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HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100
PostPosted: Sat Jul 30, 2016 12:50 am


. . .  
PostPosted: Sat Jul 30, 2016 12:51 am


            User Image
            User Image


                                              MAIN INFORMATION


                                          Full Name: Nai
                                          Nicknames: Sin
                                          Age: Appears 19
                                          Birthdate: ?
                                          Gender: Female

                                          Culture: Lumirian
                                          Religion: Niraliel
                                          Languages:
                                            De Facto - Demonica
                                            Fluent - Common
                                            Basic - Angelica

                                          Nation: . . .
                                          Rank: Expert
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Chrono Keepers
                                          Class: Weapon Master

                                            Sub-class:
                                          . . .
                                          Strength: 7
                                          Speed: 9
                                          Sin: Sloth
                                          Gene Mods: . . .

                                          Energy Color: Clear, appears like a shimmering heat haze
                                          Energy Meter: 1850
                                          Element: . . .
                                          Battle Strength: Hit-and-run.
                                          Battle Weakness: Taking damage.

                                          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 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, weapon masters gain a rank boost to any skills used with a weapon, and rankless attakcs IE shooting a bullet/bolt or swinging a sword is treated as two ranks lower than them in terms of power.
                                          • 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.
                                          • Deal an extra rank of damage but take an extra as well


                                          Passives:
                                          • Zenith - Weapons used by a weapon master are +1 rank stronger, and they can strike things they normally can't, such as Shades. This stacks with other damage bonuses. Total weapon damage stacking cannot go past +3 ranks.
                                          • Sight Lock - The weapon master can maintain a mental lock-on on the foe so long as the foe is in their line of sight. Reflections can be utilized to find opponents without a second thought. Weapons are drawn in the blink of an eye and with unerring accuracy, meaning the opponent has to see and react to the draw of the weapon.
                                          • Heavy Dual-Wielding - The user to dual-wield heavy weapons. Skills used with this passive skill cost 1.25x the cost at expert and once the user is of expert rank, there are no additional costs.
                                          • Expertise - 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.
                                          • Stealth: 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 hostile. 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.
                                          • Wall Run: Silently run along walls and buildings without breaking stealth and without any help or energy.
                                          • Blessed Rain: +50 energy
                                          • Insight Rain: The user develops the ability to sense hostile intent in the immediate area. As to where, however, they cannot be sure.
                                          • Light Feet - The user is able to lengthen her stride and step lightly when running, which is good for crossing large distances without attracting the attention of guards or scouts. They make little noise when running like this.
                                          • Always on the Offensive - The user is able to dodge or block attacks and still maintain an offense. This allows the user to attack while dodging on the ground and in the air.
                                          • Harmonious Spirit - Harmonious Spirit entails the user first observing their opponent and then matching themselves to their movements. So long as they are within the same speed class there is no difference between the two of them. The user will mimic their actions, mirroring their every footstep until it appears they are almost predicting the future. The opponent is unable to get the upper hand even if they have a bonus that states they are better than everyone else at a particular fighting method. While this is active, the user is on constant equal footing if the terms are met.


                                          Fights Won: 0
                                          Fights Lost: 1

                                          Completed Quests
                                            S Rank:
                                            A Rank:
                                            B Rank:
                                            C Rank:
                                            D Rank:
                                            E Rank: 2


                                          Gold: 27,000

                                          Talent: . . .


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                                              EQUIPMENT INFORMATION



