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Yui Ga Dokuson

Thirteenth Gatekeeper

PostPosted: Sat Jun 20, 2015 8:44 pm


            User Image


                                              MAIN INFORMATION


                                          Full Name: Liliya von Zettour
                                          Nicknames: --
                                          Age: 22
                                          Birthdate: October 17th
                                          Gender: Female

                                          Culture: Lumirian
                                          Religion: No God or group of Gods have caught her attention, yet.
                                          Languages: Common (Aramilian dialect), Demonica, and Anthosii ig

                                          De Facto - Common
                                          Fluent - Demonica
                                          Basic - Anthosii ig

                                          Nation: Nocturne
                                          Rank: Expert
                                          Title: Royal Guard


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                                              MAJOR INFORMATION


                                          Bloodline: Human
                                          Class: Specialist
                                            Specialization: Mechanist

                                            Sub-class: TBD

                                          Strength: 6
                                          Speed: 6
                                          Sin: --
                                          Gene Mods: Machine Revolt (Starter): All technological upgrades, and their abilities, are increased in advancement and potency, as well sturdiness and reliance. This essentially allows you to create super-machines, especially at a high rank, that are capable of things other machines are not.



                                          Energy Color: Burning Yellow
                                          Energy Meter: 2150, 1300 * 1.5Mechanist + 100 Royal Guard
                                          Element: Magnetization, Wind
                                          Battle Strength:
                                          Battle Weakness:

                                          Fights Won: 0
                                          Fights Lost: 0

                                          Completed Quests
                                          Advancement Credits: 450
                                            S Rank: 1
                                            A Rank:
                                            B Rank:
                                            C Rank:
                                            D Rank:
                                            E Rank:


                                          Talent: WIP


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                                              EQUIPMENT INFORMATION


                                          Weapons: Sophia and Izsha
                                          Armor: Zwei Vest Prototype Mk. 1

                                          Machine(s): WIP


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                                              SKILL INFORMATION


                                          Elemental
                                            E - RANK


                                            • Invocation: Wind Control [V]
                                            Invoking the power of air allows a low level of control over the wind element. Through energy a caster can call upon its power and direct it in various ways. Suction, blowing, and low level kinesis become possible after casting this ability. More energy can be pumped in to this, allowing for a greater degree of control. At E-Rank a 5 ft range/10 lbs or less can be controlled. This scales by 5 ft, and 10 lbs up until SS-Rank, where it will be 35 ft range/70 lbs.


                                            D - RANK


                                            • Gliding
                                            Creating a swelling of wind beneath them, the caster can generate a weak stream of air that can take control of their descents. This does not allow flight, merely saves the caster from a murderous fall and helps them control where they land.

                                            • Stream
                                            Forcing wind on one direction, the caster can create a jetstream of air. This can serve multiple purposes, such as redirecting non-energy charged attacks. This can also slide a person away if the caster is of a higher rank than them and there is no form of energy protecting them.


                                            C - RANK


                                            • Microburst
                                            By creating pockets of air, launching them forth and then exploding them the caster can attack from afar. These blasts can move in curves or in a straight line depending on how the caster thrusts to generate it. The pockets explode on the first thing they impact.

                                            • Dome
                                            Spellcasters can manipulate the air in to a ever-spinning circle around them. The winds will deflect projectiles either equal to their rank/lower, or those that are not charged with energy. Any being trying to enter the dome must be able to break C-rank power, via their own physical ability or charged attack. The dome is 5ft large, but grows in size by 5 ft until it is 40 ft large.

                                            • Hypersensitivity Passive (15Ft currently)
                                            Having become so accustomed to the flow and feel of the air currents, the caster is able to feel that flow upon their body and feel the presences of things and beings immediately around them. If this is learned at novice it is only within a 5 ft range. Each rank this sensitivity increases by 5 ft, until Sage rank where it extends to 25 ft. All the caster would feel is the shape and size of whatever interrupts the air flow via even the slightest movements, this does not automatically mean they know who or what the disturbance is, let alone how powerful they are.


                                            B - RANK


                                            • Rapid Displacement [V]
                                            When air is released from something not secured at great pressure that something will be propelled in the opposite direction. Casters can choose the point of origin of this displacement, attaching it to something's physical form. At their will it shall activate and launch whatever it is attached to in the opposite direction. The speed at which a person moves at increases as they rank. At novice it is exactly the same speed as they can move. At adept it is +2, then so on until at Sage rank this can move something at 15 speed for that singular moment.

