fight altogether in one moment. Should they resist the sudden defeated feeling they will have, they will instead be hit with an excruciating, debilitating level of pain to every inch of their body for a single post. However, he must be within grabbing distance of his foe to do this to them.

      Passing [ S - SS]
      Gremmy can create a single transparent, intangible wall for S rank, or an entire box around a target for SS, that can cripple an opponent with pain after shocking them upon touching it. It cannot be leaped over, as even where the wall seems to end, when you reach up into the air you see that it really extends even higher. It lasts for five posts.

PostPosted: Mon Sep 08, 2014 11:30 am


Paradox the Infinite


• Energy Bonus starts at Adept since that's when you get the subclass.

• Soul Shackles
Thats around 164 feet, how about no.

• Death Sentence
This is way too strong for a C rank ability. If the chain is indestructable and they're caught there's very little a character can do. You can have the stats reduced, but not the energy siphoning. Also, this could conflict with the 5 foot rule of Grems not holding it so that needs to be clarified.

• Silence
Shorten the range.

• Unholy Flames
Decay effect?

• Agony
Range should scale with the energy cost.

• Ecstasy
Decrease range

A faint smile

Dedicated Friend


___youwillknownihilism
Captain

PostPosted: Sun Dec 28, 2014 8:11 am


A faint smile
Paradox the Infinite


• Energy Bonus starts at Adept since that's when you get the subclass.

• Soul Shackles
Thats around 164 feet, how about no.

• Death Sentence
This is way too strong for a C rank ability. If the chain is indestructable and they're caught there's very little a character can do. You can have the stats reduced, but not the energy siphoning. Also, this could conflict with the 5 foot rule of Grems not holding it so that needs to be clarified.

• Silence
Shorten the range.

• Unholy Flames
Decay effect?

• Agony
Range should scale with the energy cost.

• Ecstasy
Decrease range


Edited
PostPosted: Sun Dec 28, 2014 9:58 am


The Hero of Ferelden
A faint smile
Paradox the Infinite


• Energy Bonus starts at Adept since that's when you get the subclass.

• Soul Shackles
Thats around 164 feet, how about no.

• Death Sentence
This is way too strong for a C rank ability. If the chain is indestructable and they're caught there's very little a character can do. You can have the stats reduced, but not the energy siphoning. Also, this could conflict with the 5 foot rule of Grems not holding it so that needs to be clarified.

• Silence
Shorten the range.

• Unholy Flames
Decay effect?

• Agony
Range should scale with the energy cost.

• Ecstasy
Decrease range


Edited


Approvaled

A faint smile

Dedicated Friend


R0bot0

Patriotic Guildsman

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PostPosted: Sun Dec 28, 2014 4:02 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Entish Guardian]

      Those from Kranila who were chosen to rule the secrets of the forest and the language of Entish are those who chose peace over war, defense over attack, and life over death. They are those who lie in the shadows and prefer to stick there until their people or their forest is in trouble. Whoever walks the path of death, harm, and despair within their forest... may the afterlife have mercy upon them. The guardians of the Ents have no mercy for those of a wicked heart that have no hope of ever being good. Entish Guardians are one with nature and it is also one with them. Truly, a force to be reckoned with in their own territory.

Strengths

      • Perception of all that happens within his forest. As long as the trees are connected, the user can hear the Entish whispering and feel the forest. In turn, the nature abilities of the user cannot be cancelled out, due to being one with nature.
      • +400 energy within woodland area.

Weaknesses

      • All of their subclass abilities are 1 rank weaker against fire abilities and are desensitized outside of a woodland area causing any of these abilities to be one rank weaker.
      • -400 energy outside woodland area.


Techniques

      Mikmik seeds [ E ]
      Seeds that can cure illnesses and minor wounds in an instant. May even make you feel better when tired.

      Deku Ent Swarm [ C ]
      Thirty small sprouts, flowers, and some small grass creatures come to life with tiny sticks, bows and arrows, and even some itchy grass to attack the enemy. They are just 2 inches high and can inflict little damage, but they are pretty annoying.

      Growth [ D ]
      A passive ability caused by the aura of this subclass. Just being around a woodland area makes the trees, grass, and flowers be more lively, grow, and add nutrients to their body.

      Spiked Grass [ C ]
      Although the technique isn't effective to enemies tough armor, it makes the grass within the forest area of the user very spiky, which in turn can pierce the feet of the enemy. The enemy's armor has to be one of a Knight, if they're not then this technique will make feet bleed if you step on grass.

      Entaglement [ C ]
      Four thick roots arise from the ground to entangle an enemy and tie him or her up. This only happens within a small circle in the area of the forest that the user manipulates.

      Roar of the Wild [ B ]
      A paralyzing roar that the user sends out that makes all life around him roar with the same force and therefore paralyze the enemy. While the user roars, he or she may not move. This technique leaves enemy 50% deaf during 3 posts, while the whistling sound goes away.

      Arduinna's Bow of Life [ S ]
      The only technique breaking the norm in the sense that this technique is 1 rank stronger than fire. The user conjures up a bow and arrow made of pure ethereal power of nature calling upon the goddess of forestry and the spirits of woodlands themselves. This technique can be shot upwards to cause an aura that heals the forest in the area of the user, or may be fired at the enemy to cause some serious damage. Bare in mind, the arrow travels at 14 speed. It deals one rank more of damage if used against a fire user or a dark-based bloodline like a lycan, vampire, etc. It counts as a holy attack no matter what element or bloodline the user is.

