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Rexnov

Alien Abductee

1,350 Points
  • Unfortunate Abductee 175
  • Hygienic 200
  • Gaian 50
PostPosted: Tue Jun 28, 2016 6:02 pm


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


                                              MAIN INFORMATION


                                          Full Name: Cynthia Seastar
                                          Nicknames: -
                                          Age: 17
                                          Birthdate: 20/10
                                          Gender: Female

                                          Culture: South Fraxonite
                                          Religion: Vangelism, Devotion to Elessia
                                          Languages:

                                          De Facto: Common
                                          Fluent: Angelica
                                          Basic: Demonica

                                          Nation: Kingdom of Fronta
                                          Rank: Novice
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Valkyrie
                                          Class: Beast-Master
                                            Specialization: Dragoon

                                            Sub-class:-

                                          Strength: 12
                                          Speed: 10
                                          Sin: -
                                          Gene Mods: -

                                          Energy Color: White
                                          Energy Meter: 550
                                          Element: Fire
                                          Battle Strength: Weapon Combat
                                          Battle Weakness: Magic

                                          Fights Won: 0
                                          Fights Lost: 0

                                          Completed Quests
                                            S Rank: 0
                                            A Rank: 0
                                            B Rank: 0
                                            C Rank: 0
                                            D Rank: 0
                                            E Rank: 0


                                          Gold: 3,000

                                          Talent: None


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                                              EQUIPMENT INFORMATION


                                          Weapons: Dual Jian, acceptance pending.
                                          Armor: Chainmail plus a full armor set, barring the breastplate and helmet.



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                                              SKILL INFORMATION


                                          Fire
                                            • Fireball [E]
                                            • Flame Deflection [E]



                                          Valkyrie
                                            • Keep Going Passive : The Valk's, in comparison to others, are capable of slight regeneration which begins just as soon as the blow was taken. Bruises and scraps won't even appear making it seem as if their skin is tougher than others. Trainees can deal with simple cuts. Novice can deal with simple cuts and first degree burns. Adept can deal with cuts, second degree burns, and fractured bones. Experts can deal with deep lacerations and broken bones. Masters can heal third degree burns, wounds such as stabs(only on surface, not internal damage), and crushed bones.

                                            • Wrath of a God Passive : Their weapons surge with their latent energy which makes any weapon they touch, especially their chosen one, both covered in holy light and electricity. This leads to anyone locking blades or striking the shield of a Valkyrie feel small shocks that ward people off from staying in contact with them for too long. This also makes unholy enemies take an extra rank of damage on top of the lightning damage. However for the lightning to be in effect you must have more than half your energy remaining within you.

                                            • Child of Jarnbjorn Passive : When a Valkyrie choses a weapon to specialize in, that weapon becomes gifted by holy power and works much like Thor's Mjolnir and Jarnbjorn. It will nigh automatically come to the call of the Valkyrie, cannot be destroyed, and always has the extra lightning damage going on it regardless of energy level. When attacking with that weapon, they gain an extra +1/+1 to their stats. You get one of these, so choose carefully. This weapon should get its own custom abilities, and if it does it must be approved. Weapon Chosen: Jian

                                            • Feast of Ambrosia Passive : Once per battle the Valkyrie can hold their hand out and summon a goblet full of ambrosia. Upon consumption, this otherwordly substance will heal and cure any wounds and debilitations the Valkyrie may be suffering. This will not regenerate any lost limbs or organs, but it will immediately close wounds. No energy is regained from this, it merely gives the Valkyrie a better chance to continue fighting.

                                            • The Sight Passive : Being of God's blood, like God, they can see the world for what it truly is. They can see through ''the Mist" and see those for what they are. Instantly recognizing creatures of the night on spot or those who can use dark magic for they can read the aura's about them. Also giving them a general idea of how strong another is regardless of race.

                                            • Prayer : In times of need the Valkyrie will pray to their creator. In doing so it creates a form of meditation which regenerates lost energy. Though this "technique" does not cost anything it is a highly risky one. A last resort of sorts. For one post the Valkyrie pray. Calling to their God to aid them and insure their victory. In doing so energy, equivalent to 15% of the Valkyrie's max energy, is restored.