                                            • Crescent
                                            With a slash of their channeling object pressurized air can be launched out in a crescent shape. Numerous crescents can be formed for the same cost based on rank. Novice rank can generate one, having only a limited amount of control over the wind. Each rank the crescent generation number increases by 1. Generating crescents does not cost more energy.

                                            • Invocation: Squall [V]
                                            Summoning forth powerful gusts of wind, a caster can control it to blow away their enemies. Anything not secured will be knocked off their feet and continually pushed away. Squalls can also be spun in the opposite direction, pulling things inward. At novice people with a strength rating of 8 can resist the push/pull of the squall. The power of the squall increases per rank, with the necessary strength score to resist increasing by 1 until Sage rank.


                                      Bloodline
                                        • Beneath the Skin B
                                        Requires: Adept
                                        This ability is the foundation of creating powerful custom weapons and technology. Using your augmentation, you can learn to synchronize with tech and minimize the negative effects of high voltage and even radiation against your body. This ability can be activated in order to synchronize with a weapon of yours that would otherwise be physically harmful to wield.
                                        • --
                                        • --


                                      Class
                                        • Magnetic Field D, Passive
                                        Mechanists will get used to constantly sensing magnetic fields. Everything gives off this little sense no matter the size. By creating a field of their energy and constantly reading the reports they can know if anything is around them. At expert rank this ability becomes a passive.

                                        • Magnetize/Demagnetize C
                                        Everything a mechanist deals with involves metal. For them that can be a serious downfall. Anyone with the ability to manipulate metal will be a complete and utter counter to them. A mechanist can apply energy to their machines and creations to choose whether or not they can or cannot be magnetized and manipulated.
                                        • --


                                      Sub-Class
                                        • --
                                        • --
                                        • --


                                      Hand-to-Hand/Weapon
                                        • --
                                        • --
                                        • --


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                                          CHARACTER INFORMATION


                                      Personality:
                                      Sexuality: Bisexual
                                      Quote: Your expression of being knocked down from hope to despair... I really love it~
                                      Height: 5'4"
                                      Weight: Don't you dare ask.
                                      Eye Color: Mahogany

                                      Favorites:
                                        • Color - Black
                                        • Food - Eintopf
                                        • Animal - Dragon
                                        • Place - Nocturne
                                        • Might add more later


                                      Theme Song: Rise — State of Mine
                                      Battle Theme: Breathing Theory — Empire


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                                          BACKGROUND INFORMATION


                                      xxxxxLiliya grew up in the slums with her sister. She never knew her parents. She was told however that they died by a military officer that refused to believe that they didn't associate with Fairhairs. Of course he was right, they did, but they weren't ashamed of it. Liliya and her sister had a hard life. They lived out on the streets because they couldn't get jobs to pay for a place to live. They lived off of scraps and food that some very kind people donated occasionally. Her older sister was always trying her hardest for them to get out of the slums and she literally died trying. She didn't care how she did it, and thus she resulted to thieving and eventually karma caught up with her. The lonely and heartbroken Liliya had found out about her sister's thieving and followed her that night. Sadly, she wasn't as good at sneaking as her and it was actually herself that had caused her sister to get found out.

                                      With rain falling all around, the young girl kneeled next to her sister bawling her eyes out. Liliya knew it was her fault and she knew that her sister knew as well. Even with knowing that Liliya's sister still had a smile on her face as she laid there, blood seeping through the wound to her abdomen. As she pulled Liliya closer she whispered something in her ear with her last breath. The words her sister spoke to her is the very words she lives by today, the words that have kept her going and thriving. After getting into fights for a few years someone in the military noticed her potential and recruited her. Whooo did she have skill. It didn't take her long to start rising through the ranks. She now resides as a Royal Guard in Nocturne and spends her money on lavish things that she could only dream of as a child.



