Every character in the world of Axiom must choose a class and a specialization. Each selection comes with its own perks and drawbacks. We have provided a versatile list for the members to enjoy. Find which class suits you best and then choose just how you want to play them.
Your base class has a certain amount of skills, you keep these skills even when you specialize. These 'base' skills are skills that anyone in that class can learn. A specialization is an advancement of the class. For example, A Knight can become a Vanguard, a Reaver, a Templar or Shadowknight. That's all.
Posted: Sun Aug 09, 2015 7:50 am
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [K N I G H T]
There are countless warriors in Axiom that can boast strength, but few can boast like Knights can. With a natural gift for battle, fierce strength and tough bodies, Knights are fierce-some warriors. Their code of chivalry guides their decisions, and is ultimately the source of their power. These warriors will not falter, even in the face of certain death.
Traits • Every knight has the ability to ignore pain in battle, even ignoring the pain of severed limbs for a certain amount of time. • Knights have access to a standard set of skills regardless of their specialization. • Knights gain access to a single Claimed Weapon. This weapon varies, as some specializations may use different things inherently. This weapon must be applied for and approved, but in return this weapon may have devastating effects and perks attached to it. What might be "OP" for another class to have might be okay for you to have. All claimed weapons are extremely durable, and they may only be broken while not in the users hands. They are one rank stronger and scale as the user levels up. • Knights may not go past A Rank with their elemental skills. This means that they may never become a master of an element. However they get six weapon styles and 4 hand to hand styles as a part of their martial training.
KNIGHT "So many of us take an oath... we want to protect the people we love. This is who we are, why we fight!" - Conner Cintere, Captain of Fraxen City
• The ClaimPassive Often, every knight has a single blade that defines his victories. This single blade that the knight has Claimed is one rank higher than the user and scales with them is more powerful than the average custom weapon of its rank. Each Claimed weapon must also be approved in the Custom Weapons thread.
• ReturnE A knight without his blade is useless. This skill, for its low costs, is essential for any knight. This gives the knight the ability to return any sword that they have Claimed to their hand.
• Shockwave D A simple move for the knight. By swinging their sword with great force, they cause a wave of energy to travel across the ground in a straight line towards their foes. When it reaches a point close enough to the opponent, the energy in the skill will suddenly shoot up from the ground with a piercing effect. Capable of piercing through defenses one rank higher than the knight.
• Endure D A knight is trained to ignore the pain of their wounds and keep fighting, this skill will suppress the pain you feel for five posts but you don't regenerate those wounds unless you are healed. This skill does not heal wounds. Once the effect is over, the pain comes rushing back.
• Commander's CallD In an attempt to rally up any allies, the Knight will call out to his allies, giving them a temporary boost to strength and speed (+1 to each). The Knight himself is included in the Call. The boost lasts 2 posts.
• Battle CryC As if charged with the will to always fight, no matter what, the Knight will cry out before the battle starts. This cry, the words are up to the knight, will allow the Knight to allow both he and his companions to fight with increased valor and strength. Their energy output nearly doubles and they can cast more skills than ever, for less energy. One rank less energy to be exact, for three posts. Cooldown of one post after the skill is up.
• Dauntless In All We Do!C-S Fear is a something knights are trained to forget. As death faces them, they fear not. As a result, they become pretty ballsy, and charge like, everywhere, removing debuffs placed on them. Eventually, other effects were also adding to their training regimen. When affected by some form of ailment or effect, the Knight can literally just shake it off. Energy costs depends on the rank of the attack. Passives costs C Rank, and to eliminate a seduction, the knight must match the rank of the succubus or incubus in energy.
• Champions of ValorB By exerting his energy like an aura around his companions before battle, the Knight is capable of granting them the same protection that often keeps him alive. For the duration of 4 posts, the Knight's allies gain +1 rank in damage reduction to all skills.
• They Call Me A HeroA In every story, there is a hero and a villain. The villain perishes while the hero lives and beds multiple women. Before that happens, you gotta end the battle right?! After using this skill, the user sets up various disadvantages for his opponent, since the villain is always weaker than the hero in the end of the story. The disadvantages build with every post that goes on. The first post, the opponent suffers a stat reduction of -1/-1. The second post, the opponent begins to get flustered with his attacks, being limited to only 3 per post. In the third post, the opponent will find his skills are weaker than he thought, as he faces a reduction in damage he deals by one rank. In the fourth post and final post, he finds that the amount of energy he expends is one rank higher than normal. For the fifth post all these effects linger, and on the sixth they are purged. This has a cool down of 6 posts.
▰ ▰ ▰REAVER
A Knight who chooses the specialization of Reaver is one who seeks to discover a macabre new fighting style based on self mutilation. Reavers are warriors who drink the blood of their fallen enemies in order to gain access to a skill set that comes with a price. Though their skills do not cost energy, Reavers pay the price of their skills with pain. Reavers obtain a set amount of Pain Points which go towards their skill usage, the points may only be used for specialized skills. Not many in Axiom respect Reavers due to their ties to "blood magic."
Traits • Through the use of self mutilation, Reavers can gain devastating perks that easily make them the most fearful target on the battlefield. • Though you have a set amount of PP (Pain Points), the max will increase with your rank. Users have the chance to gain back their used PP in battle through pain and skill usage. The maximum amount of pain points is given below, and the reaver begins any combat scenario with half of these points based on their rank. - Novice: 75 - Adept: 150 - Expert: 225 - Master: 300 - Sage: 375 • Blood Magic: A deadly art that drastically bolsters stats, modifies skills, and may even be used to eventually become immortal.
REAVER "Blood magic? This? No. This is my resolve!." - Archellon of Val'Ghast, The First Reaver
DevourPassive The ability to steal the life force of another to replenish your PP meter seems almost unholy. However, the transfer is anything but. Life is pure and raw, and the Reaver understands that. As such, the life transferring ability becomes a part of of every strike made by and against the Reaver. As they inflict pain, and receive it, they gain back points of pain.
Based on the skill that is used, the user regenerates a certain amount of pain points. E Ranked: 5 Points D Ranked: 10 Points C Ranked: 20 Points B Ranked: 35 Points A Ranked: 50 Points S Ranked: 75 Points SS Ranked: 100 Points This is also the pain point cost for skills.
PainPassive The Reaver projects a constant aura (radius of 10 meters) that seeps into anyone the user wishes and causes them rather mild pain. For every person infected, the user gain back D Ranked Power Points, thanks to Devour. This can afflict multiple targets in a post, and has a friend or foe id that can be edited by the Reaver passively as well. Against targets that ignore pain, this will still give the Reaver the points, and against targets immune this will not. It should be noted that even creatures without a corporeal form are not immune. Energy can be paid from the normal energy to increase the rank of this skill from C-S, and gain pain points accordingly, however this can only be maintained for two posts, and then require two posts before the aura can be increased again. This does mean the pain of the aura on the victim is increased, but it is superficial and thusly easier to manage than comparable pain from a real attack.
Your Pain is My DrugPassive As long as the user is inflicting pain on another, the user gains a +1/+1 to stats. The user feeds off of this pain, and the effect is most definitely stackable for up to three enemies.
Blood Magic: Healing ArtsE-S (PP Cost) This skill costs pain points equal to the regeneration intended. For E rank PP, this skill can close up minor cuts scrapes and bruises. For D-C, progressively worse injury can be fixed, such as 2nd-3rd degree burns, fractures and bruises etc. B-A can repair severely mangled limbs or worse, and S rank can fix most major injury save for extreme internal organ debilitation.
Blood SigilsC-S (Pain Points) After quickly slicing their hands, the Reaver can create a variety of blood sigils that form once the user's blood touches a solid object. Each blood sigil has a different effect. All sigils look exactly alike, because it is not the pattern that determines the effect, it is the power the user puts into it, which makes it impossible to understand which sigil is being used until it is nearly too late.
Ensnare (C Rank): For the duration of five posts, no one is capable of leaving the battlefield. It makes it impossible to escape by any means. Teleportation skills are even negated upon usage.
Hemo Chaota (B Rank): Once the blood is spilled onto the the surface, the sigil instantly lights up, using the power of the users blood to create a Blood Vanguard (see codex) to fight alongside the user. This blood vanguard, if ranked lower than the user, becomes that rank and his skills are boosted in power by that many ranks.
Blood Mines (A Rank): Mines that may be tactically planted before battle, or during should the user find a use for it in battle. The uses of the blood mines are plentiful. The mine itself is a 2x2 meter square (circles are so lame) that, when crossed into, causes instant ensnarement in a blood prison ranked one rank higher than the skill. A second setting for the mine is to set it to fatally wound someone that crosses into it. Once crossed, blood spears will nearly instantaneously jab at every major organ, attempting to kill or even maim the enemy.
Hota Mei (S Rank): This sigil is placed on the user's chest. Once done, every living creature is instantly pulled into the user's radius of pain by a force that even the Reavers can only thank their power over blood magic. This, of course, would surprise anyone brought over to the reaver. Size is not a factor, and force is almost immeasurable seeing as through enemies can be pulled through stone walls and such. If a barrier is up, in order to block this skill, it must be at least of equal rank. Though erecting a barrier to respond to this skill is almost impossible unless the sigil is recognized by the enemy, which is highly unlikely unless they are Reavers who can tell the sigils apart.
Blood VesselC Often there comes a time when subterfuge is necessary, even for a knight. This skill allows the temporary takeover of a non combatant NPC or animal to do whatever the user wishes them to do. The user controls every aspect of their body and mind.
Blood OathPassive, though must be Expert Rank to use Every time the Reaver makes a promise to someone, the promise becomes something that binds the Reaver, and strengthens him as well. Usable once, and the stats remain when the oath is fulfilled. +1/+1
Blood Augmentation: LimbsC Though simple power channeling, Reavers are capable of boosting the strength output from their limbs. This makes it possible for them to jump extremely high, almost as high as Dragoons, and land just as safely. This also affects their arm strength, with a +2 to strength and the ability to tear into steel effortlessly for 5 posts.
Callous ClawsB A close range, though deadly fast attack. After mutilating their hands, their blood will quickly seep out to harden and form into malicious claws capable of ripping into metals with ease. The speed of this attack rivals that of a arrow being fired, and it's speed attributes to its piercing power. The claws add an additional +2 to strength, and is usually used alongside the Limb augmenting skill.
Blood WeaponryB Through small cuts made by the user's own slightly sharp nails, the user is capable of calling out for random weapons to be forged through blood and fire. These weapons vary from a longsword to a heavy battle axe. Any of these weapons may be used in a weapon style. Even a shield. The weapon may stay out for as long as the user wants, and the user may even change the weapon as many times as he wants for no cost.
The Bloody PlagueB (Pain Point Cost) By biting onto his tongue, the user will spit out a heavy mist of blood that will quickly expand across the battlefield. This area of effect skill, which lingers for 5 posts, begins to poison the enemies blood. This poison causes pain that makes it impossible for enemies to charge attacks due to their inability to think clearly and focus. All the while, the user reaps from the pain in the area, gaining C Ranked power points back per post and per enemy within the cloud.
More and MoreA (Pain Points and Energy) After spending the amount of pain points needed, the user is capable of merging their two energy pools together. Mostly used for emergencies only, For as long as the user's pools are connected, the user loses access to the ability to regenerate Pain Points. Only used once per battle, but that's really all that is necessary. Afterwards, the user cannot build or access pain points anymore until combat ends.
TetherA Every Reaver has ties to the summoning of demons, it is tied to blood magic. However, when it comes to the binding of demons, additional research is required. This skill has two uses. The first is to summon a demon either from the codex, or one you make in the custom summons request. The second use is to bind the will of the demon to yours after fighting the demon. With the use of this skill, the user has the absolute ability to make a demon his b***h. After bringing the demon to the point of imminent death, the user will literally impale his hand with his own sacrificial blade and remove the blade to allow the user's blood to seep all over the demon. The blood will form into vein like binds, which will seep into the demon's body, giving the user complete control over the demon, just like a summon.
Blood Augmentation: Body ArmorA (Pain Points) Utilizing the same power and the Limb ability, the user will essentially alert their body of incoming attacks, preparing to forcibly rush the platelets over to the area that is going to be attacked to immediately protect them from One A rank and all lower damage for 5 posts.
ConsumeS This is the trademarked skill of the Reavers that allows them to Consume the blood of their enemies. Standing over a corpse of an actual RPC, the user will form a claw of blood which will latch onto the corpse while they consume the blood. For every corpse the user consumes, they gain 250 energy to their pain point meter and 100 to their permanent energy pool. It does not work on corpses who were significantly weaker (2 ranks below or greater). The user must pay the required energy cost in order for the effect to take hold.
Life-TappingD-SS By tapping into the power of the user's own life force, the user may augment the power of any of his skills, and may do so dramatically. The change itself becomes drastic. While it increases in rank, it also increases in size and devastation. A E Ranked fireball can be increased to an S Ranked pure flame meteor. The way this skill works is simple. Any skill boosted by this skill does not count in terms of energy, so you aren't spending two skills worth of energy for one attack. Instead, it all becomes one skill. You may boost it to the rank of your choosing.
BloodwakeS Veins erupt from the user's body, to settle just below the skin. The user's eyes become bloodshot red as the Reaver begins to empower his body to become something straight out of a child's nightmare. The user will begin to visibly grow in size sharply as his muscles go through a process of hypertrophy and hypertonia. During this time, the user's physical process seems to be unmatchable, with their speed and strength stats rising by +2/+2, going above the limit if necessary. During this time, the user receives a massive boost to potency on all skills for 5 posts. Once this happens, the user faces extreme muscle atrophy, and loses access to his Reaver skills and the passives as well for 3 posts. Usable once per battle.
▰ ▰ ▰VANGUARD
A Knight who chooses to become a Vanguard is a Knight who chooses to perfect the art of combat through simplistic means. There is no holy light here, no powers of darkness. The Vanguard becomes so specialized in neutral combat skills that he can focus only on his style of fighting an his tactics. The Vanguard is the only Knight capable of owning up to 3 different Claimed Items. While others may only claim weapons, the Vanguard may claim armor, weapons and trinkets. You, my friend, are a tank. As such, you don't have many incredible offensive skills.
Traits • Vanguards are masters of single handed weaponry and shields. As such, they obtain a +1 in potency for the use of whatever your claimed items are. • Claimed Items: May claim armor, weapons, shields and trinkets that have special effects. • Sunder: If their strikes connect, Vanguards crack opponents body as much as their mind, making focusing on skills become increasingly difficult not just due to pain but just because of their domineering aura.
VANGUARD "A true knight is fuller of bravery in the midst, than in the beginning of danger." - Sir Cheval, First Grandmaster of the Order of the Rune Knights
• The ClaimPassive Often, every knight has a single blade that defines his victories. This single blade that the knight has Claimed is one rank higher than the user and scales with them but is stronger than the average custom weapon. (You don't actually have to write a detailed post forging it. Just go to the weapon shop in your city or the forge or whatever and say you forged it while you were there.) Vanguards possess the ability to own up to 3 of these items. At Novice rank, a Vanguard may only own one Claimed item. At Adept Rank, the Vanguard may Claim another item. At Master, the Vanguard may own up to 3 Claimed items. Each Claimed blade may have a single advanced special property, though it must not be too far fetched. Where as some blade forgers are limited in their knowledge of enchantments, the Vanguard's imagination is his limit. It can't have the ability to give the owner regeneration, stat boosts, or skill boosts. The properties can range from being able to use a few created elemental skills to being able to be controlled with the user's mind. But each Claimed item must also be approved in the Custom Weapons thread.
• The Oath Passive Every Vanguard, no matter their rank or status, must pledge their Oath and Allegiance to something. Without loyalty or purpose, life is meaningless. It is for this reason that, upon learning this skill, the Vanguard must pledge their Allegiance to something. It can be to a specific person, a Kingdom, or a Deity. The Vanguard must also say an Oath. The Oath itself is made up by the Knight, as each case is different. Once this is done, the Knight gains a +1 to strength or speed permanently.
• RevE You charge your sword with your energy so much so that it glows. Upon slashing, your energy exits like a wave that is as sharp as your sword. You may charge it while moving around for an extra post making it C ranked, but it still only takes E Ranked energy. Rev can be used multiple times, aka it can be spammed to try and overwhelm the enemy.