                                            • Asgard Rising [D]

                                            • Superior Presence [D] [2/July/2016]

                                            • A Warrior's Bond [C] [4/July/2016]


                                          Beast Master
                                            • Armored Skin Passive : 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



                                          Dragoon
                                            • Bestial Leap [D]
                                            • Aerial Recovery [D]
                                            •Bestial Leap [D] [5/July/2016]


                                          Flowers in the Breeze : Jian
                                            • Crescent Gust [D] [2/July/2016]
                                            • Swift Rhythm [D] [4/July/2016]
                                            • Winds Change [D] [5/July/2016]


                                          Longsword




                                          Longsword and Shield




                                          Spear and Shield




                                          Kopesh



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                                              CHARACTER INFORMATION


                                          Personality: Headstrong and courageous are two words used to describe Cynthia. Others brand her as a naïve fool, stuck in a world of fantasy where everything is right and just. Both assertions would be correct of course, but if she were to be described in one word, that word would be willful. Willful to a fault.
                                          Sexuality: Straight
                                          Quote: "There are many ghosts in this world, I will make you into one more."
                                          Height: 5'9 Ft.
                                          Weight: 140 Lbs
                                          Eye Color: Blue

                                          Favorites:
                                            • Color: Blue
                                            • Food: Fried Pork
                                            • Animal: Dragon
                                            • City: Fraxon


                                          Theme Song: The Winds of Winter
                                          Battle Theme: Reign


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                                              BACKGROUND INFORMATION


                                          xxxxx Most of it will be explored within the roleplay, but she was dropped off in a bundle at a temple of Elissia when she was just a babe along with her then dragon egg.


PostPosted: Tue Jun 28, 2016 6:40 pm



    RPC Name: Cynthia Seastar
    RPC Rank: Novice
    RPC Class: Beast Master
      RPC Sub-Class: Dragoon


    Weapon Name: Dawn & Lightbringer
    Weapon Rank: B [Enchanted by Child of Jarnbjorn]
    Weapon Type: Dual Jian
    Weapon Description: Lightbringer and Dawn are a set of Jians given to Cynthia upon completing her basic training in the temple of Elissia. Upon entering the phase of her Valkyrie training where the gods smiled upon her and declared her a Child of Jarnbjorn, Dawn and Lightbringer changed physically, turning themselves into blades that were white as snow, said by some to be blessed by Michael himself. Although because of the nature of their divination they are stronger together, each blade has its own passive ability that is usable only while drawn, and a third which is only usable while both Jians are drawn. The same is true about their active abilities.

    Weapon Passive Abilities:

      • Call of the Chosen: By speaking the name of one, or both, of the blades and extending her hand forward, Cynthia is able to call forth either, or both, blades down upon her with a single bolt of lightning, regardless of where they are, unless they are sealed away with some sort of unholy barrier strong enough to reject her call [B Rank +]

      • Sword of the Morning [Dawn] : When Dawn is drawn for battle, the weapon gives out a light sheen, making it seem like, even in pitch darkness, the weapon is glowing, albeit faintly. When battling, Dawn channels the power of the gods, when striking a foe, the lightning that comes naturally to Valkyries, especially their Jarnbjorn, spreads from the target hit to up to 3 enemy units around Cynthia or her target.

      • Heart's Fervor [Lightbringer] : When Lightbringer is drawn for battle, the weapon gleams with the power of a Valkyrie's lightning, making it shine and feel warm to the touch, or even when it comes close to contact, almost as if it were aflame. When battling, Lightbringer's Lightning damage is increased by one rank.

      • First Light [Both] : When Lightbringer and Dawn are both drawn for battle, they become exalted. They retain their respective passives and their respective glows are increased, causing an opponent with average [average as in that of a human's] sight find it hard to see the weapons, as they now appear to be as bright as the sun itself. Opponents with eyesight that is bellow average are not as effected by this passive as those with average, and above average sight.


    Weapon Activated Abilities:


      • Dying of the Light [C] : By focusing her energy into both Jians, Cynthia increases the brightness of her swords in a sudden flare, blinding those with bellow average and average vision for a single post, and those with above average vision for two posts. After Dying of the Light is used, those with bellow average vision are affected by First Light for the following three posts.

      • Slayer of Lies [C] : An attack used exclusively with Dawn, Cynthia draws back on her blade and condenses her holy energy around it, doing two quick, non-lethal strikes on her target, one above their heart, another at the center of their neck, releasing with both a powerful surge of holy energy that remains within her target incapacitating them from channeling their unholy power as they have become creatures of the light until the power leaves their body [3 posts]. This technique can prove to be lethal to certain races that are too far gone, if used too many times on them. When an unholy creature is turned holy with Slayer of Lies, they feel as if their entire body is burning from the inside out.