PostPosted: Sun Jun 09, 2019 9:10 am


            User Image


                                              MAIN INFORMATION


                                          Full Name: Aldrich Kohl
                                          Nicknames: Al
                                          Age: 25
                                          Birthdate: December 12th
                                          Gender: Male

                                          Culture: Lumirian
                                          Religion: Vaet Nocturnum
                                          Languages: Common (Aramilian dialect), Demonica, and Anthosii ig

                                          De Facto - C
                                          Fluent - D
                                          Basic - A

                                          Nation: Nocturne
                                          Rank: Adept
                                          Title: Royal Guard


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                                              MAJOR INFORMATION


                                          Bloodline: Vampire
                                          Class: Magus (Sorcerer)
                                            Sub-Class: WIP

                                          Strength: 7
                                          Speed: 10
                                          Sin:
                                          Gene Mods:

                                          Energy Color: Blood Red
                                          Energy Meter: 1,500
                                          Element: Shadow, Pure Energy, Air
                                          Battle Strength:
                                          • Regeneration: You're constantly regenerating, and this regeneration is quite amazing at high ranks
                                          • Reaction: Your perception is enhanced dramatically; you have perhaps the most advanced move-to-move perception of all races. You can easily anticipate attacks. You also have exceptionally enhanced hearing and smell, and can smell blood from within a body from long distances. All creatures that have blood in their body find it exceptionally difficult to fight you, as you can predict each and every movement they are about to perform.
                                          • Energy Gain: When you drink blood you gain energy. Depending on amount if its less than a tea spoon its a D less than a cup C around two cups B half a liter A a liter S.
                                          • The Elder State: At expert rank, you unlock two abilities that would be considered 'extremely powerful'.
                                          • Shadow Magic: Whether you're a magic-user or not, this type of magic is very useful in a variety of situations. Despite the fact that it's shadows, it can be used without a light source and without the sun more specifically.
                                          • Innate sorcery magic is stronger when cast by a Sorcerer who has their grimoire on their person. Spells are more potent.



                                          Fights Won: 0
                                          Fights Lost: 0

                                          Completed Quests
                                          Advancement Credits: 150
                                            S Rank: 001
                                            A Rank: 000
                                            B Rank: 000
                                            C Rank: 000
                                            D Rank: 000
                                            E Rank: 000


                                          Gold: 5,000

                                          Talent: WIP


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                                              EQUIPMENT INFORMATION


                                          Weapons: Sophia and Izsha, Grimoire
                                          Armor:


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                                              SKILL INFORMATION


                                          Passives [Bloodline]
                                            • Regeneration
                                            This is passive meaning it does it on its own. At different ranks you may regenerate your wounds. Trainees can only deal with cuts, by novice deep cuts, Adept rank you wont bother with a broken bone, masters can deal with an entire sword going through your body, and you can deal with a removed arm or leg, as well as internal damage to the organs.

                                            • Telepathy
                                            A skill that simply allows vampires to communicate with other vampires or those they have bitten within a week, letting them discuss strategy or simply have a discussion. The range of how far one must be from the other is vast, to be able to communicate one must be within the same country as the target. However, to be able to speak with them they must know each other. In the case of a progeny and a creator, they can talk to each other from across the world. The creator can also physically effect their progenies from anywhere, making them feel a longing to come to the one who turned them.

                                            • The Rite of Blood
                                            Upon obtaining expert rank, you may use this ability only twice, so choose wisely. If someone has died and not yet rotted completely, you may bring them back as a vampire. The ritual is simple; shove a liter of blood down their throat, and then bring them somewhere with no light. Not even moonlight. If this is done before rotting gets too grim, after a few hours they'll rise up, as your progeny. Being a progeny has benefits and losses. The one who turned you into a vampire will always feel the desire to protect you, and will not do harm onto you. Similarly, you will feel the same protective instinct, preventing you from harming them as well. You literally can't find it within you to hurt them. The one who turned you can get you used to being a vampire; to the life of bloodlust, avoiding the sun, whatnot. However, you will always be connected to them in a way some may not like. Their words will influence you, and greatly. While they cannot simply 'command' you, they can make you want to do things that you wouldn't ordinarily do, and could almost certainly make you do things that you would ordinarily do. You want to impress them. They're like your rolemodel, and your mind can fall under the mercy of their will. This is the benefit of owning a progeny.


                                          Elemental [Air]
                                            E - RANK


                                            • Invocation: Wind Control [V]
                                            Invoking the power of air allows a low level of control over the wind element. Through energy a caster can call upon its power and direct it in various ways. Suction, blowing, and low level kinesis become possible after casting this ability. More energy can be pumped in to this, allowing for a greater degree of control. At E-Rank a 5 ft range/10 lbs or less can be controlled. This scales by 5 ft, and 10 lbs up until SS-Rank, where it will be 35 ft range/70 lbs.