• Weapon BreakD A common skill for Vanguards to use. They swing their sword with enough ferocity that they cut through the enemy's weapon like butter. Resistance is futile. Cheesy, but true. Weapons coated in energy from a skill are exempt from this skill.
• PeakD Peak is a skill allowing them to enhance their senses. This is pretty useful when fighting ninjas or assassins because you can actually hear their footsteps. During this form, Knights are temporarily allowed to 'see' energy. This way, they can see not only hidden enemies, but also hidden attacks. Lasts for 5 posts, can only be used twice per battle.
• UnbowedC The first skill that defines the Vanguard as a tank. Upon releasing energy, the user will coat their entire body and armor -- equipment and all -- with energy for 5 posts to dampen the blow of any blow by one rank. In addition, at Expert rank, this skill becomes passive, granting the Vanguard a permanent reduction in damage from all skills.
• Cowardice is Not AppreciatedC-SS Taking it upon yourself to destroy enemy barriers, the Vanguard will form a spear of energy in their hands with incredible piercing power. This is done quickly and effortlessly so that the enemy has no time to react. The spear will automatically shatter any magical barrier of it's rank and below, turning the opponents own energy against them. For two posts, the opponent may not cast another barrier skill of that rank or lower due to the users energy being inside of them. Cooldown of 4 posts.
• UnbentC After first learning Unbowed, the user takes the next step to becoming a Tank. As an activated ability, the user exerts more energy in order to make themselves incapable of being sundered. For 3 post, the Vanguard is immune to all slowing effects, attacks that may cause him to falter in his attack, and flinching altogether as long as the original attack is his at most his rank or lower.
• Power SlashB With all the force you can muster, and some energy added as well, the Vanguard lashes out with incredible strength, using his weapon to break anything physically tangible in his way. This includes earth attacks, people, bones, ice magic, etc . This skill makes it incredibly easy to frighten anyone facing the Knight. However, anything not physically tangible will not be affected. Barriers of B Rank and lower may be broken with this skill.
• Vital StrikesB With every strike, the user does even more untold damage to the opponent. As soon as contact is made, the user injects his own energy into the opponent. This may also happen by striking armor, or a shield. With the user's energy inside of the opponent, the energy begins to attack the vital organs. This pain does it's job well, seeing as though the enemy suffers a -1/-1 to stats for 5 posts. Each additional strike takes away an additional -1/-1 to cap at -4/-4
• Blade AuraA Upon activation, several blades will come to the Vanguard's aid. Each blade of energy having it's own arm to attack with. Using this skill makes Rev completely free. With an extra 10 blades at his disposal, the amount of Rev's created per post will surely overwhelm the strongest of enemies. When swords are being normally swung, counts as a B Ranked attack per swing. Lasts for 3 posts.
• Vengeance A Upon taking melee damage from a creature or person who strikes the Vanguard from up close, the user will immediately latch on to the attacker, keeping him from going anywhere while he immediately strikes with the pommel of his blade, or even his shield. The bashing effect not only breaks bones, but will send the average pleb flying back at least 10 feet.
▰ ▰ ▰TEMPLAR
A knight who chooses the path of a Templar must devote themselves to Vangelism or Vaet Nocturnum. They pledge their bodies and souls to their religion and imbue themselves with Holy and Unholy powers respectively. Just like the Shaman class this serves both sides of things Templar shall as well. All spells can be construed as Holy or Unholy based on what religion was selected.
Traits • Healing Abilities: Though not as great as the Clerics, the Templar has the ability to use minor healing skills, becoming something of a combat medic. • In the Eyes of my Lord: As long as light/dark bathes these warriors either from nature or spells they cannot be wavered. They do not fall prey to passive effects such as Incubi or Succubi passives, or passives that make them expel more energy or any negative passive, really. • I Am Faithful: When you start out, you already have the attention of an angel/demon who can give you a mark, assuming that this mark comes from an angel loyal to Vangelism or a demon loyal to Vaet Nocturnum. • Fight With Me: Templars are capable of boosting their allies stats and energy output.
TEMPLAR SKILLS "I purge the wicked and the evil, and in doing so I put my own soul at risk of damnation. I am not always proud of the acts I commit..." - Sir Jasper Cintere, Templar of the Damned
Sense Evi/GoodlPassive Depending on the alignment of the Templar they will be able to release a wave of energy that detects Evil or Good, the opposite of them. This wave will immediately reveal the presence of those types of creatures. The Templar need be wary of when this is used for it also reveals their presence to these beings as well.
Aura of Hope/DespairD The Templar has access to a set of buffer skills for his allies, and for himself. Passively, the Templar will radiate an aura that finds and seeks allies on the field, giving them an uplifting and empowering feeling. For each body this aura affects, all affected allies gain potency to their next ability.
Circle of Un/holy ProtectionD-S Limits: The templar must stay in combat constantly in order to use this skill. The templar gathers in energy towards the core of their body, absorbing as much of their steel will and steadfastness as possible. Within a quick moment, the templar generates a powerful circle of un/holy energy. The power of the un/holy circle matches that of the Templar's own rank, becoming stronger and more potent than it's previous rank. The Skill cost also scales with the strength of the templar, making it cost more the stronger they get.
- Novice Rank: D-Energy The templar releases the circle, ranging to 10 feet radius that becomes a singeing sensation to any unholy being around him. Summoned un/holy minions of D-rank or below are deconstructed if they are not empowered by a necromancer or whatever holy creature makes things.
- Adept Rank: C-Energy The templar releases their circle with their emblem of devotion, ranging to 15 feet radius, this makes it even more powerful against the un/holy who are weaker than they are. The unholy who are in the circle near the user will find it more difficult to move around than they used to(-1 to speed.) Un/holy structures of C Rank and below are deconstructed.
- Expert Rank: B-Energy The templar releases a greater circle of protection against the unholy, reaching to about 20 feet in a radius, those who are weaker than the templar will find it difficult to even fight. This inflicts enemies with three ailments, Nausea, Vertigo, and muscle atrophy. This even makes it worse for enemies to move as well (-2 to speed.)
- Master Rank: A-Energy The templar creates one of the strongest circle of protection around them, circulating a total of 70 feet around them. Those of un/holy origins that are inside the circle who are weaker than the templar, who remain in the circle for over 1 post, will be quick to submit as Expert Rank enemies will find it near impossible to move (-3 to speed) while Adept and below will pass out from the holy pressure around them.
- Sage Rank: S-Energy The templar creates their most powerful circle of protection around them, extending to a full mile away from where they stand. All enemies who are not the same rank as they are, are met with crippling gravity, reducing their jump, speed, and even movements vastly. The enemy MUST be on the templar's level before even attempting to fight the Paladin.
Shield of Light/DarknessE Its a basic shield made of un/holy energy. The light is hard to look in to because it is incredibly bright, as the darkness is equally vague and seemingly never ending. Last for 5 post and is as strong as Iron.
Armor of Light/DarknessD-SS Utilizing light/dark a templar can solidify it around their body as a primary level of defense. It can defend against a magical or physical attack of its rank, and as many lower ones as possible.
Holy Light/Unholy BlotD-SS The basic skill of the templar class this is where it all begins for them. They slash at you and the slash will fuse with a beam of blinding holy light. As it scales, the light behind the blade grows. At SS rank, this light illuminates an entire city, causing blindness for 3 posts. 2 posts at S Rank. 1 at A Rank. B-D ranks just illuminates the area that the templar is in, and causes momentary blindness. The unholy works in the exact same way though it uses darkness to remove the ability to see, rather than overwhelming eyes with too much light.
SteadfastnessD-SS The Templar fills their feet with holy energy. They do this to hold ground against even the toughest hits and most powerful attacks as the holy energy in their feet keeps them stuck firmly to the ground so that they cannot be knocked over or forced to move. This prevents them from being pulled by energy based moves, even. You must use one rank less energy to avoid being pulled in by a skill.
Slip of TruthC The Templar and the person the Templar is talking to begin to slowly synchronize their energies, to the point where the Templar's energy is on their level as an illusion. As they talk, the templar can ask them a question, but using the enchanted words to bring the truth out of their fellow talker. The one who hears: 'Speak only the truth.' Will be compelled to answer the question truthfully and honestly. The only way around this technique, is if the person is able to resist any illusions or hypnosis.
Un/Holy WeaponC Creates an object, usually a weapon, entirely from light (no physical substance is needed). The weapon is as strong as the average weapon of its kind in most cases. When used against un/holy creatures, it does twice as much damage and is twice as durable.
Plague/Cleanse AreaC Limits: Twice per battle The user will gain the ability to purge all passive abilities such as auras, sustained skills, and will disrupt people who are charging up for a skill. Can be done outside of battle as well.
Chains That BindC The Templar doesn't always have to kill, some times he needs to extract information, and for him/her to do that the templar would need to bind the person. Chains made of un/holy energy will shoot out of the ground and attempt to bind the opponent by his arms. Once done, the chains will force the person on to their knees. However, this skill can be dodged. Lasts for three post. It would take 9+ strength to break these bindings. Anyone who has a weakness to Un/Holy magic suffers a residual burning effect for as long as the chains are making contact with them.
FalterC The caster will use their own good aura, to afflict the target's mind, making them think about all the bad things they've done, from taking a cookie without permission, to killing a man in cold blood. This causes their attacks to cost a rank more, thus draining them faster. Those afflicted with this ability will have it only last a total of three posts, no ifs, ands or buts. It even works if the person is somehow crazy and claims to not feel emotions (a mary sue). For unholy aligned templars it forces their good natured foes to feel terrible urges, plaguing them with dark desires they would never normally have.
Temple BodyC The Templar's body is considered to be the same as a temple or Church of their Order or Sect. This skill when activated empowers the templar and their allies around them. increasing size and duration by 1.25x.
Minor HealC A neat skill that allows the Templar to heal broken bones and damaged tissue while in battle and rather quickly. Major organs may not be repaired.
Un/Holy RainC Limits: Must have an element. Must be used outside. Five post cool-down. After a post of preparation during which the user is hindered in no way, a gentle drizzle will fall down into the entire thread for five posts. The effects of this rain will vary depending on the element of the user and the people it hits. After using Un/Holy Rain, it cannot be used again for five posts.
- Water: Heals all minor wounds, fatigue, etc. - Fire: Painfully burns all un/holy beings. The burns will distract even the most hardened of individuals but are not fatal in any way. - Earth: Causes the ground (regardless of what it's made of) underneath unholy beings to turn muddy and have an effect like quicksand while the unholy being is in contact with it. If it doesn't outright trap those who are caught within it, it will slow them down. After the skill is finished, the mud dries up quickly (less than one post) and can be easily broken through. - Wind: Gives holy beings the ability to fly/levitate (but be careful to not be too far from the ground after the skill ends) and keeps un/holy beings from being able to hear and smell.
JudgementB Requires: Un/Holy Light You form the holy light around your weapon with so much power it would destroy unholy beings quickly. A wound created by this attack cannot be healed if it was inflicted on to un/holy or good/evil creatures.
SacrificeB Requires: Adept rank Though this could possibly be deadly to the Templar he or she may use this skill to save someone from harm. They will both be INSTANTLY covered in dark/light and any damage the person being saved will be transferred to the Templar exactly, saving their ally from any harm.
Divine/Profane ChamberB By fusing your powers into spears they will form a barrier once they are stuck into the ground. This barrier is made out of un/holy darkness/light and will burn foes who touch them. You however can attack with a melee weapon into the barrier, breaking it from outside but this will fuse your weapon with the power of un/holy energy. The barrier is hard to destroy and can take up to a B rank attack.
Dawn/DuskbladeA Limits: Must know 'Un/Holy Weapon' skill. The Templar brings into existence and upgraded version of the 'Un/Holy Weapon' they use for the skill. This skill only works at night and only against 'evil' creatures. It acts in exactly the same was as the 'Un/Holy Weapon' skill it is just significantly more potent
Blessing: The Unshaken TempleA Limits: Must be capable of using 'Temple Body' A completely different skill from 'Temple Body'. It requires it as a prerequisite as it shows the Templar's strength of character throughout their career. A Templar capable of using this skill can bless themselves before heading into combat to change the makeup of their body. When using this skill the Templar's skin shines brightly as each and every cell in their body is infused with holy energy. An unholy aligned templar would be surrounded by inky darkness and alight with a dark energy aura. Unholy/evil nature abilities are reduced in potency by 1.25x when they hit them.
Arm of Righteousness/IrreveranceA Requires: Adept rank The weapon arm becomes embodied with a large amount of un/holy energy. Releasing this as a strike a templar can ignore armor and strike at the very being of a person. A good aligned person would feel the heinous energy tearing at them just as equally as an evil aligned person would feel the divine energy. This can cause serious internal damage like hemorrhaging, collapsed lungs, etc, all based on where the templar strikes.
Righteous/Profane StrikeA Requirements: Un/Holy Light, Judgement Using the same idea as Un/Holy Light and Judgement, the Righteous/Profane Strike becomes something a bit more. Intent on making the strike hit, the Templar will take a sudden leap to quickly close the distance between the user and the opponent and will suddenly slash at the enemy with an un/holy charged ability.
The Darkest DayS The Templar will imbue their body with holy energy, increasing their ability to protect exponentially. A un/holy /darknesslight will wrap around them and shroud them in a shining light. This divine/evil presence empowers the Templar. On the first post they will experience a stat increase of +1/+1. On the second post it becomes +2/+2. The third, +3/+3. On the fourth, +4/+4. On the fifth, +5/+5. When the sixth post comes the stat bonuses reverse until the paladin is suffering a -1/-1. During this time they cannot use Templar skills past B rank. That state lasts for three posts, following a seven post cool down.
Soul JudgmentS Requires: Master rank, judgment You create a circle around you of light/darkness that is approximately seven meters in diameter. This circle will suddenly expel un/holy light/darkness with as much power as the judgment constantly as long as you keep your weapon into the ground. After clutching the hilt of the blade, the user will suddenly leap forward at incredible speeds, at a speed that they can't reach by any other circumstance, and slash at their target. The attack doesn't end with the slash. A large projectile will shoot out from the blade, should anyone attempt to back away from the attack.
SmiteSS The user will emit their holy energy out of their body and once they do, it will begin to look like bright white/yellow flames or black/purple flames. The user will suddenly shoot the un/holy flames toward the opponent at high speeds that will attempt to follow the target until it hits something. Must have at least 14 speed if you want to outrun the flames, otherwise you have to block the attack. The flames can burn right through metals and skills of the same rank. A barrier of equal rank is required to nullify. On un/holy beings, this skill is increased in potency rank and will completely decimate the opponent, against normal people, it would cause fourth degree burns and will most likely cost an opponent a limb, or even his life.
▰ ▰ ▰COMMANDER
Commanders are exemplary leaders in battle. They originated as knights though their supremely proficient skills in strategy led them to taking command of other warriors, having those trained warriors fight alongside them in battle. The Commander is generally mounted in battle, putting themselves in a position where they can see the battlefield. From there they give orders to the battalion, deciding the flow of battle and controlling the field.
Traits • When mounted, a Commander has potency with all of their class skills. • Mounts do not have to be creatures. Commanders can submit applications for motorized mounts and can treat them as a summon, but it doesn't take a summon slot. • Every Commander begins with a battalion, no matter their rank. Their battalion consists of base trained knights equipped in whatever ways the Commander wishes. The size of their group grows in rank, as well as their power. What makes a battalion more effective than a group of mindless zombies is that they have access to the Knight Class Skills up to the rank of the Commander, as well as Weapon styles below the Commander's class. They act similarly to a summon though do not take up the Commander's summoning slot. - Novice: A Commander is considered a Lieutenant by their battalion. Only a few warriors have chosen to follow the Commander. 2 Soldiers - Adept: A Commander is considered a Captain by their battalion. The number of victories has spread and more warriors have gained confidence in the RPC. Their battalion grows in strength. 4 Soldiers - Expert: A Commander is considered a Major by their battalion. Their prowess and battle tactics have gained them a degree of fame among knights. Loyal warriors have flocked to them in hopes of winning honor upon the battlefield. 6 Soldiers - Master: A Commander is considered a Colonel by their battalion. By now across the world they have been recognized as one of the greater tactical minds in the world. A contingent of men and women have pledged their lives to you, to your name, to your honor. 8 Soldiers - Sage: A Commander is considered a General by their battalion. Your name strikes fear in to the hearts of your adversaries. Seeing your group upon the battlefield is usually followed by a surrender or swift victory. Your battalion is filled with ardent and skilled soldiers. 10 Soldiers
COMMANDER "bleg bleg bleg bleg." Bloople Bleeper, the Bloopiest
• Tactical Awareness Passive The Commander always knows where his/her battalion is. Always. Just how the battalion knows where their Commander is. Always. ********/>• By my Side! C Should a Commander ever need be separated from their battalion they can let out a call that will summon them back to their side. It is an energy charged ability, meaning they can recall in the same manner that some people can recall a claimed weapon or other tool or minion.