      • Daughter of Death [C] : An attack used exclusively with Lightbringer, Cynthia draws her holy energy on to her blade and simulated the power of Call from the Heavens, only that here Lightbringer is the conduit for the energy of the gods themselves. After a brief delay, her blade erupts away from Cynthia turned to a pure bolt of lightning constituted from the wrath of Michael himself. The single bolt of lightning does not stop moving until it hits a target, and once it does it marks the target, making them more susceptible to lightning damage.

      • Light Force : Cynthia channels her holy energy into her blades, encasing them in a thin layer of electricity which keeps their light from spilling out. This causes the blades to shine brighter but at the same time not bother the enemy’s eyes. Upon being swung, the case of electricity begins to allow the light to seep through, imbuing itself with the light, causing the energy to take a solid form which trails behind the blade, applying all the damage that the sword dealt again. Light Force lasts for 3 posts and has a cool down of 5 posts. This cooldown cannot be reduced in any way.

      • Last Light [B-S] : Cynthia slides Dawn and Lightbringer against each other while letting her energy run through both blades. This energy creates a copy of the essence of the blades and impregnates it on to the other, copying Sword of the Morning into Lightbringer, and Heart’s Fervor into Dawn, making it so that striking an enemy with either blade applies both effects. Last Light lasts for Five Posts. Applying A Rank energy makes Last Light last for six posts and increases the power of the lightning by one Rank. Applying S Rank energy makes Last Light last for seven posts and increases the power of the lightning by two ranks.

Rexnov

Alien Abductee

1,350 Points
  • Unfortunate Abductee 175
  • Hygienic 200
  • Gaian 50

Rexnov

Alien Abductee

1,350 Points
  • Unfortunate Abductee 175
  • Hygienic 200
  • Gaian 50
PostPosted: Thu Jun 30, 2016 12:09 pm


D A R Y O N [The Golden Dragon]

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Rank: Novice [Scales with Cynthia]
Energy: 800
Stats: 7/8

▰ ▰ ▰ DESCRIPTION
Daryon is a Wyvern and Cynthia's dragoon partner currently he is a twenty-foot-long creature, 18 feet tall, with a wingspan that exceeds 40 feet. The top portion of its body is covered in golden scales that gleam in the light, the underside of its body, such as the neck, the underbelly, and the part bellow the wings is a potent silver, the creature’s talons are white and coming close to six inches long. Daryon’s roar is loud and echoing akin to that of a lion’s or tiger being able to be heard for miles. His flame is white and burns hot enough to melt steel.

▰ ▰ ▰ HISTORY
Daryon is a young dragon that has not left Cynthia's side in all of its life. It is only 10 years old, and is not aware of where he nor his rider came from nor their purpose in this world.

▰ ▰ ▰ SKILLS

• Mutual Pact [Passive] : Daryon feeds off Cynthia’s magical power, rending her incapable of using elemental magic past a certain point [C Rank], Daryon then mixes her magical fire with his own natural dragon fire, causing it to be much stronger than either normal magical fire or dragon fire. This mixture of magical and natural flames gives Daryon his distinctive White Fire.

• Flaming Sprout [Passive] : Daryon can breathe out wind full of cinders and embers that burn like furnace winds. The air, cinders of embers by themselves are not enough to cause something to light something on fire, at least not by themselves.

• Gas Spray [D] : In a similar fashion to how Flaming Sprout works, Daryon exhales, only that this time instead of being leftover embers and air hot enough to cause light burns, he releases the gas which he uses to light the flame. This gas in imbued into his saliva, causing it to be like being doused in gasoline or another liquid, flammable, substance. Although mostly harmless, the chemical composition of the gas-saliva mix can cause irritation on the skin, and blindness should it get on to the target’s eyes and not removed.

• Fire Ball [C] : A simple technique, as the name implies, Daryon launches a single fire ball from his mouth. The ball of white flames can travel up to 30 feet away from the creature’s mouth.