                                          General Outfit: A large, black coat made of leather hides most of Nai's body, from the hood pulled low over the top of her head to the bottom edge of the cloak that just barely brushes her ankles.  A raised collar built into the coat further enshrouds Nai's face.  In addition to hiding her identity, the coat also provides some protection from the weather and has several inside pockets for storage.  Nai is almost always seen hiding herself within the cloak, even if it isn't the most inconspicuous outfit.  Other usually visible attire includes light boots, black in color, that make little noise when moving but still manage to protect the feet fairly well and a pair of faded black gloves.  The boots are well maintained, but smudges of dirt stains show that they definitely aren't new.  
                                          Taking the coat off reveals another layer of clothes.  A white button-up shirt, cuffed and collared, covers the upper half of the body.  It's not the neatest thing in appearance, often sporting several undone buttons, but it's rarely ever seen so such things hardly matter.  Besides, the red scarf wound around the neck takes visual center stage for the top half instead of the shirt.  Brown suspenders stretch from the pants that cover the lower half of the body, firmly holding of a durable pair of light gray, cargo pants (lots of pockets)  that stretch to the ankles.  The suspenders and shirt mold comfortably to the body.  The pants, in addition to the suspenders, are held up by a brown belt with various pouches and holsters attached.  Technically, the suspenders and belt are all one piece.  The bottom of the ankle-length pants are tucked into and thus hidden by knee-high boots.  Like the shirt, the pants mold neatly to the body, making it minimally difficult to tuck the pants into boots that stretch past the knee.  Suspenders from the belt stretch down and clamp to the boots as they stretch up to and over the knees.  Just as the upper suspenders hold up the pants, these suspenders hold up the boots.  The suspenders don't hook up to the very top of the boot, but rather to a spot inside of the boot and slightly lower than the top, giving the boots a natural look.  Beyond what has already been listed, weapons, and obvious additions like underwear and socks, nothing else of note remains of Nai's outfit,

                                          Head: Usually covered with the hood of her coat.

                                          Arms: Hidden up the coat sleeves are handgun and revolver ammo that Nai can slide down into her hand with a flick of her wrist.

                                          Torso: A fully assembled PSG1 rifle is strapped over the back, its muzzle pointing up and to the right while its handle points down and to the left.  The strap that holds the rifle in place has multiple pockets to hold rifle ammo and shotgun ammo.  The tonfa guns are strapped to her belt, resting against the lower back atop the reloading mechanism, which also contains the ammo for the tonfa guns, settled against Nai's hips.  The sides of the belt have two super shorty stocks.  A quick draw holster is under each of Nai's arms, hidden by the coat.  The left holster holds a handgun and the right a revolver.

                                          Backpack: Unless Nai needs a backpack, she doesn't carry one.  If she does, it's usually nothing more than a simple rucksack to hold rations and such.

                                          Legs: A holster for a super shorty shotgun is on the outside of each thigh, adding up to a total of two holsters for two guns.  container-like pouch containing extra ammo is attached to the outer side of the left thigh.  The shotgun ammo is held in the left side of the container-like pouch located on the thigh while the handgun ammo is located on the right side.

                                          Feet:  Two small knives are hidden in each boot.

                                          Random Pockets/Pouches: Bandages, rope, pain relieving salves, disinfectant.  2 mini paralyze balls, 1 scent changer, and1 pocket watch.

                                          Accessories: 1 pocket watch.

                                          Weapons: Shurikens, throwing knives, 2 automatic handguns, bullets, 1 longsword
                                          Armor: n/a

                                          Machine: delete if not mechanist


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                                              SKILL INFORMATION


                                          Elemental
                                            • TEXT HERE
                                            • TEXT HERE
                                            • TEXT HERE


                                          Bloodline
                                            • TEXT HERE
                                            • TEXT HERE
                                            • TEXT HERE


                                          Weapon Master
                                            • Zenith Passive
                                            • Sight Lock Passive
                                            • Heavy Dual-Wielding Passive
                                            • Soften E
                                            • Gun toss D
                                            • Energy Bullet D, E-S
                                            • Blade Bullet D
                                            1 Bullet

                                            • Spear Bullet D
                                            1 Bullet

                                            • Empower D
                                            • Spin Throw C
                                            • Phantom Blade C
                                            • Wraith Edge B
                                            • Beast A
                                            • Expertise Passive


                                          Assassin
                                            • Stealth Passive
                                            • Wall Run Passive
                                            • Shuriken Explosion E-SSS
                                            • Afterimage E
                                            • Flash Throw E
                                            • Dash C
                                            • Mirror Throw D
                                            • Shadow Meld D
                                            • Shadow Trail C
                                            • Vanish Slash C
                                            • Detonation Image C
                                            • Crimson Bloom C
                                            • Detonation Afterimage B
                                            • Flashing B
                                            • Crimson Formation B
                                            • Wind Blade B
                                            • Cold Snap B
                                            • Flashing Mirror A
                                            • Shadow Strike A