                                            D - RANK


                                            • Gliding
                                            Creating a swelling of wind beneath them, the caster can generate a weak stream of air that can take control of their descents. This does not allow flight, merely saves the caster from a murderous fall and helps them control where they land.

                                            • Stream
                                            Forcing wind on one direction, the caster can create a jetstream of air. This can serve multiple purposes, such as redirecting non-energy charged attacks. This can also slide a person away if the caster is of a higher rank than them and there is no form of energy protecting them.


                                            C - RANK


                                            • Microburst
                                            By creating pockets of air, launching them forth and then exploding them the caster can attack from afar. These blasts can move in curves or in a straight line depending on how the caster thrusts to generate it. The pockets explode on the first thing they impact.

                                            • Dome
                                            Spellcasters can manipulate the air in to a ever-spinning circle around them. The winds will deflect projectiles either equal to their rank/lower, or those that are not charged with energy. Any being trying to enter the dome must be able to break C-rank power, via their own physical ability or charged attack. The dome is 5ft large, but grows in size by 5 ft until it is 40 ft large.

                                            • Hypersensitivity Passive
                                            Having become so accustomed to the flow and feel of the air currents, the caster is able to feel that flow upon their body and feel the presences of things and beings immediately around them. If this is learned at novice it is only within a 5 ft range. Each rank this sensitivity increases by 5 ft, until Sage rank where it extends to 25 ft. All the caster would feel is the shape and size of whatever interrupts the air flow via even the slightest movements, this does not automatically mean they know who or what the disturbance is, let alone how powerful they are.


                                            B - RANK


                                            • Rapid Displacement [V]
                                            When air is released from something not secured at great pressure that something will be propelled in the opposite direction. Casters can choose the point of origin of this displacement, attaching it to something's physical form. At their will it shall activate and launch whatever it is attached to in the opposite direction. The speed at which a person moves at increases as they rank. At novice it is exactly the same speed as they can move. At adept it is +2, then so on until at Sage rank this can move something at 15 speed for that singular moment.

                                            • Crescent
                                            With a slash of their channeling object pressurized air can be launched out in a crescent shape. Numerous crescents can be formed for the same cost based on rank. Novice rank can generate one, having only a limited amount of control over the wind. Each rank the crescent generation number increases by 1. Generating crescents does not cost more energy.

                                            • Invocation: Squall [V]
                                            Summoning forth powerful gusts of wind, a caster can control it to blow away their enemies. Anything not secured will be knocked off their feet and continually pushed away. Squalls can also be spun in the opposite direction, pulling things inward. At novice people with a strength rating of 8 can resist the push/pull of the squall. The power of the squall increases per rank, with the necessary strength score to resist increasing by 1 until Sage rank.


                                      Bloodline
                                        • Nightshade D
                                        Though usually just for aesthetics this is actually a skill used in confusing the enemy. During the time of the dodge you leave a dark mist there. You still dodge it the regular way but you just block out their sense of sight.

                                        • The First Shadow D
                                        This spell can be done in darkness or in light, like all shadow techniques. Obviously, in darkness, it's much more difficult to detect, although never to the point of fully camouflaging with the environment. The vampire casts a shadow up to fifteen feet outwards, either in front of you or behind you (or to the side). When the shadow gets close enough to a victim, they will rise out of the ground and grab at the enemy's legs, preventing them from moving until the shadow has been destroyed. The shadow will take a few seconds to melt away even if completely annihilated, so you can't just instantly break free if you manage to destroy it. During this period of time, the vampire can easily close the distance and attempt at your murder.

                                        • Dreadmist D
                                        A skill that comes with most vampires, upon using this skill a thick fog rolls in. The fog is normally around to help hide the vampire, making it more difficult to fight them. From being created from the supernatural, this tampers with the senses of sight and smell, making it nearly impossible to see beyond 5ft. The sense of smell becomes confused, rendering it useless as everything around the target now has the same smell. This fog affects the entire area for 5 posts.

                                        • The Shadow of Pain C
                                        The second shadow. This shadow can be manipulated to take the form of whatever you like. It can break into a blade and shield, very sturdy and very capable of variating through forms. It can turn into a bow, an axe, anything. More importantly, the shadow can crawl onto the enemy once they've made impact with whatever it is that you have molded it into. If, for example, the enemy were to strike your shadowed blade, it would crawl along the length of their weapon (and quickly), making it to their neck in an attempt to strangle them. Or their ears to poke out their ear-drums. Or their eyes to... well, you get the idea. The shadow lasts for six posts, and is slightly sturdier and sharper than steel. The shadow can also coat itself around spells, increasing their strength by one rank, although this completely absorbs the shadow.