• Fire Stream [C] : By first firing a constant jet of his gas spray, then igniting it, Daryon fires a Stream of flames from his mouth that can extend up to 25 feet away from him. Because of the nature of this technique the fire is very hard to put out once it is burning. Targets doused by the gas spray in the beginning of the technique take increased damage from the fire.
PostPosted: Thu Jun 30, 2016 1:10 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [ Dragon Knight]


      Most Dragoons base their relationship with their dragons as a bond of servitude, the creature is to tend to the rider’s needs and wants in return for meager scraps and sporadic affection that is never truly enough for these creatures. Not Dragon Knights. These individuals understand that there is a bond, a spiritual connection, between the rider and the one being ridden, a oneness that unites them, for in battle one’s life hangs in the life of another, and this is a two-way street. More than a simple rider, a Dragon Knight is his Dragon’s Champion, the beast’s sword, it’s emissary, and the beast is the Knight’s muscle, the means with which he dispenses the justice that he is too feeble, or simply unable to, dispense.


Strengths


      • Can master Great Swords and Longswords, no longer can master spears.

      • Dragon Force: Due to the bond created between Dragon and Knight, the creature grows faster and stronger than they would normally, granting them the Strength, Speed, Size and Weight of the following Rank.

      Adept: 9/9 - [25 ft.–50 ft.] [500 lb.–2 tons]
      Expert: 12/12 - [35 ft.–70 ft.] [2 tons–16 tons]
      Master: 13/14 - [45 ft.–90 ft.] [16 tons–125 tons]
      Sage: 15/17 - [55 ft. or more] [125 tons or more]
      Legendary Monster: 17/20


Weaknesses

      • Broken Bond: When fighting away from their dragon [more than 500 meters away from it], the Dragon Knight suffers a -4/2
      • Live by the blade: Cannot learn physical styles that do not involve bladed weapon.



Techniques


      • Bond of Flames [Passive] : Unlike most subclasses that gain their bonuses and such at once, the Dragon Knight must go through a rite of passage of sorts, which consists in being bathed in their dragon's flame, signaling that the two beings are now one. After being lit on fire by one's companion, the Dragon Knight steps out of the flames, unharmed, but with one's clothes and armor burned or melted off, as well as one's hair. The fire imbues the Knight with magical energy that allows him or her to understand their partner and communicate back in the tongue of the dragons (Draconian), as well as unlocks the other two passives of the class.

      • Blood of the Dragon [Passive] : One of the first two attributes the Dragon Knight unlocks is that now his very being irradiates with the power of his dragon partner, giving her skin the golden glow of her creature's scales, making her seem almost inhuman. Apart from this aesthetic change, the Dragon Champion seems to become more beast than man when angered or in battle, increasing his strength (+2 Strength when in battle)

      • Fire Cannot Kill a Dragon [Passive] : The second attribute this birth by fire grants Cynthia is a resistance to fire. While fire from most sources barely injures her [-1 Rank in fire damage], when doused in the flames of her dragon, Daryon, she becomes healed. Prolongued exposure to the flames [6 posts +] can even return limb that has been lost, even organs, but no matter the time she spends in the flames, she cannot be brought back to life if killed.


      Skill Name [ Skill Rank ]


      Skill Name [ Skill Rank ]


      Skill Name [ Skill Rank ]


Rexnov

Alien Abductee

1,350 Points
  • Unfortunate Abductee 175
  • Hygienic 200
  • Gaian 50

Rexnov

Alien Abductee

1,350 Points
  • Unfortunate Abductee 175
  • Hygienic 200
  • Gaian 50
PostPosted: Mon Jul 04, 2016 11:41 am


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                                              MAIN INFORMATION


                                          Full Name: Beridian, Orsum
                                          Nicknames:
                                          Age: 55
                                          Birthdate: 1/1
                                          Gender: Male

                                          Culture: Elvhanan
                                          Religion: Justoastrianism
                                          Languages:

                                          De Facto - Elvish
                                          Fluent - Common
                                          Basic - Merita

                                          Nation: Kranila
                                          Rank: Novice
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Dawn Elf
                                          Class: Knight
                                            Specialization: Commander

                                            Sub-class: -

                                          Strength: 7
                                          Speed: 13
                                          Sin: -


                                          Energy Color: Gold
                                          Energy Meter: 550
                                          Element: Wind
                                          Battle Strength: Long Range Combat, Magic
                                          Battle Weakness: Melee Combat
                                          Fights Won: 0
                                          Fights Lost: 0

                                          Completed Quests
                                            S Rank: 0
                                            A Rank: 0
                                            B Rank: 0
                                            C Rank: 0
                                            D Rank: 0
                                            E Rank: 0


                                          Gold: 3,000

                                          Talent:


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                                              EQUIPMENT INFORMATION


                                          Weapons:
                                          Armor: Leather Armor



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                                              SKILL INFORMATION


                                          Wind




                                          Dawn Elf
                                            • Mania - Dawn [Passive] : Their connection to Solonor enables them some unique abilities, triggered easily and continuously throughout battle. With Mania, the Dawn Elves can use light (moonlight or sunlight) to cloak them. While stealthed (even if detected by the opponent), the light inspires them with speed and courage. They are immune to mind altering effects while stealthed, as well as given a +4 boost to speed.