                                          Sub-Class
                                            • TEXT HERE
                                            • TEXT HERE
                                            • TEXT HERE


                                          Gun Kata
                                            • All skills up to stage 5


                                          Hira-Shuriken
                                            • Swift Knuckle E
                                            • Edges of a Fan D
                                            • Sleeve Armament D
                                            • Exploding Star D
                                            • Elemental Star D
                                            • Exploding Elemental Star C
                                            • Flip Barrage C
                                            • Homing Shuriken C
                                            • Implosion Star B
                                            • Grand Implosion Star S


                                          Blue Swallow Style
                                            • S t a g e O n e [1] Stage
                                            • Axle of Rain E - simple
                                            • Rolling Rain E - complex
                                            • Misting Rain E - complex

                                            • S t a g e T w o [2] Stage
                                            • Last Minute Rain D - simple
                                            • May Wind, October Rain D - simple

                                            • S t a g e T h r e e [3] Stage
                                            • Summer Rain C - simple
                                            • Splashing Rain C - complex
                                            • Blessed Rain C - training

                                            • S t a g e F o u r [4] Stage
                                            • Innocent Rain B - complex
                                            • Fiendish Speed Rain B - complex
                                            • Insight Rain B - training

                                            • S t a g e F i v e [5] Stage
                                            • Pelting Rain A - simple
                                            • Torrential Dance A - complex
                                            • Flame Spin Rain A - complex


                                          Bak Mei
                                            • Stage One: Grass Stalk Stage
                                            • Light Feet Passive
                                            • Split E
                                            • Twisting Dodge E
                                            • Roundhouse D
                                            • Leg Blocks D
                                            • Karate Chop D
                                            • ECT C
                                            • Ear Clap C
                                            • Ankle Snap C
                                            • Chest Pressure Points C
                                            • Leg Pressure Point C

                                            • Stage Two: Bamboo Stalk Stage
                                            • Always on the Offensive Passive
                                            • Hand Trap D
                                            • Spin Kick D
                                            • Shock Absorber C
                                            • Axe Kick C
                                            • Hurricane Kick C
                                            • Arm Pressure Points B
                                            • Back Pressure Points B
                                            • Head Pressure Points A


                                          Aikido
                                            • Stage One Stage
                                            • Harmonious Spirit Passive
                                            • DenyC
                                            • Learning Experience C
                                            • Wiser Choice C

                                            • Stage Two Stage
                                            • Removal of Chance B
                                            • Missed Opportunity B
                                            • Taking Away B
                                            • Refusal to Participate B
                                            • Graciously Denied B

                                            • Stage Three Stage
                                            • Last Warning A



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                                              CHARACTER INFORMATION


                                          Personality:
                                          tab Invictus Novum
                                          Thick skinned and thick shelled is the best way to describe this suspicious character, one who can easily be deemed suspicious while also being suspicious themselves. However, the experiences she had gone through could drive a normal person mad to an early grave. Something of that caliber would naturally have an effect even on Nai. Confusion. Pain. Things she would rather ignore. However, she cannot because there is a greater desire to seek and solve. On par with her tremendous will to live, the drive to find what she once lost and restore what she once saw destroyed towers great enough that, finally, Nai has something she will fight against Sloth with.

                                          And Sloth would fight, except Nai is exceptionally well at handling it. Sort of happens after spending the greater half of her life living with him.

                                          tab Chrono-Displasia
                                          Chrono-Displasia has plagued Nai with uncertainty in her own skills. When she cannot rely on her own senses, how is she to know when to attack and when to retreat? Very quickly, her trigger reflexes have already killed a man. In Vaet Nocturnum, such an occurrence is nothing. Nai is no different. However, the unfortunate incident has cast doubt on her own skills, so reliant as they are on precision. She cannot put her finger on why she thinks this way and thinking about it causes yet another migraine, but she feels that being this dangerous is not a good thing. For that reason, she has put her guns away, for the first time in her life, and begun favoring less finicky weapons.