• Axiom's Finest C A Commander can ensure their soldiers are operating at their top level. All abilities used by their soldiers for the next 3 posts have potency.
• Always Prepared B No matter the terrain a Commander is always prepared. They can create a mount out of their energy that best suits the environment. This can be an aquatic creature, a land creature, a flying mount, etc. The mount is as powerful as a rank of equal attack but can also be used to charge opponents and inflict B-rank physical damage.
• Clear the zone! D-SS The battalion channels energy for the Commander and designates a zone that will be forcefully cleared out. A number of soldiers from the group, at least 5, will be magically pulled towards an area (chosen by the Commander). Then they will charge outward in five directions, generating a powerful wave from the epicenter of their zone and launching outward. Anything in that zone equal to or lesser in power will be ejected violently, as if hitting an outward moving wall. The area can be up to 30 ft large.
• The Wall D-SS The battalion channels energy for their Commander and surrounds a zone, creating an impassible wall. The area can be up to 30 ft large. Once the battalion is in place they raise their shields and generate an impassible barrier. An attack of equal rank will destroy it, though anything on the inside cannot pass it unless the Commander wishes for it to happen. The soldiers can move in formation to shrink or grow the area and can still attack with their weapons/
• Exemplary Forces C For 2 posts the battalion will increase in skill. Each stat increase by +2/+2. The Commander lets out a rallying cry and boosts their morale. Every soldier in the battalion is heartened and strikes with vigor and accuracy. The Commander does not receive this boost, it only effects the soldiers.
• Protect the Heart! B The battalion is 100% loyal to their Commander. They respect and revere him/her and will willingly sacrifice their lives in order to save their leader. Once the energy is paid a soldier, no matter their distance from the Commander, can be teleported in front of the Commander in order to take the blow for them. A hit equal to the rank of the battalion will kill the soldier.
• The cavalry has arrived! A The Commander can pay the price to grant each of of his soldiers their own mount. These spawn as energy-crafted mounts beneath the battalion. They gain the same bonuses in speed and maneuverability as the Commander would. The mounts can be used to ram things just the same. The mounts last until they are used up, or for 3 posts.
• Every able-bodied man! S With an awe-inspiring speech the Commander can summon forth additional soldiers, twice their regular amount, for 3 posts only. During that time the surged forces play as the normal battalion does. Once those 3 posts are up the soldiers run from the battlefield.
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [BEAST - MASTER] While some claim magic and others believe weapons to be the best way to do battle, Beast Masters have accepted that only one way is the true way in combat: the way of savagery. They believe animals, fighting fiercely for life and limb day in and day out can teach them more of combat than man, that the modern day weapons of man can only do so much, but at the core of any being is the potential to revert to the most natural way of combat, weather it's done by using an actual pack of beasts, by channeling their spirits, or calling them in from the farthest reaches of the world a beast master has accepted the call of the wild as their voice.
Traits • Each specialization receives a creature(s) to fight with. • Their physical stats are higher, trading off raw magic force for physical capability. • All custom beasts need approvals. • Beastmasters have access to all physical styles and three weapon styles.
BEAST MASTER SKILLS "Loyalty, Raw Power; your pack will provide for you should you provide for them." Reginald Reinhardt, the first Beast Master
The beast master class is capable of making custom pets for them to battle with. Pack master gets 4, dragoon gets 1, and wild tamer can make what they please.
• Armored SkinPassive The skin of the beast master has been trained to take punishment from both the inside and the outside. As such, the user's skin acts like their own shell of armor, rejecting any comfort of having any kind of armor equipped. The stronger the BM gets, the stronger their skin gets, even being on par with the metals of the world. As a bonus, this even allows the BMthe capabilities of catching weapons that are either on their rank or even lower without body damage. Depending on the rank of the user, their arms are already weighted and even stronger than that, as such the user is capable of breaking through anything that is weaker than they are (Only B ranked and below).
- Novice: Your skin is as strong as Iron, already hard to make you even flinch if a weak foe tried to punch you with their bare hands. C rank and above will hurt you. - Adept: Your skin is as sharp and strong as steel, you can withstand stronger hits and not even flinch once. B rank and above will harm you. What the ******** even is this for.
• Mind Over MatterC A non combat skill, this is useful after battle. You slowly heal your wounds during this meditation period. Though it cannot heal a removed limb, it can heal anything that did not kill you will be healed over time. The C rank energy usage is constant until the wounds heal. The amount of time for a wound to heal varies due to the wound's seriousness. If you are disturbed you must start over since it is a form of meditation. Note if the wound is that serious you may die as you try to heal it this way. Poisons wont be cured.
- Light cuts and even deep ones as long as no muscle tissue is torn is one post. - Torn muscles and fractured bones take two posts. - Major Burns take three posts due to their nature. - Light burns would take two posts. - Punctured organs would take six posts.
• Force BreakerC A skill that can devastate those struck by it. By focusing energy into one of the user's arms, it'll grow slightly and begin streaming with energy. The strength in that arm grows by +2 ranks. Upon punching an object or another with the charged up arm, all the energy will be let loose in one point at once, resulting in a explosive, destructive punch. This can easily shatter concrete and even steel walls should your strength already be 9 or higher. After usage, this skill cannot be used for another three posts and the strength returns to normal in the arm.
• Fighting SpiritC A skill that gets the user pumped up, the user will be coated in a fiery red energy of their fighting spirit, their will power. The user's strength and speed temporarily increases by one rank. At master rank it'll raise by two ranks. This lasts for 10 posts, and can only be used once in battle, or prior to battle.
• Gentle StrikeB The gentle strike is a single attack meant to cripple the target. This is a series of weak punches, one behind the elbow one behind the knee below the ribs and one at the back of the neck. These strikes have a certain amount of energy from the BM and upon impact will be released. This energy is made to disrupt the flow of the target's energy thus making the target unable to use his skills for ten posts even out of battle.
• Havoc PalmB A quick and powerful strike of the palm this can cause massive damage. You first take whatever stance feels comfortable and then energy is focused into your palm. You take one step at the target turn 360 then hit the target with your palm the force you will exert is equivalent to an explosion that can blow up a boulder. You can be dodged when doing this and it can be prematurely detonated if it hits something other than the target. You may choose to use this on buildings to knock them down, use your imagination.
• AwakeningA Every BM can attain Inner Peace, but you can go further by using that inner peace to your advantage. The BM will gain two strength and two speed for the duration of 10 post, however, when the fifteen post are done, all of the skills the BM uses will cost one more rank in energy cost. Hand to Hand/Weapon skills will now cost energy for 10 post. Cool down of 10 post.
▰ ▰ ▰Packmaster None embody the true essence of what it means to be a beast master quite like a Packmaster. Be it raising a flock of abandoned vultures until they reach adulthood and imprinting on them, or even subjugating an alpha and gaining their respect and eternal loyalty, a Packmaster has accepted the will of the beast through directly becoming the Alpha of a pack. While they are not as large maybe as a dragoon, or as focused as a Berzerker, they are natural born hunters, fighters and trackers.
Traits •Starts their life with four creatures who are completely loyal to them, and have been magically enhanced by the packmaster. They must be applied for in customs, and they all most be of the same species. They can be any four creatures within reason, but nothing bigger than a mammoth. They also must each follow the theme, i.e. if one is hyper offensive then one cant be defensive at all. Likewise if one is balanced, then they all must be as well. Their stats must be within a reasonable range to yours, so if you are mega strong and fast so too will they be. • Pets have their own energy but do take up your summon slot. • Can master three weapon styles. • Can learn 8 melee styles.
PACK MASTER SKILLS "I found them abandoned in the woods, just as I was. Now we are a family, and no one will ever pose a threat to us again." - Lorelai the Witch in the Woods
Much of the Pack Master's power comes from the creation of their pack, which must go through customs for approval.
• Animal MasteryD-S Pack Masters do not start out instantly being able to work incredibly smoothly with their beasts. It takes time, experience, and cooperation for them to learn how to control and fight cohesively as a team with their pack. At Novice, the packmaster is able to issue commands verbally or by physically signaling their creatures to act. At Adept their animals receive a +1/+1 in stats. At Expert their pack is able to read intent and acts without having to be coordinated by the master. At Master, the Pack Master is capable of pulling energy from their pack and using their energy to cast spells instead of their own.
▰ ▰ ▰Dragoon Lords of the skies, Dragoons fight side by side with a single dragon that they raised from the time it hatched. They become attuned to their beast that grows in rank and size with them, learning every little nuance and detail about it. Eventually they become so adept at combat with one another it is nigh on impossible for them to accidentally hurt one another. Dragoons are capable and comfortable fighting in the air or on the ground. Their dragons are all unique and tend to take on traits that the dragoon wishes for them to have.
Traits • Custom Dragon are a rank higher than you. Below are its stats and size category of the length and wing span of its body and weight class per rank.
• All dragons must be approved as a custom summon. They are MUCH stronger than your average summon. • Can Master the spear as well as the art of summoning. All spear abilities, as well as abilities that you and your Dragon share, are empowered by a rank.
DRAGOON SKILLS "You 'deserve' to rule Dragons. This light shows the true evidence. From the time the Dragoon Spirit starts to shine, you have to accept your fate as a Dragoon. Just like me." - Reignor, Dragon King of the Val'Ghast
• Bestial LeapD From fighting atop their dragons and having to adapt to different heights at a rapid pace, Dragoons developed this ability. By applying energy into your legs and gaining traction from the ground, you may jump 50 feet, or over 100 meters if the landing direction is very close to the trajectory of your dragon. The energy does not disperse until they land, upon which it spreads out and absorbs the falling damage before it can break the dragoon's legs.
• Dragon SightD In order to use this skill, the Dragoon must be in close proximity with their dragon. Closing their eyes and establishing an even stronger mental link between themselves and the dragon, They can see the world as a dragon does. Upon opening their eyes, their pupils will be slitted like a reptiles and they will see beings by their heat signatures, not by sight alone. Useful against illusions, or people attempting to sneak up on them.
• Aerial RecoveryD This skill comes in handy for a dragoon that is hit by a knockback spell, or sent flying from a powerful attack. If hit through the air, a dragoon can activate energy and they will perform a sort of flip in mid air, stopping all of their momentum and coming to a safe landing on their feet.
• Exceptional LeapC The Dragoon will, using the same principals as with Bestial Leap, suspend themselves from the ground at a distance of 50 meters, or if in the direction of their dragon, over 200 meters.
• Dragon BreathC-A This attack is one of the first powerful techniques the dragoon will learn. Charging energy into their mouth, they will roar as a burst of energy is released from their mouth. The attack scales in power with rank, and different elements produce a different effect. - The fire element is the classical flamethrower effect, but at B rank the flame is so concentrated it's more like a beam of heat that can melt steel. - The wind element Blasts the opponent black with a huge blast of air. at B rank, this attack has cutting winds added with it, eviscerating the target as they are caught in the wind. - The water element is much like an ice breath. This attack will freeze opponents if they are caught in the blast, although an opponent with a strength of a higher rank than yours can break free from this. At B rank, this has the added effect of sending icicles as large as daggers at the enemy, each icicle as strong as steel. - The earth element sends a ridiculous amount of rocks, mud, and debris flying at the target. If they are caught in the blast for the full duration, they will be buried underneath a s**t ton of earth and rocks. At B rank this earth hardens on contact, slowing the opponent from the added weight and making it much easier to cover them with the rest of this skill.
For users with no element, this attack shoots out of their mouth in a wide crescent, widening largely as it leaves his mouth until it reaches it's maximum width of 5 feet. At B rank the crescents grow to a maximum of ten feet in length.
• Strength of the MonsterC By channeling a small amount of your dragon's energy (C rank) into your own body, your strength increases tremendously. (+2) At master rank, this boost is a (+3). It lasts for four posts and has a cool down of 3 posts.
• Masterful Dragon RidingB/Passive Requirements: Adept Rank The dragoon must spend a considerable amount of time riding on their dragon, and must know how to ride on them from every single part of the dragon without falling off. This takes a considerable amount of time to do, but once accomplished the dragoon will be able to accomplish incredible feats, such as holding onto a single dragon spine with one hand while your dragon is in an upside down position mid flight, whilst still being able to use your weapon proficiently.
• Helm SplitterC-B The dragoon jumps high into the air and flips, holding their weapon high above their head in a two handed grip. upon completing the flip, they will bring their weapon downward in a vicious arc, the combination of the momentum, weight, and kinetic force the user put behind the blade enough to shear clean through helmets of iron rank, cleaving clean through the opponent's skull as well. at adept rank they can cleave through thick steel as well.
• Draconic SpikesC The dragoon creates a bunch of sharpened spikes all over their body and armor, making close combat with them extremely deadly. The Dragoon in this stage will often times ram into an opponent in an attempt to impale them with the spikes, as they are basically a deadlier version of a porcupine in this stage. The spikes can puncture up to steel.
• The MawB Summoning gigantic dragon's head that covers the user's entire forearm, the user will attack the opponent. The dragon's mouth reaches out past the user's fist, giving this skill the range of a reasonable sized spear. The dragon's head will bite with the strength of the dragoon's actual dragon. This can easily maim or even kill if aimed properly.
• Tail Launch Jumping off of your mounted position and towards the back of your dragon, you catch yourself on the dragon's tail with one hand, holding your weapon with the other. The dragon then whips it's tail as hard as it can, sending you flying in the desired direction. When this skill is performed you are literally shot through the air faster than an arrow, your body covered by a veil of energy. Upon coming into contact with something you will more than likely pierce right through it. due to how fast you are going you can break barriers one rank higher than this skill.
• Rain of the WarriorA This skill begins when the dragoon summons a large amount of spears made of raw energy into the sky. After this menial task is completed, They then launch all of the spears downwards onto the target, literally making a thick rain of spears land upon the opponent with a quick speed. The spears seem to completely miss the dragoon and their dragon. These spears will remain on the battlefield for five posts.
• Death of a TyrantA By combining energies, a dragon and its rider can create a spear of pure energy that is very deadly. When tossed it moves faster than any other projectile as it is thrown with the strength of the dragon, not the rider. Its piercing damage is incredible though even that is not the kicker. Upon impact or when the dragoon chooses the spear will explode violently like it was a mortar round.
• Dovaghaeris This is the pinnacle of Dragoon skills, and most Dragons and Dragoons alike revere this skill even more than the higher ranking skills in this style. To do this, the bond of Dragon and it's master must be strong; they must be completely in sync, as not being in sync will ultimately cause this skill to fail. Once the two understand this and sync their souls and energy pools, something amazing happens. The rider and dragon begin to glow brightly, so bright it isn't possibly to look at them directly. Once the glowing has stopped, something completely new is in place of the rider and dragon; a fusion of the two. They will have the scales and claws of a dragon, as well as the wings and teeth. Their eyes will take on the slitted aspect of the dragon, and they will now see in dragon vision passively. The scales are as defensive as the dragon's scales normally are. The most deadly aspect of this skill however is the fact that the Fused warrior now has the strength and speed that their dragon originally had. The dragoon is also considerably taller and heavier, about 7 and a half feet tall and twice as heavy as they originally were. However, this form only lasts a short 5 posts before the dragon and master revert to their original form. They then have a stat reduction of -1/-1 for a five post duration. This skill is limited to once per battle. Also, in this form it should be noted that the Dragoon will take a heightened damage of two ranks from attacks opposite of their element. Wind < Fire, Fire < Water, Earth < Wind, Water < Earth
▰ ▰ ▰Berserker Berserkers fight with their only tool; their own body. Do not underestimate them. They are powerful, fast, agile, and a force to be reckoned with. Berserkers do not fight with an animal companion like the rest of the beast masters. Instead they learn to channel the abilities of their own body and gain huge boosts to their physical prowess.