                                        • Feeling Batty? C
                                        A common ability used in traveling, even if the vampire is fast turning into a bat swarm is much more preferred if the distance is far. Though this is limited to within the city it does its job well. It cant be used if you were attacked in the previous post.

                                        • Do You Understand? B
                                        Yes, vampires can engage in telepathy. Willing telepathy, usually -- but not in this case. This ability allows you to read someone's thoughts upon looking into their eyes. Furthermore, considering vampires have some substantial control over the humanoid mind, there is a second part to this ability. Unlike the Incubi/Succubi, this is not a sexual allure. You can keep the enemy's eye locked onto yours, and during this time, can talk them into forgetting things, making your own version of the story and sticking it into their head. This cannot delete all memories, however. It can't delete memory of their name, or their parents, and it can't delete memory of how to use their abilities. It can delete all memories of you, however, and many other events. You cannot attack the enemy while performing this ability. The enemy, while looking into your eyes, can read your intent, even if they can't make it out well. They will immediately be able to tell if you have the intent to hurt them, and can then break away from this ability. Since this requires persistent eye contact, if anyone breaks the line of contact between you two, the spell breaks.

                                        • Prowling in the Dark B
                                        The third shadow. This shadow is actually a thinking creature, although it doesn't think much other than methods to kill the enemy. It can enter walls and objects and remain hidden, but once it's out, you'll see that it's a very large and vicious creature. The shadow is in the shape of the vampire, and it lunges and claws at the enemy without relent. Its stats are just like a vampire's at base (6/6). The shadow will generally not simply go feral on you unless there's no other option. Usually, it acts like a more intelligent, more mobile version of the "First Shadow". It'll enter walls, the floor, and try to restrain you or assassinate you. It lasts for five posts before fading out.

                                        • The Last Shadow A
                                        This is, by all intents and purposes, a very powerful spell. It is a spell named after a vampiric legend. There was once an order of vampires who made a deal with a powerful wizard. They became known as shadowalkers. They were named this, because in exchange for the first form of shadow magic, they suddenly and very instantly would combust upon entering any form of sunlight. Unlike their other vampiric kin, the sunlight could kill them at any time, rather than just bringing them pain. But -- some say that the sacrifice may have been worth it, for the power they obtained. They gained the greatest of the shadow abilities; the power to imbue true sentience into shadows. This ability is very simple. For nine posts, a great shadow will follow you. It can screw with people's emotions. The shadow is said to be made of blood, and this rumor comes with good reasoning. The shadow can screech and scream, with red haze filling the area around it. Of course, the shadow does nothing for the initial post other than its screeching. But, after the first one post of it simply resting behind you, the shadow will rise. And this shadow will give rise to other shadows, intelligent and cunning. They will rise around you from all sides, like a gown, and then disappear into the floor. There are eight of these, all similar to the Prowler of the Dark. They will make quick and deadly leaps from the ground and attempt to assassinate their target, before melding into the floor again. It's a very difficult ability to handle, as the ability will result in these shadows continuing to relentlessly attack the enemy for nine posts, the ability unable to be dispelled by any means.





                                      Class Magus [Sorcerer]
                                        • Detect Magic Passive
                                        The magus can detect magic. This means when others cast spells, or emanate high amounts of energy, you can see their aura. This also means you can detect magic in an area, meaning if an area has something magical about it, you can feel it. At expert rank, you can determine the source in an area. Each source of magic has a special signature, meaning a magus will be able to recognize the energy of a person if they are expert rank or higher.

                                        • Mage Fingers E
                                        A mage can surround an object with their energy and lift it with invisible force. They can manipulate items that are not currently being held by an enemy. Anything that weighs less than a full grown person can be lifted and manipulated.

                                        • Energy Ball D-S
                                        Balls of energy have become a signature for the magus. These are available at every rank with proper scaling effects. The first level is a single ball of energy the color of a magus' energy. It is the size of a basketball and is weightless. This weightlessness allows it to ignore weather and redirection abilities that are not direct energy. Each ball of energy burns with raw power and scorches opponents. D rank is a minor burn, C-rank covers more surface area, B-rank is 1st degree burn with a larger surface area, A-rank is second degree burn with a large surface area and an S-rank ball of energy is a 3rd degree burn. Each rank of energy that is put in to these can create another ball that can be launched at high speeds. 1 Ball at D-rank energy and 5 at S-rank.