      Pinocchio's Healing [ A ]
      A healing technique used for any minor injuries or any serious injuries like losing a limb. The part that was once lost replaces itself with wood that looks and moves like a limb, but it's noticeably made of oak. In 20 posts, it turns to flesh and bone, but it the meanwhile, it's oak and very susceptible to fire.

      Ent Lord's Wrath [ C ]
      A technique usable with Wrath of Nature. It's a passive technique that may change the wood of the carapace with a much lighter one, which switches the strength and speed stats every 2 posts, if the user chooses to do so. This technique is passive. This means that the carapace is either 15 Strength and 1 Speed or 1 Strength and 15 Speed.

      Ent Dragon [ A ]
      One of the stronger forces of ents in shape of a dragon. It doesn't shoot fire, but it shoots a green force similar to fire from it's mouth that turns any tech, shield, building, or armor lower than its' own rank into wood. It may also be used for flying and makes a faithful guardian of the forest.

      Forestation [ S ]
      This takes about three full posts and a satchel full of seeds. The user is able to plant a forest with scattering seeds and sunlight. Note: If there is no sunlight, the skill is not usable. Using the passive skill of Growth, the user is able to grow a healthy forest around his/herself until it is burned down or damaged.

PostPosted: Tue Dec 30, 2014 9:27 am


XSK Ambrosia


• Perception needs a more in depth explanation. Also the cancelled out thing would make it too strong.

• Mikmik Seeds
Any illness? Any poison? Way too strong for an E rank.

• Roar of the Wild
Area of effect, what is the range?

• Ardruinna's Bow
What's the range and cool down? This travels too fast for the +damage it can do to like half the guild. Make it a regular arrow shot since it already does so much.

A faint smile

Dedicated Friend


A faint smile

Dedicated Friend

PostPosted: Wed Dec 31, 2014 4:07 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Warmonger]

      People ask how it is possible for one man to stand against an army. For one man to slay enemy after enemy without ever breaking a sweat. How does a mere mortal conquere foreign lands and bring all he sees under his own banner? By being a badass that's how. Warmongers have unlocked, through trials even the strongest warrior would balk at, abilities capable of allowing them to take on the world. Through sheer determination and force of will they have taken this power of true Fighters and have clawed a new level out for themselves and themselves only.

Strengths

      • Rage as a stand in for energy
      • +1 Rank Defense

Weaknesses

      • High risk, high reward
      • The more rage they have the more likely they are to go on a rampage, which means they will disregard any relations they have with others. Friends will turn into foes if they get in their way.


Techniques

      A warrior's might [Passive]
      A warmonger is capable of building Rage, which acts as a secondary source of energy. The rage can only be used to power skills of this class or physical styles. Fighting is what builds rage. For each post they are actively in a fight they build rage. For every hit they land or every hit they receive rage is built. Rage does not carry over in battle and for every post they are not actively in battle they will lose 20 Rage Points.

      - Each post in a battle gives the warmonger 10 Rage Points
      - If they land a hit, they receive Rage Points equal to two ranks lower than the technique they used.
      - If a hit is landed on them, they receive Rage Points equal to the rank of the attack.


      Echo [D]
      This is the basis for every skill that follows in this subclass. A warmonger is capable of creating an 'echo', which is a reanimation of an attack or attacks they have done. For example the warmonger can punch three times in the air into an echo, which resembles a portal of sorts. Then, at a time of their choosing they can release those three punches at a different location. Echos can be applied to any physical skill.

      Shifts [D-S]
      Depending on the rage they use this skill has a different scale, with more rage meaning it is larger. Using the same methodology it takes to create an echo, the warmonger will create something they are able to pass through fully. Shifts can be created where the warmonger pleases. Each shift is able to be passed through once before it closes. The warmonger can freely move through one to another of their choosing. At low ranks only a single shift is possible. At S-rank shifts can cover an entire battlefield.

      Back to back [Relative to rank of user]
      This is a more advanced version of an echo. The warmonger creates an entity solely born out of the rage they have built up. It is a literal copy of them, though instead of having a corporeal form it is made entirely of raw energy. This entity mirrors their every action, so if the warmonger punches then the entity punches, and so on and so forth. It hits with the same strength as the user and moves exactly as fast as they do. The entity cannot be destroyed by physical means because it has no actual form, but an energized attack of its rank or higher will cause it to dissipate.

      I will not succumb! [D-SS]
      Nobody puts a warmonger in the corner. Nobody. If they are ever trapped via some sort of magical or physical cage/barrier/hold/etc they can use their rage to trigger an explosive reaction off their body. The energy will shoot off of them and expand around them, shattering whatever it is that is impeding them.

      C'mon take a shot! [D-S]
      Sometimes there really is no other choice than to take a hit. When the warmonger is fresh out of dodges, dips, dives, ducks, and dodges they can take the hit straight on. They will push the rage out of their body and use it as a sort of buffer between them and the skill that is coming to them. The rage will lower the damage of an incoming attack by one rank.

      Last Stand [S]
      Entering last stand grants the warmonger a +2 to whichever stat they choose. This +2 can be swapped between strength and speed once per post. The rage consuming their body lasts for 6 posts. Once they enter the 7th post they lose the stat bonus as well as the ability to build rage for 3 posts.
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