Traits • Berserkers possess certain skills that allow them to exceed the physical limitations of most other fighters. This is what makes them so formidable in close range combat.
• Second nature: All class and hand to hand skills cost 25% less energy to use.
• Fight 'til I die: Berserkers are very persistent fighters, and are extremely hard to shake off with cheap tricks. They have skills that will allow them to keep fighting their opponent regardless of what obstacles are set forth.
• The Berserker State: All berserkers at expert have access to a special transformation they can enter called 'beast form' (see skill below). This form typically strongly resembles a beast that the berserker has strong admiration for, and increases their physical stats; usually coming with it's own set of skills. The drawback to entering this form is that friend and foe are one in the same while the berserker enters this state. They can not differentiate between the two, and will take out targets in sequential order of the highest threat level towards them.
• Berserkers are not proficient with weaponry of any type. They may still wear armor that won't weigh them down or inhibit movement however.
BERZERKER SKILLS "When I fight, I am not a king. I am not a man. I am a predator, and you are my prey" - Akeem Malek, King of Aramil
Intangible striking passive A berserker always has their body charged with a bare minimal amount of energy. This doesn't add any additional damage, but it will allow you to hit things that are normally incorporeal; such as ghosts, shades, or anything of that nature.
Deadly force Passive Berserkers know how to use their strength to it's fullest extent, able to smash and break non energy based barriers dependent upon their strength rating. 6-8: Able to break bones upon a solid strike; can crack stone with the first strike and break it with the second 9-11: Able to break stone upon a solid strike; can shatter bones. 12-14: Able to rend metal with a solid strike; organs in the localized area struck can rupture. 15: There aren't many known materials a berserker can't strike through at this level. Strikes will tear straight through an opponent's body from the berserker's sheer strength.
Reversal Varies By charging energy into their fist, a berserker can strike an incoming energy based attack and send it flying in the direction of their choosing. If it is an attack meant to explode on impact, the attack will retain it's original form until impacting something else before exploding. Energy equivalent with the deflected skill is to be paid for the use of this technique.
Berserker Rage Varies By removing all inhibitions upon their rage, the berserker can ignore most types of mental debuffs. Things like a shadow knights aura, seduction, and ranked debuffs dealing with manipulating the berserker's mental state can be ignored for a set amount of time. Must pay an energy cost equivalent with the technique in order to be immune. In regards to seduction and passive auras of the like, the user must pay energy in equivalence with the opponent's rank (ex: master rank passive aura = A rank energy). This only applies to mental debuffs, not physical ones. Must be applied for each debuff guarded against; it is not a one size fits all kind of skill. Lasts for five posts.
Show Stopper E A simple yet very effective movement. When an enemy with equal or lesser speed attempts to strike you empty handed or with a weapon, you thrust your palm forward into the crook of their elbow; stopping the attack in it's tracks. This will not work on opponents who possess a higher level of speed than you.
Energy blast E-C By charging energy into their arms or legs before kicking or punching, the user is able to send a ball of energy three feet in diameter hurtling towards their foe. The blast moves as fast as they do, and deals damage in accordance to the rank of the attack.
Pain Tolerance D For D ranked energy, the berserker will be able to ignore pain and be able to continue fighting to their fullest extent without having to worry about agony filled inhibitions. They are still mortal though, and will pass out and eventually die from things like blood loss. Lasts for 6 posts.
Dislocation D By striking an opponent in areas near their joints, the berserker is able to dislocate the joints of an enemy, making the targeted limb unusable until it is popped back into place. To relocate a joint, the enemy must be outside of combat due to the immense pain involved if they wish to do it themselves; enemies that do not feel pain are exempt to this rule. If they have an ally, the ally may also pop their joint back into place mid combat.
Inner Eye - D-A By hardwiring certain areas in their brain with adrenaline for a set amount of time, the berserker can enhance reaction time and cognitive functions immensely. This allows for incredible dodges regardless of an attack's speed, and even feats of dexterity such as plucking arrows and throwing knives from the air. Lasts for 2 posts, and increases by one post for each additional rank of energy paid.
Forced shut down D-SS By charging any of their strikes with energy, it can be forcefully injected into the target's energy system. This makes it impossible for them to use skills of the paid energy's rank or lower for five posts.
Gymnast Training C Passive once learned/requires adept rank By conditioning their body through yoga and daily stretching, the berserker has learned to dodge attacks in the most unorthodox of ways. This can include maneuvers like backbends, a full split on a moment's notice, or even backflips/handsprings without a hint of preparation.
Armored Embodiment C This skill grants the fighter an additional rank of damage reduction.
Flash Step B Requires Expert to learn This skill puts a berserker's exceptional speed to good use. Upon utilization of this skill, the berserker will move so fast that they will have seem to have teleported; though it is really just an instance of extremely fast movement. Opponents possessing higher speed than that of the user will still be able to perceive their movements; though they will appear to blur. Increases the user's speed by +2 for this single instance of movement.
The Hype B By exciting themselves and deciding to give their full effort in this battle, the berserker can increase the effectiveness of all class and hand to hand skills by one; allowing them to extend past the normal cap of +1 if able. Lasts for four posts.
Beast Form B Requires Expert to learn Upon reaching expert rank, all berserkers have access to a transformation called 'Beast Form'. This form typically comes with a nifty stat boost, along with it's own set of custom skills. All beast forms must be applied for in the appropriate custom section for approval. When entering beast mode, you will not differentiate between friend or foe. Whatever seems the most threatening towards you is what you will put your full effort towards killing. Lasts for eight posts before the user forcibly exits this state.
Weaponized Embodiment B-S The berserker runs energy over the entirety of their body, turning themselves into a literal living weapon. Straight attacks like jabs and front kicks become stabbing strikes, while swiping attacks such as hooks and sweeping kicks such as roundhouses and spinning back kicks gain the ability to slice opponents wide open. In this form they are able to destroy defenses of the attack's rank or lower, maintaining the weaponized form throughout. Barriers of greater strength can of course halt your attacks, but you will remain weaponized for the duration of the skill. Lasts for six posts.
Force of Destruction A Another skill where the berserker enhances their own body with energy. During this state, each of their blows carries immense concussive force. If one were to strike the ground in this state they would create a thirty meter crater all around them. This can collapse even the hardiest of buildings with ease, so one can only wonder what it will do to a mortal body. Lasts for three posts.
Energy Wave A Charging energy into both palms, the berserker will thrust both palms forward to create a beam of raw energy twelve feet in diameter. This beam grinds and erodes away at whatever it hits; flesh stone or steel. Just like any other attack, it can be halted by a barrier of the appropriate rank.
Primal fury SS This ability taps into the berserker's innate rage and uses it to exceed the normal limitations of their body. During this time the berserker's stats are increased by +4 each and are able to reach past the normal stat cap, whilst the highest form of weaponized embodiment is granted for it's duration. This form lasts for five posts. The post after it's ending they will suffer a -1 to both stats. In addition to this they lose all class and specialization passives for three posts.
▰ ▰ ▰Wild Tamer A wild tamer has spent their lives learning to bring creatures under their control. They travel the world to find exotic and powerful monsters to claim as their own. In battle they summon these creatures to fight for them and do their bidding.
Traits • Wild can tame any creature in the codex. They must defeat them in battle and spend time nurturing the creature back to health whilst studying its physiology in order to learn what it is capable of. The higher level a creature is the more difficult it will be to tame. To tame a monster, you must nurture it for at least half of the posts it is required to learn a skill of that rank. Keep your profile updated with every creature you tame. • The tamer need only pay energy equal to the rank of the creature. Assume the beast has as much energy as a person of that rank, though to balance things out, they have one rank less in energy, unless they have a given energy pool. • Wild tamers can have as many as three creatures out on the field at once.
WILD TAMER SKILLS "Me? I don't bite. But they do." - Pix Ban, the late Queen of the Iron Dynasty
• TetherPassive A Wild Tamer is a loose term to describe a class so complicated. Most commonly refer to themselves as Summoners, or even Contractors. Their most basic ability is their ability to talk to creatures, demon and lesser angels, making contracts with them in order to fight along side them.These contracts are blood tethers, and while the creatures that the Summoner has contracted with are very strong, what happens to his creatures also happens to him. The tether itself is complicated. While most Tamers find many creatures already willing to bind themselves to the Tamer, hungry for energy and willing to travel to the third plane at any time the Tamer beckons them to come. In total, there are nine races which willingly bind themselves to Tamers. Though, through this tether, the Tamer is allowed to form other summoning bonds with creatures he meets, aka summons he creates. A Tamer's creatures may not be turned against him, and though his summons are here as a part of a long lasting spell, the tether may not be broken. Summons will fight until they die, or are sent away.
• The ArchonsVaries Mindless, but fiercely loyal, Archons, or arachnids, are a proud race that will never back down from a fight. Whether you summon an Arachnid Assassin or an Archon Empress, these nasty buggers will never falter. When Archons are being used, the user's energy grants them a -1 rank in damage reduction.
• The Jeksiun MercenariesVaries Just like hired goons, the Jeksiun are humanoids with one simple task: wreck s**t. Each and every one of the Jeksiuns are incredibly rude and vulgar. Raping and pillaging is not uncommon with them. Their king and queen sell their services to a Tamer for very simple means: power. When consuming the Tamer's energy, the Jeksiun are all empowered by one rank.
• The Skeletal HerdVaries Fearsome warriors who do not fear death because they are it. Many of the Skeletal Warriors are capable of reassembling themselves, which makes them very nice distractions. Though don't underestimate them. They are incredibly useful, and strong.
• The Snow Hound PackVaries Wild, yet amazingly loyal to a Tamer, the Snow Hound Pack is comprised of, you guessed it, Snow Hounds. Alone, they each have amazing abilities, including the abilities to cause blizzards and other devastating things. When summoned by a Tamer, they gain access to all ice skills.
• The Lava MonstrositiesVaries Lava monsters. You'd think they would have solidified by now, but nope. Evenin the harshest of cold temps, they remain as molten as ever. Touching them is like willingly taking A ranked damage, regardless of what rank the monster is. With the many choices of monsters to summon, the lava monstrosities are like a never ending lava army. When summoned, they receive fire skills up to one rank above them.
• The Emerald BattalionVaries The Emerald Battalion consists of a group of monsters that use nature as a weapon. They normally are sun powered, so they barely show up in places like Nocturne, or caves. Warriors and mages alike, the battalion often considers itself to be an army of sellswords... who care about the environment! When summoned, they gain Earth skills up to their rank.
• The Fallen AngelsVaries The Fallen Angels, otherwise known as the Angelo Caduto, are a diligent race of angels who have disgraced the 1st Plane is one way or another. In repentance for their sins, they have pledged themselves to Champion a Tamer of their choosing, which happens to be you. While in the codex, there is only one Angelo Caduto, the Tamer has access to them all. The only difference to them is that their 3 wing can defend attacks of their rank and below and they can use Paladin and lance skills up to one rank above them. When the Tamer summons them, they also gain all of the shield skills with a +1 rank boost to all of their skills.
• The EtherealVaries Ghastly creatures from the Ethereal plan, a plane within the Void Plane. The Ethereal all have one common trait, physical attacks do no damage to them! Only attacks with energy can harm them, and even then... yeah. Ghosts.
• The Dragon TribeVaries I mean, you get dragons. Like, hooray, right? Easily the most fearsome creatures in all of Axiom, the Dragon Tribe is jam packed with Fire dragon fighters and the like. Seriously strong in every way. Stats. Abilities. When the Tamer summons them, they gain a damage reduction bonus and a damage output increase! However, dragons are not pets. They sell their loyalties for only so little time before they leave your side. After five posts, they will leave.
Posted: Sun Aug 09, 2015 12:34 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [W EAPON MASTER]
From the beginning of warfare, weapons have always been a decisive factor in battle. During the stone age, the first man to discover rocks could bash in heads was hailed as a creative genius by his peers... until someone discovered sharp rocks did their job better. Then slings were added into the picture and things got to a whole new level of complicated. Things changed yet again when the bronze age began and metalurgy became big, and as technology advanced so too did warfare; by extention weapondry. The order of Weapon Masters has existed since days of old, with a wide range of tools at their disposal and the potential to master them all. This is what makes them so deadly, as no two Weapon Masters are truly alike, and even the ones that are bring a unique mind and ingenuity to the world. They are blades, hammers, guns, crossbows, polearms and even shields.
Traits • All weapon masters have uncanny battle sense and awareness that is unique to their keen senses as warriors. This knowledge allows them to create a custom passive specific to their character, and specialization. • All Weapon Masters tend to be quick on their feet and hit hard. They enjoy the highest stats to offer. • A Weapon Master may learn 3 hand to hand styles and Every Single Weapon style. They cannot however learn magic above B rank unless it directly involves a weapon they use. • Instead of receiving energy boosts their rankless attakcs IE shooting a bullet/bolt or swinging a sword is treated as two ranks lower than them in terms of power.
WEAPON MASTER SKILLS "This one, that one, those and these; I can kill you with them all." - Slade Walker, The Harbinger
• ZenithPassive It's a common saying that anything is a weapon in the hands of a master, this concept is made real by the Weapon Master as they naturally coat any and all weapons they wield with energy. They can hit things they normally shouldn't be able to, such as Shades.
Sight LockPassive This skill is necessary for any and all gunslingers to keep in mind, letting them gain a mental lock-on on the foe. So long as the foe is in any form of view, without anything to obstruct the view, such as a smoke screen or any visual type of illusions. Another bonus is that the Marksman can utilize the reflections of anything to accurately mark their opponent. The gunslinger can even quick draw with their gun, in a blink of an eye, they can shoot a target in their sight, meaning the opponent has to see and react to the draw of the gun or the moment upon firing to do something as simple as dodge.
AdjustmentPassive Requires sightlock This is a skill that will come depending on your target. The more you miss while using this the more accurate you are in the next shot, you are adjusting yourself to your opponent's dodges. This is if you can still see them and if you miss. If they block your attack or get hit by it the effect of adjustment wont take place. There is however a side effect, since you are focused on shooting at them you are not quite capable of dodging. Adjustment is a solo skill it cannot be used in conjunction with other skills except for reloading skills until Expert rank. It must reset when you stop shooting, so you have to constantly lay a reign of fire on a target for it to stack over posts. By the third post, them dodging alone wouldn't be good enough if you don't lose your lock on them.
SoftenE Must be Novice or above to use. By blocking the tip of a bullet with a very small cushion of energy, gunslingers can change a normal bullet into the equivalent a rubber bullet without having to re-reload the gun. This skill does not affect the speed of the bullet in any way.
Energy BulletD, E-S This is either used when a gunslinger wants to fire a silent shot or when he is out of ammo, most likely he is out of ammo. You fuse your energy with the gun and fire a shot, only one. This bullet is as powerful as the energy you put into it.
• EmpowerD A simple skill that allows the user to unleash a burst of concussive force from their weapon. The blast has enough force to blow the target away 5 feet, or can be used to knock them up or smash them onto their knees.
• Spin ThrowC With Practice, the user can throw their weapon with surprising accuracy and power, even if it’s as large as a Greatsword. Spin throw is a dual variety depending on the situation the user is in. The user can easily just throw the blade in a straight line, as it throwing a dagger, except much larger, at a target to impale. They can also throw it at an arc and angle to send the blade spinning at a violent rate, capable of causing damage before it continues the arc and returns back to the user. This skill takes into account the damage auras on the weapon being thrown, so if a weapon has plus A rank damage, this skill will deal A rank damage.
• Heavy Dual-WieldingC Limits: Adept A skill that becomes passive once learned. It allows the user to dual-wield heavy weapons such as greatswords or two handed axes. No other class is capable of doing this as effectively.
• Phantom BladeC A mid-tier technique that allows the user to create a energy replica of any weapon of their choosing. This can also create entirely new weapons in nearly any shape or size within reason. Once the weapon is formed, it can not be altered, and lasts for a maximum of 5 posts. This weapon has any bonuses the users held weapon does as long as they would apply normally. Can form guns, but they take from your ranged ammunition.