                                        • Energy Coat D-SSS
                                        Magii are weaker of body, but their power over the arcane arts is their saving grace. By creating a coating of energy over their physical form a magus can dampen the effects of incoming energy based abilities. If they were to pay a D-rank amount of energy, anything below or equal to it would be reduced in rank of damage. Once the coating takes a hit within one rank of the energy put in to it it disperses.

                                        • Blink C
                                        Requires Adept Rank
                                        You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random. While blinking, you can step through (but not see through) solid objects. In other words, short range transportation of 15 feet while not in combat.

                                        • Exuo C
                                        The magus creates what seems to be a blade of energy from his hand, wand or staff and shoots it at the target. It can easily cut clean through organic objects like it was a blade but strangely shatters on inorganic materials. The blade cuts as if it was an actual blade.

                                        • Blasting Energy C
                                        It is a quick stream of energy and upon contact it creates a similar explosion to a detonating grenade. This blast cannot be directed thus once again it only flies in a straight line towards the target. It has a maximum range of 50 feet.

                                        • Stupor C
                                        Magii can create a ball of energy with different properties than before. When any physical contact is made or if the magus chooses to trigger it, the ball will violently explode outward. There is no blast like a grenade, only a force that knocks in to people hard enough to stun them for a moment. Anyone without sturdy footing will be knocked off their feet.

                                        • Aether Spikes B
                                        Should the magus find themselves in an unsavory situation, they can formulate hundreds of spikes around their body that push outward for 10 feet. Anything caught in the initial creation of the spikes runs the risk of being impaled a multitude of times. They are strong enough to pierce steel. The spikes last around them for an entire post before disappearing.

                                        • Leeching Tough B
                                        Must be Adept or higher.
                                        Although it requires no energy, it does require you to touch the enemy. The magus will force the target's energy to disperse in to the air, effectively draining them of a certain amount. It starts at 50 Energy at adept, and for every rank after, it increases by 25. So by Sage, when you use this skill, you'll sap 125 energy.

                                        • Halcon B
                                        Two circles of energy will form around the magus in locations of their choosing. They can freely rotate these portals around them. Each circle is capable of producing 10 crescents of energy with immense slicing power. When all 20 are expended the circles disappear.

                                        • Twisting Aether B
                                        Requires Expert
                                        By putting their hands together the magus can focus this attack more. Two spears made of their energy will launch out spinning and twisting over the other as it would rush towards its target, upon impact it will act like a drill capable of breaking a defense equal to its rank and will easily tear away metal even if it is a meter thick.

                                        • Thrasher A
                                        The magus will create two rings of energy, the first one surrounding a 50 foot area with them at the center, and the second directly around them. The first ring around them launches outward with devastating force as the outer ring launches towards them with an equal force. Anyone caught in between the magus and the outer ring will be crushed between the two rings as they slam together.

                                        • Rainstorm A
                                        This is quite destructive thus it takes some time for the magus to create it. The magus first creates several magical circles in the sky above him by simply pointing at the points in the sky a maximum of seven. In the next post, or what ever post he decides to use it in those magical circles turn into what looks like comets made of energy each one equals to an A rank attack if it impacts you, it will explode with enough force to knock down a castle's tower. This spell can decimate your battle field creating craters and rearranged corpses.


                                      Class [Magus (Sorcerer)]
                                        • Book of Spells E-SSS
                                        A sorcerer possesses a grimoire, a book of spells that empowers them. Every spell they know, whether it be from the standard and universal set list or their own customs. This is always on their person and can be destroyed or even stolen. Should it be taken from them forcefully other mages are capable of reading the grimoire and using custom spells of the mage so long as they have that book in their possession. If the book is destroyed or otherwise out of the sorcerer's possession they are able to recreate it from memory. Applying energy equal to one rank above them their book will be reformed. This can be done in battle but it takes a complete post of concentration.

                                        • Break D
                                        Applying a forceful jolt of pure energy to something may be strong enough to destroy it. A sorcerer's energy is the strongest of all kinds. The energy physically manifests in a ball the color of the sorcerer's magic. It launches out as if it had been thrown though at great speeds. Upon impact the ball expands outward. Anything equal to or weaker than this will break upon impact.