                                            • Dawn Shroud [Passive : Mania] : Available during night or day, the Dawn Elves can mentally edit the light around them, turning them almost completely invisible. They can do this repetitively, although it ends when they begin striking. They're not wholly invisible like this; you can see an outline of them. In the heat of battle, someone with premature concentration would not be able to keep up with the Elf.

                                            • Bright Lights [Passive : Mania] : A very potent ability, the elf can enchant two items/areas connected to their own person with a horrifying effect. Looking at the item will be like directly looking into the sun, causing extreme pain and permanently damaging their eyesight if they look for more than a glimpse. Even a short glimpse will damage their sight for the duration of battle, making it nearly impossible for them to see your outline through Dawn Shroud. You can switch the two areas that have this effect. You can choose between: both hands, your legs, your weapon(s), your arrows, your eyes and an accessory of yours.

                                            • Dementia [Passive] : Dawn Elves can transmit their conscious into the air, similar to Dark Elves. They can use this very effectively, especially for spying. This is perfect for assassinations, as it allows you to completely recognize the conditions of the target. It's as simple as projecting your vision to anywhere within a km of you. You can look through walls, magical or not. Your other senses are available as well; you can hear, smell, feel. You can even project your sight into their bodies, although that's usually only helpful against monsters. It is, however, dangerous to use this in many scenarios. While you have keen senses, another stealthy opponent could assassinate you while you use this.This is the first of their projection passives, as they have another.

                                            The second one enables them to, after having projected their sight somewhere, warp to it. While this is useful, it is simply stupid to try in battle, as it takes time to project your vision. The Dawn Elves will often use this to warp into the shadows, and perform a perfect assassination.


                                            • Daywalk [D]

                                            • The Blade Marches [D]



                                          Knight
                                            • The Claim [Passive] : 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.

                                            • Return [E] : 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 Call [D] : 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.




                                          Commander

                                            • Tactical Awareness [Passive] : The Commander always knows where his/her battalion is. Always. Just how the battalion knows where their Commander is. Always.

                                            • 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








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                                              CHARACTER INFORMATION


                                          Personality: Neutral Good
                                          Sexuality: Bisexual
                                          Quote: "Words have failed me, now I chose violence."
                                          Height: 7' Feet Tall
                                          Weight: 210 lbs
                                          Eye Color: Gold

                                          Favorites:
                                            • Color : White
                                            • Food : Hawk
                                            • Animal : Jaguar
                                            • City : None


                                          Theme Song: Survivor's Guilt
                                          Battle Theme: The Air That I Breathe


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                                              BACKGROUND INFORMATION


                                          xxxxx


PostPosted: Mon Jul 04, 2016 1:07 pm



    RPC Name: Orsum Beridian
    RPC Rank: Novice
    RPC Class: Knight
      RPC Sub-Class: Commander


    Weapon Name: Feredir [The Hunter]
    Weapon Rank: B
    Weapon Type: Rifle
    Weapon Description: Feredir looks like an average rifle, except for the fact that it hosts two barrels, one connected directly to the body of the gun, that is longer and wider, and a second which rests on top of the first, which is considerably shorter that is much narrower than the first. These two barrels can be switched with a simple motion, giving the gun various options when it comes to range, bullet power, firing speed and bullet type. The gun also comes with a magical looking glass that, once locked on to the target, tells the shooter the distance between himself and his target.

    Weapon Passive Abilities:


      • Eagle Eye : Once the user finds the target, the gun locks on, telling the shooter the distance between himself and his target, as well as wind speed and compensating for those factors to allow the shooter to take the shot. When switching from this gun to another, the shooter takes a -1 accuracy penalty for shots which are more than 500m away, or involve winds of over 15 MPH, a -2 accuracy penalty for shots which are more than 1000m away or involve 30MPH winds, and a -3 accuracy penalty for shots which are more than 1500m away and involve winds above 45MPH.