• Wraith EdgeB The user overloads the energy coating their weapon to the point that it effectively gives a powerful increase to the business end of their weapon. The increase in size is by the amount of 12 inches, a complete foot in length. The user doesn't feel any difference in size or balance, but whatever is stroke with the weapon will feel the full force of the over-sized weapon. Wraith Edge is visible due to how much energy is put into it, and it lasts a total of three posts. This also gives guns and bullets an extra range of 3 feet around the bullet. Lasts three posts.
• BeastA Limits: Requires Empower A complete upgrade from "Empower," Beast allows the user to unleash a devastating 5 foot wave of force with a swing of their weapon. It has enough power to launch the target up to 15 feet away, smash them sky-high or straight into the ground. Beast can also disrupt skills of lower rank, and deflect projectiles.
• ExpertiseA (becomes passive) Limits: Expert Through hard work and experience, the user is capable of expanding on their ability to dodge, block or parry blows by recognizing various movements and patterns in their opponent’s attacks. This grants a passive situational modifier to the user’s speed and strength, increasing it by 2 only when blocking, dodging or parrying. The modifier can extend past 15 in that situational moment.
• Exalted Blades:SS Limits: Master, Requires Phantom Weapon A highly advanced technique that generates seemingly endless amounts of phantom weapons which appear as though they've risen up from the very earth itself, with a minimum distance of five feet between each weapon. Weapons made will only interact with the world if the user is holding them. The technique lasts for 3 posts, can not be disrupted, and literally fills the thread that it's used in with the phantom weapons. It has a six post cool down.
▰ ▰ ▰ Marksman
Rifles, shot guns, bow and arrow, hand guns, and even throwing knives; the tools of the Marksman are those of small arms. While their counter parts, the Siege Masters, seem to favor flashy explosions and huge suppressive attacks, the Marksman is far more concerned with hitting their target reliably. A single shot can fell an army, and in the hands of a Marksman that one single shot is all but guaranteed.
Traits • Marksman are undoubtedly unmatched and utterly undaunted by any range in combat. While proficient as any other weapon master, their bread and butter is small arms such as the aforementioned rifles, shotguns and the like. It would appear that the longer the Marksman is in combat, the more deadly and precise they become. Accuracy becomes the name of their game, and it is a dangerous game to play with them beyond a certain limit. This is mostly because one shot can often lead to a kill with their particular set of skills, which make life hell even for the hardiest of individuals. Any boosts to their accuracy are magnitudes greater, and they passively gain accuracy slowly over the course of battle as they are able to gather information on their target, watch how they move and fight. • Can carry 2x the amount of ammo. • Unlike other classes, this class can fire an entire magazine from one of their small arms and reload it fully in the same post, then fire it off again. They can also switch weapons fairly quickly on the fly resulting in something akin to a hail of fire. • Strangely, they are oddly capable of carrying a nigh on unbelievable amount of weapons on their person at any given time. Six hand guns, four rifles and shotguns can all be somehow hidden, even if in pieces, on them. They are also masters of modding their weapons on the fly, making even machinists jealous at times. A higher caliber rifle can be modded down to increase damage and lessen range (through plot convenience) or to add range through use of some quick edits, within reason.
MARKSMAN SKILLS "Trickshot? The Trick is not to GET shot..." - Marcus, Captain of the Yuranian Ranger Squad of Yuran
Gun tossD A common thing shown by Zeran, it is a form of switching guns. Since you only have two arms this allows you to temporarily use multiple guns in a flashy maneuver. As long as it can be believed to be possible, you could toss a weapon into the air, fire two other weapons completely, drop the empty mags, fire two more quickly drawn weapons, and then shoot em fully as well. This can also be done to flashily reload multiple weapons in a single post as well.
Blade BulletD 1 Bullet Requires Must be adept or above. Requires Soften. By charging energy into the bullet and then having it shape into a blade after the bullet is shot, gunslingers are able to extend the range of damage a quarter of a meter in each direction and change the damage type from piercing to slicing.
Spear BulletD 1 Bullet Requires Adept or above to use. Requires Soften. By charging into the bullet and then having it shape into an arrowhead after the bullet is shot, gunslingers are able to enhance the piercing damage of their bullets thanks to the refined point of the energy while also allowing the range of damage done by the bullet to increase slightly thanks the sharp edges of the shaped energy. This allows these bullets to pierce equally ranked defenses and allow the round to continue through it unabated. Has a two post cd.
The Five D'sC If the Seige Master is ever under any kind of fire, they can dip duck dodge dive or dip out of the way far easier than normal, because they gain a speed modifier of plus 4 for the next 2 posts, but only when avoiding an attack.
RicochetC-SSS This bullet is coated in a layer of energy that activates when it hits a surface. The bullet deals it's full damage to whatever is hit, and is then reflected in another direction predetermined by the Marksman. Higher rank energy adds an extra bounce as well. It should be noted that this energy can be added to any layer, such as below that of the Blade Bullet, to activate after it penetrates through a barrier, for example.
Spiral ShotB This skill fires two bullets that spiral around each other, drilling visible with a high damage output potential.
Fan the HammerB In the time it takes to accurately fire one bullet, this skill fires an entire clip so long as the weapon is at least semi-automatic. This skill adds a high level of danger to what should be perceived as a single shot.
Blazing BulletA This bullet accelerates the moment it leaves the barrel, moving three times as fast as it should normally, and heating up significantly against the friction of the air itself. When it hits it's mark, the damage is akin to being crashed into by a truck regardless of what weapon it was fired from. It also does a high amount of fire damage at the sight of impact as well, setting the very air on fire behind it.
CrippleS This shot requires at least three posts of combat to have gone by, garnering enough time for the Marksman to be able to accurately judge how an opponent moves and fights. Once per post, a shot can be taken at an opponent with a bullet coated in a nasty sort of energy that is impossible to simply dodge. Should it connect, the bullet will lower the opponents speed in addition to dealing it's damage by two.
DRAWE-SSS (Master Rank Only) Depending on the rank of skill an opponent uses and how deadly the Marksman wants this shot to be, the energy rises. Should an opponent begin to use a spell, skill or even draw a weapon, energy equal to the weapon being drawn should be spent to instantly draw and fire a high speed shot that can be aimed anywhere on the opponent. Obviously the energy put in dictates the damage this round can do, from a normal shot all the way up to that of a missile.
Dueling-Master Rank Passive Here is a skill that is used passively. In a shoot out, you're only as good as what you can hit, and if you can hit a bullet, you're probably damn good. This skill literally lets you shoot bullets down out of the sky as they are fired at you.
▰ ▰ ▰ Siege Master
There are two types of ranged combat. There is the way where you aim and have precision, using your bullets with skill and flashy tricks. THEN THERE IS THE WAY OF THE SIEGE MASTER. A siegemaster never worries no matter how huge the opposing force, or how many they are. They are the masters of nuking a battlefield with heavy ordinance. Their very presence is one that promotes destruction to their foes. One siege master is a salvo or rockets, a missile pod, a grenage launcher and a minigun. They whip out the rail gun in one hand and the RPG in the other, undaunted by range or danger close. The bigger you are the easier you are to demolish with a hail of explosives.
Traits • Siegemasters are undoubtedly unmatched and utterly undaunted by any range in combat. While proficient as any other weapon master, they excel in the use of weapons that cause mayhem and destruction. They are capable of launching their rockets, throw grenades, and saturate an area with heavy ordinance and suppressive fire with unparalleled accuracy. In addition, their natural attunement for these things increases the size of explosions they cause, and generally allows them to shrug off a majority of the damage that should be done to them from detonating a bomb under them. This, however, does not stop them from taking massive amounts of damage potentially, especially where energy is involved. • Can carry 1.5x the amount of ammo. In addition, grenades missiles and their kin normally cost ten bullets to fire. For a siege master these explosives only cost 5. • Able to unload a tremendous amount of ammunition in a single post, and though the rounds might not be as accurate, they are instead masters of suppression tactics and full scale destruction. While other classes, even within the weapon master class, can only launch one rocket, or throw a limited number of grenades, siege masters can fire 3 times as much heavy weapondry as other classes. • Capable of using larger weapons, such as miniguns, rocket launchers and the like with one arm.
SIEGE MASTER SKILLS "Run and hide behind your walls! See what good it does against a barrage of thermonuclear munitions!" - Xila, First Class Bombadier of the Fraxon Army
SuppressionPassive
If a Siege Master does nothing but focus on firing on a target with a minigun or similar weapon that can maintain constant fire upon a target they can disrupt their focus, making focusing on a task difficult even if they are under cover. While the bullets are no more likely to hit, they make skills that require a charge impossible to use, and limit the amount of skills able to be used by the target down to 2 in the psot following suppression. Leaving cover would lead to the target taking damage from the bullets if they don't defend themselves. Putting up a barrier to hold the bullets at bay negates this effect however.
The Five D'sC If the Seige Master is ever under any kind of fire, they can dip duck dodge dive or dip out of the way far easier than normal, because they gain a speed modifier of plus 4 for the next 2 posts, but only when avoiding an attack.
Dread ChaseC The user will charge their next shot with energy, and fire a bullet that, upon leaving the barrel turns into a small missile that flies at the users speed +2 and hunts down a target, rounding corners and going over stationary cover to deliver a harmful explosion. Unlike a bullet, however, this shot does explosive damage in stead of piercing.
Scatter ShotC-SSS Fired from the barrel of any heavy weapon is a projectile that drills through the air towards a target, exploding at the press of a button from the siege master and scattering a highly charged, very dangerous spread of shrapnel that can level an area, rendering even the most dense of foresty cleared. At C rank this can only affect an area of about 40 feet and deal relatively lower damage, though it is still dangerous by nature of being shrapnel. Every rank adds twenty feet of range and far more shrapnel. SSS rank energy hitting someone could literally turn them into mulch.
Bang Bang Bang Bang BangB This skill is quite iconic. With energy in addition to the bullets released, this skill fires two energy based copies of the bullet that flies forth beside it, effectively tripling the intended damage, and is usable with any gun based skills as well. If used on a skill higher than B rank, that much energy must be paid instead. This can be activated anytime along a projectiles intended travel path.
The SmartassA This skill launches a missile from the sky that has a yellow smiley face painted on the front, or some similar decal often unique to the user. This missile locks onto a target predetermined by the Siege Master, and will continuously chase and hound them intelligently until it is shot down or hits something and explodes, dealing A rank damage across a 40 foot radius. The projectile can slow itself, speed up (though never higher than the Sige Master speed,) turn and avoid obstacles in it's path to some degree, but the longer it hounds a target, the "dumber" it gets after the firs two posts.
BFBA This skill summons a rather large missile, almost like a bomb with a face on it, from the sky that comes down rather quickly and deals massive area damage. The target is marked by a shot of the gun like a flare, like Ballistic, and the bomb rains down in the next post, dealing a single point of explosive damage in a 20m radius.
BallisticA This skill fires a flare from the weapon of energy, and from the air a hail of missiles come down in the next post, dealing damage in a 20m area.
Fraxon Artillery SquadS-SSS Depending on energy spent, for four, five, or six posts after the initial cast, a target area will be bombarded by missiles, bombs and other such explosives from the sky. Though not actually from Fraxon, this skill is often times considered representative of their military artillery prowess. Each bomb deals significant area damage across a 100 yard radius, which can be adjusted, albeit only at half the total speed of the Siege Masters base speed. Being caught in the bombardment will leave a target, and the area, completely decimated. Has a four post cooldown, which scales up accordingly by one post with its duration.
Outrage StrikeSSS Missiles made of pure energy will fly out all around the Siege Master, across the entire area, laying utter waste to anything they collide with. In addition, they can accurately shoot any missile within this field which is just as large as the Fraxon Artillery Squad skill. Has a four post cooldown.
Comet CrashS-SSS When in the air, or from the ground, the user will fire a hail of explosive bullets intending to utterly decimate a single target. Alternatively they can all be shot at once in a single burst.
▰ ▰ ▰Grand Masters
Unmoving, still as they size up their opponent. The Grand Master holds their blade loosely, fingers itching for the change to engage in the ultimate dance. The enemy betrays their action, eyes searching for an early target. Let them come in close before reacting, do not give them a chance to back away. The blade comes biting for the neck of the grand master, and with a flash of steel it is forced down and then up. The blade flies free of the enemy's grasp, and then they are dead. Undefeated, yet again.
Traits • Whatever weapon the Grand Master uses they are instantly good with. Average people who are not trained specifically with weapons are inferior to them. In a 1 on 1 battle, the grand master would be able to outplay them when it comes to sheer skill of weapon fighting. • They can learn every single weapon style with great potency. • Can use any weapon they pick up and wield it with skill, even if its a rusty spoon.
GRAND MASTER SKILLS "It is an art, the way my blade moves." - Fyrio Sorel The Brave
• Shield of Blades Varies At will, the grandmaster can summon the spirit of their ancestors, channeling their might into their weapon and forming a circle of five blades around them which are as powerful as the weapon they are using at the time of creation. These blades rotate around the grand master, dealing damage to anything that is hit by them. More importantly, the swords act as a defensive tool, only being destroyed by damage equal to them. The blades last longer as more energy is put in, starting at 1 post for E rank, and increasing by one for every rank.
• Rushing Blade Varies The grandmaster will sheathe themselves in a coat of energy that will allow them to charge forward unabated by the first attack that hits them. in the case of multiple striking attacks it would take half the total amount of attacks to halt the shield, and the other half would deal normal damage. While charging, they also gain +2 speed, and their first attack gains bonus strength as well.
• Sword ThrowD The Grand Master will form a weapon made of their own energy and throw it with higher power and speed than one would expect. The weapon disappears when it impacts something. It travels ten meters per every point of strength, and flies at the users strength -2.
• Sword Throw: PierceC This variation of the sword throw intends to pierce through a defense, and continue through it. If the rank of the defense is equal or below the sword, it will continue on as normal. This also occurs if it hits a person. It will simply hit, and continue moving forward.
• Sword Throw: ExplosionC As the name suggests, when the sword collides with something, it explodes instead of simply colliding.
• Power LeapC-SS With energy fueling their legs and weapon, the grandmaster can leap extremely quickly towards a target, similar to a Kiranu pouncing. They are coated in a sheathe of energy as they fly, with properties equal to Rushing sword. Upon arrival they will crash their weapon down on the target area, leaving a nice sized crater.
• Sonic BladeB With a cleaving swing, this skill sends a very sharp, and precise, thin line of energy that continues straight for 25m before phasing out. This skill will carve cleanly through anything that doesn't outright outpower it in terms of rank.
• Blade of DanceA With a hearty swing, usually with a larger weapon, the Grand Master will create a small, powerful tornado around them and continue to spin with the weapon, moving freely as they do so for two posts. Within the gust, fueled by Grand Master energy, they are protected from equal rank attacks as they close the gap between them and their target. Anything caught within the tornado will suffer from slashes and damage sustained to them by it, and if they are hit by the blade itself then they will take full damage. Lower ranked attacks are simply reflected off the small gust, that has the range of the weapon being used.
• Rolling SlashA A powerful swing of the blade will send reverberations through the air, reminders of the grand masters past. This sends a slash that mirrors the previous melee attack used before disappearing. The second attack's damage cannot surpass the damage of Rolling Slash, i.e. if Rolling slash is set at A rank, an SS rank skill will only repeat for A rank damage.
• Sword FallS Calling again on GM's past, the Grand Master will summon five blades in the air above them, which lock on a target location and fly down on it, exploding in a high damage impact when they hit.
• Buster SwingS A quick, deceptively strong swing of the weapon that, for the single swing, increases the weapon's damage output by a rank. If it hits something, that thing is nigh guaranteed to be cleave cleanly through. If the swing hits the ground, it will leave an entire 40by40 area ravaged and destroyed by the seismic energy behind it.
• Rising BladesSS The Grand Master will channel their energy and stab it into the floor with their weapon. The ground will instantly become covered in glyphs and runes, and from those markings, scattered around a 100ft radius, a hail of blades will erupt, shooting 50ft into the air in a haphazard reverse rain. It is similar to the Exalted Blades skill, but the blades do not stay. The only area truly safe from this is directly above the Grand Master.