                                        • The Weight of my Power D-SS
                                        Pure energy in high measures can feel akin to gravity. A sorcerer can manifest their power as a mostly transparent blanket. The more energy they assert over an area the higher the gravity will feel in that area. Everyone in the location of their choosing will feel the pressure, even them if they are standing in the designated zone. At D-rank the area they can affect is 5x5, then 10x10, then 20x20, 40x40, 80x80, 160x160. D-rank pressure would fatigue those caught in it more. C-rank pressure would slow people down by -1 Rank. B-rank pressure would drop the strength stat by -1. A-rank pressure would raise the energy cost of any physical ability by 1.5x. S-rank pressure drops speed and strength by -2. SS-rank pressure increases the cost of physical abilities by 2. SSS-rank pressure stops people in their tracks. The pressure increases over time. For each rank the ability lasts one more post. Depending on the energy that the sorcerer puts in to it will effect the cool down. 1 for D, 2 for C and so on until SSS. SSS can only be achieved when in possession of the user's grimoire.

                                        • On My Terms D-S
                                        There are times when it is best not to fight. A sorcerer must be intelligent when choosing their battles. In the event there is someone who is threatening the sorcerer, they can press their energy against that person and force them to be unable to draw a weapon. This is a constant application per post, and while the sorcerer is holding their energy against someone they themselves are unable to cast spells. The energy must be reapplied once every two posts.

                                        • Energy Rend C
                                        Energy can be volatile all on its own. By turning the nature of their power into malicious. By pointing to an area they can launch a wave of energy that is akin to a blast of steam.

                                        • Energy Ray C
                                        Sorcerer's can manifest their energy at the tip of their finger and launch a beam of at their target. The beam is capable of shooting clean through an opponent who does not have some sort of protection against magic, though it is only a few inches around. At Adept rank they can shoot one beam from one finger, at Expert they can shoot three beams from three fingers, and at Master they can shoot five beams from five fingers for the same cost.

                                        • Nova B
                                        Supernovas are the mass release of energy from something, generally a start. Sorcerers generate balls of compact energy that explode violently. There is an initial shockwave then the rapid release of energy. Being caught in the explosion would be a very bad idea, and even the shockwave is capable of high levels of radiation. Radiation will cause organic material to literally melt off. The nova's explosion is 15 feet big, and the wave of energy extends an extra 5 feet.

                                        • Destruction Disc B
                                        A sorcerer will manifest their energy into a rapidly spinning disc. They can freely control its movements and it moves as fast as a gunslinger can shoot an arrow. The disc will slice through anything of its rank or lower like a knife through butter.

                                        • Tides of Power A
                                        The sorcerer will blast out a wave of energy all around their body, launching out their raw power for fifty feet in every direction. The wave of energy has the force of a cement wall and forcefully pushes people away from the sorcerer. Those who have a higher strength rating than 10 are able to resist it, but still receive the initial blunt damage.

                                        • Resistance is Futile A
                                        The sorcerer will generally follow up Tides of Power with this ability, which pulls people within fifty feet of them in every direction. It has a powerful force just the same as the skill before. Anyone with a higher strength rating than 10 are able to resist, but still receive the initial blunt damage.

                                        • Meet Your Maker S
                                        The sorcerer will gather their energy into their hand. A wave of initial energy will shoot around them as the signal that this is about to be shot. Merely by pointing their hand and releasing the energy the sorcerer will release a gigantic blast of pure death. The ray is 25 feet all around and will launch out for a full mile. Anything in its path is disintegrated if it cannot withstand its power.


                                      Hand-to-Hand/Weapon




                                      Hand-to-Hand/Weapon




                                      Hand-to-Hand/Weapon




                                      Hand-to-Hand/Weapon




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                                          CHARACTER INFORMATION


                                      Personality:
                                      Sexuality: Heterosexual
                                      Quote: "Strife is good. Strife makes a man strong. For if a man is capable of confronting death daily, functioning in the face of it, there's no telling what else that man can do, and a man whose limits cannot be known is a very hard man to defeat in battle."
                                      Height: 6'4" // 195cm
                                      Weight: 180 lbs // 82kg
                                      Eye Color: Auburn

                                      Favorites:
                                        • Color: Auburn
                                        • Food: Eintopf
                                        • Animal: Dragon
                                        • Place: Nocturne


                                      Theme Song:
                                      Battle Theme:


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                                          BACKGROUND INFORMATION


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Yui Ga Dokuson

Thirteenth Gatekeeper

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