      • Variable Barrel : Feredir hosts two barrels instead of one, each specializing in its own type of bullet and style of shooting, because of this variation, the gun can host up to 3 different caliber bullets, each with it's own distinctive properties:

      9mm : Usable only with the shorter barrel, these bullets can be fed to the rifle up to twenty at a time. They can be shot either single fire or automatically, if shot automatically they take a -1 in accuracy and strength. Their max range before receiving a -1 in strength is 25m, at 50m they receive a -2 in strength and a -1 in accuracy and at 75m they receive a -3 in strength and a -2 in accuracy.

      .22 Caliber : Usable with either barrel, these bullets can be fed to the rifle up to 10 at a time. They can be fired automatically or single fire, if shot automatically they receive a -1 in strength and accuracy. They can be shot effectively up to 150m without losing any stats, they then lose 1 strength and 1 accuracy every 20m afterward, achieving -3/3 by 210m.

      .50 Caliber : Usable only with the long barrel, these bullets can be fed to the rifle up to 3 at a time, but only two can be shot per post. The sound from shooting one of these bullets automatically breaks stealth, even if no one is around to see you, if two bullets are shot in the same post, from stealth, the second shot does not receive any bonuses from the stealth. These bullets receive a + 1 in strength when shooting within 500m, with there being stories of these bullets being powerful enough to tear a man's arm out of place, when shooting between 500-1000m they regain their normal damage. When shooting between 1000-1500m they receive a -1 to their strength, -2 when firing between 1500-2000m.

      • Natural Reload : Federir is extremely user friendly, allowing it to be reloaded and fired again in the same post with 9mm and .22 Caliber ammo.


    Weapon Activated Abilities:

      • Never One Without the Other : Instead of drawing its ammunition from a belt or a chamber, the weapon draws it directly from the user. In Orsus’ case, the weapon draws a charge of his life energy, then molding it into a number of bullets that vary depending on the type of bullet that is made [9mm = 20, .20 Caliber = 10, .50 Caliber = 3] made of pure light energy. These bullets have the same attributes as an ordinary bullet of their respective type. These bullets can also be created out of Orsus’ corresponding element. [E Rank]

      • Boom! : After a brief delay of absorbing energy both from within Orsus’ body as well as without, the rifle released a thin blast of concentrated energy. Upon hitting a surface, the blast detonates, releasing a pulse of light energy, as well as whatever other type of energy was predominant in the area where the energy was gathered, for example, if the shot was fired from the rim of a volcano, it does fire damage as well as light damage, if the energy was gathered while surrounded by dark creatures, the blast does both Holy and Unholy damage. [E-S Rank]

      • Pierse the Heavens : Drawing from Orsus’ life force, the gun fires a bolt of energy similar to a bolt of a ballista. This bolt of energy can travel for up to 100m, upon coming into contact with something the bolt remains in place and erupts into an explosion of light energy that expands for 10m. [C Rank]

      • Energy Trap : Focusing one’s energy on to the gun, Orsus creates a charge which he can then unload over an area in a spot that has a one foot radius which after a brief delay become invisible. Upon being stepped on, these traps emit a ray of energy that damages anyone trapped inside, and continuously does so until they break out. A single charge can create up to ten traps, each 1x1. It requires a B Rank or higher energy based attack to break the barrier; because of the intent of the shooter, these traps do not work on elves, and deal damage twice to human characters. [B Rank]

      • Unfocused Destruction : Orsus puts his finger on the trigger and channels his energy for fire seconds, building an orb of energy, then, he released the trigger, letting go of dozens of single beams of light in all directions which then attempt to converge on a single target, but, due to the amount of shots being released, they often hit all around, making this a dangerous attack to attempt in crowded areas. Each individual beam of light is A Rank, this technique fires 10 of them. [A Rank]

      • Focused Destruction : Orsus focuses a fine beam of energy to his target location for ten seconds. After the channel is over, he released a steady amount of energy equal to a % of his energy pool [10% = A Rank, 20% = S Rank, 30% = SS Rank and 40% = SSS Rank] to the target location. The A Rank variant is powerful enough to release a blast of light capable of destroying an entire block, the S Rank variant is powerful enough to release a blast of light capable of destroying two city blocks, the SS Rank variant is powerful enough to destroy the entirety of a small city, and the SSS Rank variant is powerful enough to destroy half a major city. A Rank requires Adept, S and SS Rank requires expert, while SSS Rank requires Master. [A-SSS Rank]




Rexnov

Alien Abductee

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