• Weapon of RelicsSSS With a war cry, the Grandmaster will stab the ground, causing the sky to turn red. A huge, powerful copy of your weapon will come down as you call to the Grand Masters for assistance. This weapon is massive, about the size of a building, and will stab directly into the ground at the chosen location. It will dig deep into the ground, pushing down fairly quickly, almost up to the hilt, over two posts, and then it will burst, destroying the majority of the area, if not all of it. If the sword is destroyed prior, the explosion will not occur, but it takes an SSS ranked skill to destroy it, or two SS ranked ones.
▰ ▰ ▰Assassins
You pass him on the street but pay him no mind. His face is a blur of motion but you faintly remember only a hood. You're in a hurry so you barely notice that he was sitting on a rooftop across from your job playing a guitar the day before, and now he was across town. You feel a twinge of pain in your upper arm but pay it no mind. You're already late for work and need to make it to the bus. You hail it, sitting at the far back as usual, in an empty seat. A stranger is there, one you haven't met before. He has on ear plugs and sunglasses, chews gum, doesn't say much as he jams. You smirk at the young, always damaging their hearing. He gets off a few stops before you, brushing past your leg as he goes. You swear as you drive off he's looking at you, and as a car obscures your view of him he vanishes. You burst into your office, sweating though it's below room temperature and find a man waiting for you with a briefcase. He smiles, a slightly familiar smile, and offers to shake your hand. You shake it, greeting him though slightly slurred in your speech. He speaks in kind, though the words are slow and dragged. You stumble to your seat, and stare at him, moving in slow motion. Suddenly you're too heavy to move. Every muscle around your arm, leg, and hand screams in pain and you realize that you are bleeding. The man opens the briefcase, revealing a letter and a bomb. You read the words as the man moves in slow motion, everything taking hours to occur. You've been marked for the league of assassins. You have been poisoned... by the man on the roof, on the street... the bus. The poison slows your mind so that seconds take days to occur. By the time you finish reading he hasn't even armed the bomb. You are left to ponder where you went wrong for a full hour. Your schedule says you are tied up. No one will be interrupting you today. Not as the centuries tick by as you wait for the release of death.
Traits • Quite crafty are assassins. Not only are they masters of stealth, but disguise and misdirection. They have low level skills that can fell even great sages in their trickery. They can, passively, extinguish their worldly fingerprint, having no scent, energy or features if they bare no ill intent. When this is active they can look like anyone they want. • Can create deadly poisons for their weapons. • Higher speed when stealthed (+1). • Carry 1.2 times as much ammo as normal.
ASSASSIN SKILLS "My hands are stained with blood. Innocent. Guilty. A target is a target." - Alistair Maric, the Absolute Emperor of Nocturne
StealthPassive Utilizing this passive, if out of sight a ninja can enter stealth mode, becoming basically invisible to everyone. They can move silently while staying out of the sight of anyone hostiles. For ten energy, they can mask their scent, and for 50 they can hide their energy as well, but only for two posts, with a two post cooldown.
• Shuriken ExplosionE-SSS You begin by charging the shuriken with your energy. This will make the shuriken glow a dull white light, throw them quickly at the enemy or it will give away your position when hiding. Those thrown shuriken will create an 'explosion' of white light upon impact this will temporarily blind the target giving you a chance to hide or attack, or at higher ranks actually cause a damaging explosion, though even at SSS rank the most it could do if only one projectile hit would blow off a limb. May be done with eight shuriken at a time. (Can be done with any thrown projectile)
AfterimageE At will, after images can be created whenever you make a movement. At novice you can leave a stationary clone, while at adept and expert they can move in the direction you went albeit slower. At Expert, afterimages move at any direction, and by master they can move at any speed up to your own, just in any direction/movement you choose though they do no damage if they were to attack. Creating afterimages does not break stealth.
Flash Throw E By focusing the energy in the thrown object may it be kunai or shuriken you suppress it from sight. Though it does not travel faster it cannot be seen until it is within 10ft of an opponent.
• DashC This actually causes an assassin to move so fast for a moment that they vanish and appear again. This can be combined with attacks, though you only disappear for a split second. Can be performed in the air, and is completely silent. Useful for moving between hiding spots, and is one of few skills that doesn't break stealth unless someone can sense energy. You could move within five feet of someone using this before your stealth is broken. A slower opponent would find this to be difficult to deal with.
• Mirror ThrowD Requires: Flash Throw A more deadly version of the Flash Throw technique. Instead of simply hiding the thrown weapon as the Flash technique does, this technique creates a second image of the weapon – one that generally travels a foot away from the true, hidden weapon. This can be a foot in any direction in a sphere around the true weapon.
• Shadow Meld D The assassin class also has this skill though they use it differently. Using a focus of energy you distort a shadow to actually fuse with a you (not your own). This shadow must be quite dark for it to be effective. Once fused with a shadow you are nigh invisible. Can be used at night almost anywhere, even in lain view. In no is the shadow a shield you can still be attacked by a slash though you are almost unseen.
• Shadow Trail:C Requires: Shadow Meld This technique is a bit different from the original Shadow Meld. Whereas that technique is used on stationary shadows, this one is meant for melding into the shadow of a moving object. Excellent for following a target to a secluded area with no one knowing you are there, or in a more creative usage, for hiding in the shadow of a thrown weapon and appearing where it strikes is possible if the weapon is large enough.
• Vanish SlashC Requires: Dash A simple combination of a surprise slash and the dash ability. Best used when the enemy is off guard, you jump towards the enemy from a hidden position and slash at them once. Should you miss or hit you quickly preform the dash ability to go back into stealth.The useful part of this skill is that it leaves an after image of you behind to confuse the opponent.
• Wall RunPassive Requires: Adept rank This skill allows you to silently run along walls and buildings without breaking stealth and without any help or energy.
• Detonation Image:C Requires: Afterimage, Shuriken Explosion A quite aggravating technique that ninja use in combat. By combining the Vanishing Technique with the energy charge used in the Shuriken Explosion, the ninja creates afterimages of the projectile, hiding the actual attack among clones. Energy detection skills can decipher which one is which however, and most people would simply avoid all of the shuriken anyway, but this skill creates confusion in that they all explode, though only one has any real effect.
• Detonation Afterimage:B Requires: Detonation Image, Afterimage One of the more effective distraction techniques in a ninja’s arsenal. The ninja, using the mastery of the mirror image technique and combining it with the Detonation Image technique, creates a group of four mirror images that can attack and move around. These images will fall apart at the first contact with anything other than the ground – meaning if they swing their sword and it connects, or if they get hit by a bullet – and instead of bursting into mist, these images explode with an outstanding amount of force backed up with the user's element. If it is earth, then chunks of rocks are thrown everywhere capable of breaking bones, if it is water, boiling mist will be sent everywhere causing pustules to rise on the targets skin, if it is fire it explodes like a grenade, if it is wind it sends several blades of wind everywhere. This technique is highly useful for escaping from a force that is stronger than the ninja using the technique is.
• FlashingB This is one of the more direct attacks of the ninja. By running at the target in zigzags you disappear and reappear four times before you appear a final time for your attack. The final appearance can be used in conjunction with Vanishing slash to make sure you can try again. This skill makes you hard to target, especially for skills like adjustment and similar passives abilities.
• Flashing MirrorA Requires: Flashing, mirror image, wall run Quite simply a combination of Flashing and the mirror image. Same concept as the Flashing ability but when you disappear you leave a detonating mirror image. Upon attaining Master rank there wont be four images, you can preform twenty steps thus twenty images.
• Shadow StrikeA Requires: Shadow Meld, Master Rank First the ninja must preform Shadow Meld and lure the target in between two dark shadows one of which he is melded into. The ninja quickly dashes out of hiding appearing approximately a meter away from the target leaving little time for the target to react. As soon as the slash attempt is made you quickly meld into the opposite shadow. The energy also makes the blade used quite sharp, boosting the damage by +1 and allowing it to cleave through armor of most types.
• TrickS Requires: Master rank This one is actually the most powerful skill in the right hand. The assassin will literally disappear and appear behind the target. They will first seem to explode in the color of their clothing. The explosion is quite loud and distracting. Note the energy of your enemy will actually stop you from doing this right next to them instead you will be about a meters distance from them.
The following skills are shinobi skills, and are only basic elemental skills. They are all available regardless of elemental restrictions.
• Crimson Bloom C One of the many ninja arts that involve an elemental release crimson bloom is the basic fire release. The ninja can use this as a distraction for this flame is quite spread out thus major burns are not likely, you can however cook a paladin or knight in armor or their swords can heat up that they have to let go. This is quite effective as an escape because the smoke it produces is quite thick. This magical fire is forced out of the mouth of the ninja or out the hands.
• Crimson FormationB Requires: Crimson Bloom Usually a move when the Ninja is captured. By focusing the energy around the ninja he would create a massive heat blast in a circle with a radius of exactly one meter from him. This will create a pillar of fire which will surround the ninja. When the pillars have formed you can use the Wind Blade to create a slash of wind and fire at the target or just use this to escape by jumping high into the air while doing a backflip there is a large amount of smoke created for your escape, this fire is hot enough to melt steel thus staying in it is a bad Idea.
• Wind BladeB A ninja first focuses the energy on the sharp end of his/her sword. This energy will gather up wind as the ninja slashes, halfway through the slash the ninja suddenly stops but the wind continues and this wind is sharp enough to cut two inches into steel.
• Cold Snap B A interesting move by the ninja first shown by . She focused her energy around her cooling the environment as she made her mirror images. As soon as her mirror images were attacked she released the focused energy and the mist images suddenly became ice and Zeran's bullets were frozen in place. This was also done against Kegroth who's entire sword was frozen up to the hilt. The mirror images dont freeze the mist when they disperse do.
Lightning EdgeS The one and only skill of the ninja that can attract lots of attention and does not give them any means of escaping. Unlike the fire attacks which create smoke or the ice attack that freezes the enemy in the right time this skill is made to end battles. Lightning is generated in the blade of the ninja. The ninja wont need to get too near to use this only the distance of five meters and he or she will slash. The slash is oddly from the ground up, the slash releases a small blade of lightning as thick as the katana and this is capable of cutting clean through a wall. After this lightning will crash down from the sky decimating the entire line made.
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Posted: Sun Aug 09, 2015 12:36 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [SPECIALIST]
Every battle sees dozens of different types of fighters, from the up close and personal to the hidden and even the area of effect destroyers. Mixed in with them all are specialists. These characters may not be overtly strong themselves, though what they can bring to the field is their trump card. Specialists may deal with creating devices to fight for them, summoning creatures, buffing and debuffing and even healing. They are creators, innovators, inventing new ways to change the tide of battle.
Traits • All specialists have 1.5x the energy than a normal class would have at each rank. • All specialists tend to have weaker stats and bodies, a trade they make for focusing on supporting others or bringing their own army to fight. • A specialist may learn defensive styles. • Unlike any other class, specialists are able to create equipment that actually gives them stat boosts.
SPECIALIST SKILLS "Once you find the answer to one question, you realize that answer leads to so much more." - Zimeon Kaeler, The Intellect
• Advancement This is a special ability taken once in the life of a Specialist, at the rank of Expert. This Advancement is a discovery they have made about their particular branch of specialization. It allows the specialist to make another gene mod/CI that usually has something to do with their specialization. All advancements must be approved, and you start with the first two ranks of this particular addition to your character, so go nuts! It should be noted that this one genemod cannot give energy, and only half as many stats.
▰ ▰ ▰SHAMAN
Pulling energy directly from the First and Second planes of existences, Shaman are capable of channeling these energies into their friends and foes in order to cure, curse, cleanse, and control them. There are two paths for every Shaman to choose from, Holy and Unholy. Unholy shaman take their power from the Second Plane where Kala resides. Holy shaman take their power from the First Plane where Michael resides.
Traits • When a Shaman chooses a path their holy or unholy spells gain a significant boost to potency. That means all that they cast that falls in those alignments are larger, more refined and easier for them to conform and manipulate. • When a Shaman chooses a path they receive a -1 reduction to either Holy or Unholy attacks against them. This, regardless of their bloodline, will make them a Holy or Unholy creature. Spells they use of the opposite alignment also become less potent.
Shaman "My faith, strong. My compassion, limitless. With my gifts, blessed by the gods, I carry my companions." - Cassandra Venarius, Daughter of Uriel
Upon selecting the Shaman class users must decide if they are going to draw their energy from the First Plane, or the Second Plane which are holy and unholy respectively. This path cannot be changed. All skills from here can be used on both sides of alignment, and will positively affect those who are of the same alignment. Adversely, skills will negatively affect those who are not of the alignment. If it is not outright stated what the negative effect is than assume nothing happens.
• Spiritual RecoveryE-SS A shaman will draw upon the plane of their chosen alignment and supply their own energy as an offering. That plane will comply and expel an energy amount equal to one rank higher than the energy the shaman gave. E-Rank energy will yield D-rank, so on and so forth. The Shaman themselves are unable to receive the energy but can direct it to an ally of their choosing.
• I Release YouD-S It takes a lot of will for anyone to resist auras and seductive capabilities, and not everyone can resist the temptation. As long as the Cleric has not been affected, the Cleric can release one target from the magical hold. Whatever rank the aura is equals as much energy the shaman will need to spend in order to release their target.
• Minor HealD Shamans spend their time focusing their abilities on supporting their allies and ensuring that they do not die. They will learn a multitude of ways to heal, each progressing in effectiveness the higher level they become. The first skill of healing is the Minor one, which is capable of healing light wounds and first degree burns. Physical contact is required with the target. If used on beings of an opposite alignment from what the Shaman chose it instead inflicts light wounds on contact.
• CureD-SSS There are those who dedicate themselves to crafting poisons and biological weapons meant to inflict harm on to others. Shamans, through their studying and training are experts at counteracting these effects. If the shaman is equal to the rank of the poison/infection in question it takes one post to cure. For every rank the infliction is above the shaman it takes an extra post to figure out how to stop it.
• The SightC By pulling energy from one of the planes a Shaman can create a blanket that covers an area of 50 feet around them. Anything in that energy will be shown for what it truly is, regardless of what they are using to disguise themselves. Holy and unholy creatures alike will show themselves for what they are, even assassins hiding or other things camouflaging themselves.
• Planar FreedomC By directing energy from a chosen plane towards themselves or a chosen target a shaman can free them from the bonds of gravity. For three posts that person will be feather light, capable of swift movements and easy descents. When this is directed at a person of the opposite alignment they are weighed down and slowed. The speed stat will be raised by +2 for those of the same alignment, and lowered by -2 for opposite alignment. Falling speed is doubled, making it dangerous for someone inflicted with this energy to leave the ground.
• Chosen SideC A shaman can pull energy from their chosen plane and create a false light or night. If the shaman chose the first plane they will light up the entire thread like it was day time, where no shadows and darkness are safe. If the shaman chose the second plane they will cast the thread in darkness, turning it to night regardless of location and time. This energy can in fact be destroyed by an attack of sufficient size and of power one rank stronger than it.
• Planar TransportC By sending their own energy through their chosen plane and creating a pathway, the shaman can transport themselves and another to a location within the thread. Each time they travel they turn in to energy, travel through their chosen plane, and back out to a predetermined location. In order to take another along for the ride they must be in physical contact.
• BarrierB Borrowing energy from their chosen plane and bending it in to a physical barrier, Shaman can protect themselves and their chosen allies. It will deflect skills of a lower rank and can stop attacks of its rank dead in their tracks. Physical and energy based skills are both stopped, any who do not have permission to enter cannot. It takes an ability of a higher rank to destroy the barrier.
• HealB The next level of healing a shaman can do is capable is much more potent. This spell can easily regrow bones and close up severed arteries and veins. Major organs except for the brain and heart can easily be brought back like new. It cannot be used repeatedly though as it takes a 2 post cool down. This heal still requires you to touch the target. If the shaman makes physical contact with a being of an opposite alignment they are able to infect them with their energy, keeping them from being healed for the duration of the cool down of this skill.
• I walk with the MightyA, must be Expert Once this is learned it becomes a passive for the shaman. By shrouding themselves in energy not native to their plane, a shaman can keep any harmful auras that may effect them that originate form the opposite alignment of their choosing.
• Spell BreakA-SSS Energy is the one transcendent material that exists in all the planes. A shaman understands how to use their own power and pull out the power of their chosen plane. Using this knowledge they also know that they can interrupt energy based attacks. Anything that takes time to channel or charge, or that lasts longer than one post can be halted with an injection of planar energy of an equal rank.
• SanctuaryA, B Upkeep Creating a zone 10ftx10ft protected by planar energy of their choosing, the shaman creates a safe zone for themselves and their allies. Skills of a lower rank cannot penetrate and skills of an equal rank will not destroy the zone on their own. While inside of the sanctuary creatures of the same alignment are healed by what Heal can do constantly.
• Major HealA The last level of healing a shaman can do is the most powerful of them all. Everything the skill 'Heal' could not do is now capable, including regrowing important limbs and organs. This will not revive a completely dead character. Another bonus to this spell is that it can be cast from within 20 feet of their target. If this is used on a being of the opposite alignment of the shaman it will reverse any healing that had already been cast on them.
• I Make My StandS By casting a long lasting Major Heal on themselves or on a single ally, the shaman can essentially charge into battle without fear. A sword can be shoved into their heart and it wouldn't kill them. Once the sword is removed, the wound instantly closes, along with any other sustained injuries. Removing the head is the only surefire way to kill anyone under this spell. Activating this in battle will heal your other wounds that were made prior to this skill. Lasts 3 posts, 5 posts cooldown where the shaman can not use Major Healing.
• ResurrectSS There are very specific circumstances that must be fulfilled for this ability to be used. A body must be freshly dead, before their energy has fled their body. By pumping that body with a mass amount of energy and utilizing their chosen plane, a Shaman can bring to life a fallen comrade. The body of the person in question must have major organs mostly in tact for the shaman to heal. If there is nothing left of their body then there is nothing a shaman can do.
▰ ▰ ▰BARD
Sometimes the greatest weapon one can have is a powerful ally, and a weakened foe. Through chants, music, and song a Bard is one of the most powerful buffer and debuffer around.
Traits • All bards are masters of a single instrument. If they cast their spells while channeling their energy through their chosen instrument they cost 1/4 less energy. • All songs can be sung should a Bard lose their instrument but they will cost the normal amount of energy, • The same spells cannot be layered again and again for buffs and debuffs. • Your target does not necessarily need to hear your instrument since it acts as a channeling tool. It is your energy that needs to reach them. Generally areas of effect versus single targeting.
▰ ▰ ▰ BARD "Harken to my sound and be lifted, or destroyed." - Arete Muse, the Thief of Geshan
• SoundwaveE-A A bard's most powerful tool is their instrument. By playing a singular note regardless of choice and infusing their energy a wave of sound can be created. This wave does not need to be heard, it is actually felt. For every rank the bard is the size increases by 5 feet, starting at 5 feet. Projectiles equal to the rank are knocked away and people of equal rank or lower are knocked back as well.
• Opening SetPassive Always ready to jam, the Bard is capable of using any means of producing their beats. From using an instrument, which will allow the user to bolster their skill abilities by one rank but risk their instrument breaking or dropping it, or choosing to only use their voice, which costs the bard 1/4 less energy to use skills while never risking losing their instrument.
• Echo SensingE By slowly playing music on their instrument or singing a bard can pick up the sounds that travel back. These subtle waves of energy will pick up anything in its path and alter what they sound like. When the bard hears them they will know that something had altered the sound. This allows them to pin point the location of something, though they will only know the size of whatever it is and where it was located. This beat can act as a back tone for other songs and can be played at the same time as other songs.
• Feel the CrowdD A brief song with the power to strengthen itself from the energy signatures in the area. The more there are, they better. When the user plays the hasty song, his energy seeks others in the form of vibrations, and for each person in his crowd, the Bard gains a +1/+1 to speed.
• Improvised SpiritD A song that is made up on the go but maintaining its spirited form despite the constant alterations, Improvised Spirit offers a minor boost of 1 rank in one attribute to all of the caster's allies. The bonus lasts for 5 posts. The attribute is selected randomly using the random number generator and the following possibilities:
• Improvised FearD A song that is made up on the go but maintaining its fearful form despite the constant alterations, Improvised Fear causes one attribute of all of the caster's opponents to decrease in power by 1 rank for 5 posts. The attribute is selected randomly using the random number generator and the following possibilities:
• Cringe-worthy PerformanceC Not everyone is a virtuoso, but some choose to create truly horrid sounds. With the addition of energy from a bard and their instrument that noise produced will force people to cringe in response to it. Creatures and beings with enhanced senses will feel pain, and anything with very acute senses will find themselves bleeding from the ear and unable to hear properly until medical attention is received.
• Targeted DistortionC Sound waves can distort vision, when coupled with energy that slight change in vision turns to full on blindness. This debilitation will last three posts.
• Winter MusicC Slow, melodic notes are played, sending out vibrations that, as they touch other objects, slows down their movement speed. They vibrate as fast as the tune that the user is playing, essentially matching his speed if higher than him, or else reducing the speed of opponents in the area around him by -2/-2.
• Energy ReleaseB By releasing a load of their energy in to the thread via a song, a bard can lace the entire area to create a debilitating effect. Any ability requiring energy will be lowered a rank in potency, though the cost is still the same. This energy is in the air for three posts, upon which it disperses.
• Sing To Me!B Activated via the sounds the user makes with his own voice, the ballad targets a single person. For reasons unexplained, the Bard can cause the victim to become unable to stop talking, saying the first thing that comes to mind, essentially turning the victim into a song bird for the truth. The victim not only says what he is thinking, in battle, every skill her uses, he voices them out.
• Battle CryB A frantic and tribal song, Battle Cry begins affecting and boosting the energy of the player's allies as soon as the first note is hit and continues its affects for one post after it's finished. The song lasts for five posts during which the minstrel must continue playing. While the player is allowed to move, they can't do much else with his/her hands occupied. While this is channeling allied spells cost 1/4 less.
• The Last SoloA When losing seems inevitable, this skill is at it's best, as it can turn the tide of the battle. As the opponent comes in for another, though it only works if the opponent makes contact with the user's body, by weapon or fist. Upon contact, the user will play/sing one last note, causing vibrations to rapidly rush into the opponent. These vibrations work to destroy the opponent from the inside out, paralyzing them very briefly in the process. In their stillness, they continue to resonate with the user's frequency. The vibrations target something very specific: the channels that allow energy to flow through out the opponents body. Their access to their complete energy pool has been severed, dividing the opponents energy pool in half for the rest of the fight.
• Melodic ImprisonmentA There is so much that goes in to a song. Timing, counting, pitch, tempo; all of these things seem small and insignificant separately. When they are together a beautiful melody may be created. By gently weaving energy in to their song a bard can forcefully make people halt their violent actions. Over three posts the bard must play continually though they are free to move. On the third post all violent actions will cease. This halts actions for another full three posts.
• Frantic FuryA In the same way that bards can relax a group of people they can incite a rage in people. This song lasts for three posts and is generally directed at a single target. Those who hear the song are enraged and forced to attack that target. They chose how they attack.
• VibratoC-SS With everything having their own set frequency, the Bard soon becomes able to simply listen, and find it. With a single strum or note, the User may target an object, any object, charging his energy in the vibrations. Instantly, the object quite literally dismantles itself. Weapons, simple objects, and even projectile techniques, though the energy used to dismantle a skill is one rank beneath the cost of the skill used.
• Swan SongS Only to be used before the user may no longer carry on in battle, you may select a single person who, in spite of your state, you will continue to support. In one last chance to support your comrades, you allow the rest of your energy, included what was used in your skill, to travel through the vibrations of your last note. This carries over to the target, who will consume the energy, replenishing themselves, while reverberating a frequency similar to the user's. Because of this, the recipient also gains a one rank damage reduction to all attacks for the duration of the battle.
▰ ▰ ▰ALCHEMIST
Fumes drift up from the laboratory of an alchemist. Through potions, extracts, and exact science they can transform themselves or others into powerful beings. Potions brewed can be consumed or thrown, extracts must be eaten. Through science an Alchemist enhances nature and leaves their mark on the world.
Traits • Alchemists have to prepare their potions and extracts ahead of time, but they have the ability to summon forth their creations from a personal dimension of their own. They can enter this dimension and use it as a personal lab, bringing in at max a few other assistants and their own personal creatures. However, this dimension cannot be entered or exited during combat, only pulled from. Note that you can create/use potions in combat with ease, these potions are simply free to use, since you don't need to weave them with energy during combat.
They also only gain this lab upon hitting Adept rank.
The amount of potions/injections/flasks/etc you can store per rank, total is:
Adept - C: 8 B: 6 A: 4
Expert - C: 10 B: 8 A: 6
Master - C: 12 B: 10 A: 8 S: 6
Sage - C: 12 B: 12 A: 10 S: 8 SS: 4
• Alchemists are expected to create a vast amount of their own potions. We will provide a list but the majority of it is up to the individual.
ALCHEMIST SKILLS "Who says what nature starts as has to be what it ends as?" - Zolf, the Mad Maker
Alchemists create potions by first preparing a base beforehand out of standard and easily obtainable components. They can carry as many potions on their person as physically possible because potions are only activated once energy from the creator or anyone who knows their formulae is inserted in to them. Most of the alchemists power comes from custom potions.
• Formulae BookE-SSS Every single alchemist carries a book that contains every single potions exact makeup and what they do. With this book they magically know every single formula without checking. They can create potions on the fly merely by holding the prepared base and infusing their energy. If for some reason their book is removed from their possession it takes posts to activate potions. E and D rank potions do not require time to figure out because they are so simple. For every rank the potion is above the user it takes 1 extra post. They can work on figuring out more than one potion at once so long as the time is fulfilled for all of them. This means they can do other things instead of standing still trying to remember formulae.
• AntidoteE-SSS Given enough time to study any given poison in the world an Alchemist is skilled enough to break it down and figure out how to nullify it. All they need is an idea of what it does and a sample. For every rank the poison is above the alchemist it takes one extra post. If it is equal to them it takes a single post. If it is below them there is hardly any time at all that is required.
• MutagenC-SSCustom Approval Required Alchemists understand the ways that a body can work. They also understand that taking the role they chose means they are out to break the bounds of nature. Mutagens are potions that mutate whosoever drinks the potion. These can have effects similar to gene mods, stat increases, granted abilities, extra limbs, etc. When the alchemist is creating them they should keep in mind a proper duration for the mutagen. Higher level potions will not last as long.
• ExtractE-SSS Potions and spells are very similar due to their power coming from the added energy of the caster or alchemist. By first understanding the concept of a spell the alchemist can create a bottled form of it. It takes equal power to infuse an extract as it does to cast whatever spell the alchemist is trying to recreate. In order to use extracts the alchemist must be in possession of their formulae book. They can learn as many extracts as they choose to but must properly document them.
▰ ▰ ▰MECHANIST
Not satisfied with nature and the current state of things, Mechanists seek to add and advance as much as possible. Where others see a dead end a mechanist sees a chance to build. They create add ons for their own body which enhance and further their capabilities. The true strength of a mechanist is within their ability to create and pilot a veritable army of machines.
Traits • Machines are treated as Summons. They cost energy to activate but have their own energy pool. • Depending on the add-on, it may take energy to activate. This is because many add-ons break the stat system and need to be kept in balance. • A mechanist is not limited to the amount of machines they can have activated except by how much energy they can actually use to activate them all. If they made 100 E-rank machines that cost 2 energy to activate, they could use them all. • All custom machines need to be approved. All custom add-ons need to be approved.
MECHANIST SKILLS "Synthetics have more fun." - Eve Primum
The majority of abilities that a mechanist have revolve around custom created items, body modifications, and machines. Do not take this class if you are looking for a class list full of an easy guideline. All machines and creations have to be approved.
• Magnetic FieldD, 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/DemagnetizeC 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.
Posted: Sun Aug 16, 2015 3:19 pm
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [MAGUS] Through every being in the world of Axiom there exists a power that fuels special abilities. This energy that courses through the planes is used in many different ways, but there are those known as Magi who have the most control over it. Their latent abilities are twice as powerful as others when it comes to manipulating energy to cast powerful spells. Not all magi practice the same branch of magic, though they each share a few things in common.
Traits • Magus have 1.5x the normal energy pool than any other class. • Magi carry around some tool to channel their energy, each branch has a different object. Without their object the spells they cast are not as potent, and do -1 rank less damage. They can try to hide their channeling object but anything that can detect magic can find it. It has to be in the same dimension as the magus in order for them to utilize it. • Magi have access to a standard set of spells regardless of their specialization. • When a Magus creates their very own spell it becomes a signature. This spell becomes special and does not take a reduction when the Magus is without their channeling object. It also costs 1/4 less energy to cast. • Spells may have a requirement to fulfill, whether it is somatic, verbal, or preparation. • Magi have dedicated themselves to learning how to manipulate energy. They are incapable of learning physical styles without something that allows them to do so. • Spells may have a cast time, during which the Magus is generally left defenseless.
MAGUS SKILLS " I close my eyes, then I drift away, into the magic night I softly say." - Leliana, Champion of Mercy
• Detect MagicPassive 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 FingersE 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 BallD-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 CoatD-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.
• BlinkC 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.
• ExuoC 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 EnergyC 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.
• StuporC 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 SpikesB 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 ToughB 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.
• HalconB 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 AetherB 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.
• Dimension DoorA You transfer yourself from your current location to any other spot. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. You can bring along objects, and may also bring one additional willing character/creature per rank (Starting from Adept, to a Maximum of 4 at Sage) In battle, you wave your hand to create a gateway made of energy and walk through it. Creating the gateway does take some time, so it is not wise to do when someone is charging at you. The gateway also opens at where you exit, and you may not exit within a 5 meter radius around the enemy. The moment you pass through the door it closes so that no others that you are not willing to bring may follow you.
• ThrasherA 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.
• RainstormA 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.
• ForcecageS This powerful spell brings into being an immobile, invisible cubical prison composed of solid walls of energy. Creatures within the area are caught and contained. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel that many ghosts can do. An energy based of equal or greater power will destroy the cage.
• AntipathyS You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named. Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect.
• Mage HandsS Two giant hands, both 25 feet from palm to finger tips, are formed by a magus' energy. These hands are manipulated by the mind and strike with terrible force. They have a physical mass which allows them to smash and destroy at the whim of the magus.
• Arcane DriveSS You create a large magical circle around the target and hundreds of feet right above him, this circle's radius can extend up to ten meters. Your energy would start flowing from the perimeter of the circle this does not for ma barrier but it just means that you are about to kill your target. At the beginning of the post you only create that circle which is used for aiming really and at the end of that post the circle will form a cylinder made out of your energy, the enemy can still run out of it this is your only chance to dodge. If they don't manage to leave then they are dead. In only a fraction of a second that cylinder is now gone but if you even bothered to close your eyes you would already die. Suddenly 13 bolts of energy will crash upon the area decimating it. Each bolt is four meters in radius thus you really have to be out of the area. Each bolt can level an entire castle into rubble instantly and it will even leave a crater with the same dimensions.
• Vermillion DriveSSS Undoubtedly one of the most powerful spell in the magus arsenal capable of leveling an entire city. It takes three totally undisturbed posts, the magus cannot even move much less dodge during this state or the spell will break. It is a version of Arcane drive that will devastate an entire city. Just like Arcane Drive it will first create a circle of magic around and above the target. Instead of firing on the second post you over charge the skies and the ground with energy. On the third post you unleash 666 bolts of energy into the city each one the size of an Arcane Drive. Each bolt is equivalent of the entire force of Arcane drive, nothing will be left standing where you use this spell.
▰ ▰ ▰ELEMENTALIST A magus who chooses the specialization of Elementalist is one who seeks to master the four main elements: Air, Fire, Water, Earth. They start off dedicating themselves to a single element, of which they are destined to become a master of. From there the rest of them come naturally.
Traits • Their channeling object is a staff made of their chosen element. Maybe it is an earthen staff, one that contains an orb of water, an ever lit flame, or a ball of air. • The element that the Magus chooses to gains a substantial increase in potency, making them larger, more refined and generally easier to cast. They cannot change elements once they have chosen. • Elementalists have access to all the elemental spells.
▰ ▰ ▰S O R C E R E R A magus who chooses the specialization of Sorcerer is one who seeks to master the innate ability of energy itself. Their attacks are not bound to an element. The majority of their spells are physical manifestations of their energy.
Traits • Their channeling object is book of spells, their very own grimoire. • Innate sorcery magic is stronger when cast by a Sorcerer who has their grimoire on their person. Spells are more potent.
SORCERER SKILLS "This power coursing through me will herald your end" - Lilith Odam
• Book of SpellsE-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.
• BreakD 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 PowerD-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 TermsD-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 RendC 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 RayC 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.
• NovaB 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 DiscB 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 PowerA 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 FutileA 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 MakerS 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.
• NonexistenceSS By compressing all of their energy in to a singularity, The power is incredible and draws forth everything in to the middle. This will remain in this state for 3 posts, upon which it acts as a vacuum and forcefully pulls things in to it just as if it was a black hole. On the third post it will implode. Anything and everything within a 80 foot radius is deleted from existence.
• All-PowerfulSSS A sorcerer's most potent ability. Surging energy through their own body it manifests around them, becoming fully tangible. The force of it all lifts the caster from the ground and allows them to freely fly. Five balls of energy will be created, which are all novas that have been buffed to S-rank. The sorcerer can manipulate them with their mind and launch them at their own will. For three posts this surged form lasts, though the balls of energy will last until they are used.
▰ ▰ ▰ENCHANTER A magus who chooses the specialization of Sorcerer is one who seeks to master the innate ability of energy itself. Their attacks are not bound to an element. The majority of their spells are physical manifestations of their energy.
Traits • Their channeling object is a gem of some sorts, generally transformed into a piece of jewelry. • Enchanted items can perform spells, cast illusions, create natural/supernatural effects, curse someone, and so much more. • Enchantments on an item are permanent unless the Enchanter specifically removes them or if a circumstance is not fulfilled. That means if someone took a weapon that the Enchanter was using may not be able to remove it. All enchantments outside of the ones supplied in the skill list must be approved.
ENCHANTER SKILLS "There is energy in everything, with this energy, I mutter a word and it becomes different. It becomes mine." - Ameterasu, Enchantress of the Ruins of Osiris
Dance AroundPassive Around the user, things spring to life. Chairs will move on their own to greet you, hats will tip themselves to you, idle objects will move at your whim. You do not push it with magic, instead you command it to. The energy around the object will change, allowing the user to "speak" to these objects, asking them to move at his/her will. Though the objects are small, it showcases the user's power. Enchanters have a deep connection to nature, they can even sense past events though the stories told to them by the landscape.
Mother SprigganE-S Tales of some mysterious force which makes the trees dance, listening, and even coming to life have created a source of panic across many of the forest inhabitants of Kranilla and other forest settlements. Though in every case, it has always been an enchanter's dirty work. By goading plants and trees alike with the user's energy, they rapidly expand, twisting their roots to serve their Enchanter. Instead of forming to fight for the Enchanter, the user has absolute control over every plant or tree around them. The energy they put into the skill dictates what may be done. Using E Ranked energy can allow the user to occasionally toss wooden spikes from long distances. C Ranked energy begins to branch out, allowing the user to morph the ground around the opponent, creating vines to lash out at the opponent along with the occasional root attempting the trap them. At B Rank, roots may rapidly shoot out of the ground, attempting to do serious damage, and may branch out to impale. At S Rank, the user may be seen using the entire area to create great trees from saplings to fall over on the opponent, using the roots in the ground to make the place unstable, even opening the ground, creating a chasm.
A New Point of ViewD Any area the user is stepping on may be brought to life, creating a solid plank of standing ground for the user to stay on as the object lifts them up into the air, allowing the user to gain a new fantastic point of view, allowing them to use their skills from very high distances. However the spell loses it's potency after 3 posts.
AtronachsD-SS Out of any material, the user may form an atronach, which is a creature held together by the user's magic made from a substance of the user's choosing. These atronachs, regardless of their make, gain access to an element of the user's choosing, being able to use skills up to the rank of the atronach. Their energy levels equal to half the energy level of someone of that rank, and will stay until thei energy has been depleted or when the skill is canceled. Until Expert, only one may be used at a time, at that time, two may be used at a time. At Sage, three.
• HasteC The altered creatures move and act more quickly than normal. This extra speed has several effects. For 5 posts, they will have +2 speed. As a Master, this is raised to +3. Cooldown of 2 posts.
• SlowC An affected creature moves and attacks at a drastically slowed rate of -2 for 3 posts. As a Master, this is raised to -3. Cooldown of 2 posts.
• Liquid SteelC The user enchants their weapon or an ally's weapon of choice with the powers of Water. This allows the blade to deal it's rank in water damage against foes and even allow the weapon to channel electricity in the weapon. If the user has Water as their element, they can change it from water into Ice, giving the weapon a layer of protection while swings shoot out ice spikes from the weapon each swing. Lasts 5 posts.
• FlamelickerC The user enchants their weapon or an ally's weapon of choice with the powers of fire. This allows the weapon to deal its rank in fire damage instead of normal. This also has the added bonus of engulfing enemies in flame, burning them even longer than usual. If the user has Fire as their element, they can strengthen the flames even more, to where they can swing their weapons and release high pressure spheres of fire that explode on contact. Lasts 5 posts.
VanishC Granting properties of invisibility, the user may mask any given object. Be it a blade, or improper toy found near one's bed side. This spell, however is cosmetic only.
• Fast LaneC, A This creates a tunnel of 0 Air pressure and 0 resistance. This only lasts as long as the Enchanter can keep expending more energy to keep the tunnel open. ANYTHING that enters this tunnel will travel 3x their speed, even a ping-pong ball can shatter through the paddle used to hit it. At A Rank, this speed doubles, making attacks travel down the tunnel almost instantaneously.
The Call of NatureC-S Nature beckons at your call, like a Siren, you can turn yourself into a beacon, where you may attract creatures to your area. With this, the user may call upon codex monsters to come to the Enchanter's aid. The rank of the monster the user desires is based on the energy they use in the beacon. Only one monster may be appealed to at a time. While you control it, if you go near it, it can be known to attack the Enchanter. Until it perishes or is rendered unconscious, it will continue to fight.
FantasiaC With this spell, the most commonplace of objects come to life, and in numbers. From all corners of the area, more and more show up. They are for the user to command completely, and though it all seems limitless, the objects a weak, and they are meant to provide so very much little room to move, that other attacks become much easier to use and hit.
• Circle of ForceC-A The user touches the ground underneath them, creating a circle of 30-60 feet in diameter. The power this circle generates is variable depending on the amount of energy the user puts into it. But if a foe were to enter the circle's range, even if they're above it or are just standing in the circle when casted, the field would glow before a blast of energy shoots upward. Anything in the circle, besides the user, will be jettisoned upward into the air, usually being sent in a turbulant spin and being capable of being comboed off of. This can literally be placed infront of the user, or directly underneath the foe.
• Gravity ForceB, S The Enchanter places an enchantment on any fixed point, an enemy, or even the ground, this creates a gravitational pull, equal to Axiom's gravity, and will attract items and even the ground towards it. Not much can be done as it lasts for 3 posts. If the user is enchanted with this, they can enhance their pull to create a harsher pull on everything, pulling items towards them with 3x their strength temporarily, only once. When S Ranked energy is applied, the point can be a moving object, or even an attack. The amount of force the pull has has almost doubled, being able to easily pick up even the heaviest of foes, pulling them closer to an attack of the user's choosing. It is not impossible to evade the attack, as many have done so with spells that cancel out long lasting skills and the such.
ImmobilizeB A spell to counter any projectile it's rank and lower by quickly freezing everything, placing everything in a form of stasis. This stasis works briefly on all living things, though the effect on living things subside after a brief moment. Any projectiles in the air, traveling through the air to the user become halted. They literally stay there until it eventually vanishes in a couple of seconds in the case of a skill, or simply fall to the ground if they were projectiles like arrows or bullets and such.
An Army For MeB By sending waves of energy around the area, the user will give life to every humanoid shaped figure in the area. Countless really, each with stats of 4/4, capable of not only crowding the area, but fighting as well. Each soldier packs the punch of the average warrior. Many use this skill after Mother Spriggan to form several warriors to animate. The warriors are quite durable, and there really is no limit to how many the user can
• Zero-G TouchA A more useful technique of the enchanter, they can either touch their chest or their ally, they can decrease the gravitational pull to almost a complete zero. This is best used indoors or during a fall, as the target can float around in place, or stop their own fall with ease. If used underwater, the water itself will also be afflicted up to a distance of 200 meters away from the target. Anything the target touches as well will be afflicted with Zero-g temporarily, until the being releases the item or foe. This lasts for 8 posts, but has a cooldown of 5 posts.
Enchantment? Enchantment!D-SS The art of enchanting is a centuries old art, perfected by the mages of Amaranthine who used incredible spells to enchant beautiful jewels to fit on hilts of weapons, armor, etc. Now, enchantments have become necessary in combat. With the demand for them rising, many Enchanters have taken to the field, instead of hiding behind shop stands. With this skill, you may skip the approval process for customs. Though this skill has its rules and limits as well. The skill is very useful because the Enchanter may enchant the most commonplace of objects. A stick they found, a rock, or even an army of broomsticks! Depending on how much energy they put into the spell, the user may choose from a list of enchantments to place on an object, or even a person. There are many skills labeled "on self", which means they can only be used on the user. Only one enchantment may be on at a time, the user may switch enchantments every post.
D Rank Enchantments: Floating Mind Controlled Weapons, Weightless (Small to Normal sized weapons or objects) C Ranked Enchantments: Elemental Affinities (Object becomes engulfed in flames, ice, lightning, or may super harden to inflict +1 rank more damage) Durable (one rank damage reduction) B Ranked Enchantments: Elemental Granting (on self, or object. grants new element up to B Rank, restricted to one element, only), Siphon (on weapon, allows drainage of B Ranked energy per strike returnable to self) A Ranked Enchantments: Body of Power (on armor or trinket wearable on body, allows the usage 3 complete styles of the users choosing per post, styles able to be changed every post), Nullification (on self, usable on one incoming attack made of pure magic per post, allows user to halt and snuff out the attack) S Ranked Enchantments: Phasing (on self, once per post, the user may turn their body into pure magic and phase through an attack), The Elemental (on weapon, ally, self. Grants a +1 rank in power with all elemental skills) SS Ranked Enchantment: The Void Plane, is a plane of existence that exists, yet doesn't exists. Kala is bound in one of the Void Planes, which proves how effective it is in removing people and things from play. On a weapon, the user will enchant the weapon to cut through the 2nd plane, using enough energy and power to tear a very brief hole into the Void Plane. When directed at attacks to combat, the user may send a single attack to the void plain for absolutely no energy. When a creature or person is actually hit with the weapon, much of their energy is sapped into the void plane. Though the strike is hard to survive, and if the opponent does not have 500 energy when hit, they too will be sent to the void plane.
▰ ▰ ▰N E C R O M A N C E R A magus who chooses the specialization of Necromancer seeks to master the dark arts. They utilize energy to breath life back into the dead and force them to serve under their will. Their spells are profane and unholy.
Traits • Their channeling object is some sort of remnant of their first kill, maybe a skull or bone they carry about with them. • Necromancers can eventually create their very own undead army, including RPCs they have captured as well as minions they craft themselves. • A necromancer's ties with death allow them to eventually find a way to become 'immortal' in a sense. They know how to transfer their soul in to a different body. This is a skill learned at higher ranks.
NECROMANCER SKILLS "To feel the embrace of death the first time... I envy you. - Avarina Metus, The Dissector
• Host of the SpiritE-SSS One of the most powerful abilities in the entire world of Axiom. A necromancer is able to bring back a previously dead character into life, as in an actual RPC. They will place the soul of the character in question in to a new body and perform the ritual. Once it is complete the character will become a minion under the complete control of the necromancer. Any abilities whether it is from the RPC's bloodline, race, previous skills, summonings, talents, gene mods, sub classes, etc. stay with them. When a character dies their mark goes away so those are invalid. The soul can never be leveled up or given anything new. Whatever they had in death is what they will have in undeath. The personality is exactly the same and they are sentient, but under complete control by the necromancer. A necromancer can retain any number of souls in their possession. They must have known exactly where the RPC died or where they are buried. They cannot have randomly read this in a book or discovered it out of nowhere. The crew will know. Do not try.
• Death SensePassive Necromancers have the keen ability to sense death. Be it something already dead, something recently dead, something about to die, etc. They will always know when ghosts are around them. This does not mean they can determine who it is nor is it able to lead them to the location of a Dead RPC they do not know about.
• Nothing for Something- A necromancer is able to siphon the energy from a living creature. They must make physical contact with them. Once that connection is made energy is absorbed and added in to the Necromancer's energy pool. The first post of contact is worth D-rank energy, and for each post they remain in contact they siphon off another rank of energy.
• SeanceD By spending D-rank energy per post a necromancer can summon forth a willing ghost from the area and speak with them. They can compel the ghost to speak and answer questions for B-rank energy. If they do not pay the cost of the technique they are unable to hold the ghost there and it will dissipate.
• Undead ArmyE-SSS The creme de la creme of a Necromancer's grimoire. RPCs are not always available, and in the event they are unable to find a suitable minion to take control of a necromancer can create one. By taking various body parts from dead things (can be NPCs) they can stitch them together and create an undead minion. These are all custom creatures that do not take up a summoning slot. The necromancer merely has to pay the initial cost of their creation to bring it to them.
• From the AbyssD-SSS Axiom has never been a peaceful plane of existence. From the dawning of humanity blood has shed. Nations are built upon the graves of soldiers and the battlefield is never dry. The necromancer can feel the souls of the dead vying to avenge themselves. By seeping their energy in to the ground they are able to revive these hordes of skeletal warriors. For D-rank energy 5 skeleton warriors are summoned. For C-rank energy 20 skeleton warriors are summoned. For B-rank energy 35 skeleton warriors are summoned. For A-rank energy 50 skeleton warriors are summoned. For S-rank energy 100 skeleton warriors are summoned, then 150, and then 200. These skeletons can have weapons and armor, but are merely bones. Skeletons are sturdier than zombies and take reduced damage to both physical and magical attacks. Their stats are 6/6.
• NecrosisC,B,A Necromancers can channel negative energy to a target and forcefully decay them. Any sort of organic material, be it living or made of earthly materials will begin to rot. The necromancer can launch this energy out in a hazy cloud or have it surround themselves or even their creations. The cloud will rot things equal or lower than its strength. It does not take long at all for materials to rot away, and organic beings will take three posts of exposure to fully decay. The first post skin will slough off, the second post muscles will atrophy, and the third post bones will crumble.
• Even in DeathB A necromancer will call forth a soul it has enslaved and force them to fight for him. They will be attached via a mostly transparent tail of energy. The ghost cannot travel more than 100 feet from the summoner and has no corporeal form. Depending on the type of soul (mage, knight, berzerker, etc) it will deal damage based on what class it was initially. A knight would use a sword and so on. This spell only deals magic damage, and physical attacks with no energy will pass right through the ghost.
• AberrationA Necromancers can conjure an aberration type monster from the dark corners of their mind. These creatures are things not seen on any world and are generally horrid mashups of beings. They are large-class monsters that are very strong and generally have stat levels similar to Boss level codex monsters. They obey the will of the necromancer. It has no energy nor abilities of it's own but with stats of 17/12 it can easily punish people.
• An Unbreakable BondS If the Necromancer is ever able to receive some sort of physical piece of their target it becomes an effigy. Whosoever consumes that piece, be it flesh or blood or bone, an unbreakable bond is formed. The necromancer will, for the duration of the fight, will know where that person is. They will feel their heart beat, know when they are afraid or afflicted with pain.
• An Eye for an EyeS Requires an Unbreakable Bond to be Formed Once an unbreakable bond is formed the necromancer has achieved a wonderful power. By expending an S-rank amount of energy per action they wish to have performed they can force the person who they have formed the bond with to do something by doing it themselves. It could be something small as making them drop a weapon or as drastic as cutting off a limb. The target cannot be forced to commit suicide, only maim themselves.
• The HordeSS By exerting a mass amount of energy in to the ground necromancers can summon up a thousand zombies who will respond to their every whim. The zombies come in waves of hundreds, and this last a total of 10 posts. One post equals one hundred zombies. They are not the shambling and easy picking zombies either. These can sprint and leap and have the sole purpose of following the necromancer's commands. They do not feel pain so maiming will only hinder them. While they are formidable in a group their stats individually are sub par at 5/5. On top of that they are still only bags of flesh.