                                          tab Tempus Papilio
                                          There is something else to note in Nai, though it is something Nai doesn't realize. In fact, considering how few knew her, it is unlikely something anyone would realize. A gradual creation of personality over years has, essentially, crash landed on Nai all at once. She remains the quiet sort who hardly shows any expressions. However, she does talk now and will even occasionally mention likes/dislikes in passing. She, additionally, has made a strange habit of dropping jokes in an incredibly dry voice. She still doesn't understand this whole point of a personality. It sure doesn't bring bread to the table, and so long as she has enough choice to decide whether she lives or dies, she's fine. If She still struggles to see why she should bother. However, she has begun making an effort on her own end now, and there is a small part of her that has realized it has begun to crave human contact even when the bigger part of her continues to shy away out of fear, both realized and unrealized in the past, present, and future.

                                          tab Repetere Memoriam
                                          Occasionally, Nai might recognize a familiar face... that she saw in the future... any of the futures she can see. It can range anywhere from simply recognizing the appearance to appointing certain opinions and emotions to it. This does paint Nai with preconceptions towards certain people, prompting her to act differently from the norm.

                                          Sexuality: . . .
                                          Quote:
                                          Height: 5' 10"
                                          Weight: 135
                                          Eye Color: Black

                                          Favorites:
                                            • Black/White: Higher contrasts are easier to see.
                                            • Red Spider Lily: She doesn't know why, but she holds fond memories of the flower.
                                            • Pomegranate juice: Pomegranates are delicious but the seeds are a pain.
                                            • Fox: X has been her steadfast companion for years.
                                            • The Tower: What Nai considers her hideout. Easily accessed by only a select few, it is a prime spot to be alone.


                                          Theme Song: This Silence is Mine
                                          Battle Theme: Silence
                                           

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                                              BACKGROUND INFORMATION


                                          xxxxx
                                          A girl from the streets of Luimira, Nai started life with no past or future.  She lived simply in the present and, even then, just barely so.  

                                          Life used to be so simple. Now, she lives displaced in time, her mind continuing to wander even after her body remains stabilized. Past, present, and future meld and blink erratic for her, so much so that even her honed senses will sometimes slip up and fail to discern the present. The future... She had a future. A future in the past tense, she is sure, but she cannot recall it, and that confuses her. When she sees the future, is it the past? Perhaps the present? Following up, of course, since her future is part of her past, naturally, she is also uncertain about the past filled with holes, and one so barely registered when she first lived this life that she cannot recall the details. To think of her past, she thinks of the future, and thinking of the future sends aura migraines pulsing through her head. She doesn't want this pain. Nai never wanted pain. It was too troublesome. Always too troublesome. Yet, whenever she tries to forget and ignore, she feels a different kind of pain. The pain of having forgotten. The pain of a moment passed that will never return and a flower carelessly dropped into the dirt without realizing its significance.

                                          She understands, however vaguely, that she is here on this plane for a reason. She still has the mission from Niraliel she is required to complete, and another... There is something else, someone else she needs to stop. She cannot recall, however. Her mind wanders. Weren't there also others she needs to search for? Who were they? What are these emotions? She had emotions?

                                          A girl from another timeline, Nai, in some way, shape, or form, has reincarnated back into her past body for a second chance with the rest of the world. She pays for the memories of the first chance with her chrono-displasia, and lives a confusing life in the past, present, and future.




HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100

HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100
PostPosted: Tue Jun 11, 2019 11:17 pm


Once upon another time...
            User Image


                                              MAIN INFORMATION


                                          Full Name: Nai
                                          Nicknames: Sin
                                          Age: Appears 20
                                          Birthdate: ?
                                          Gender: Female

                                          Culture: Lumirian
                                          Religion: . . .
                                          Languages:
                                            De Facto - Demonica
                                            Fluent - Common
                                            Basic - Angelica

                                          Nation: . . .
                                          Rank: Master
                                          Title: Citizen


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                                              MAJOR INFORMATION


                                          Bloodline: Tempus Inexstinctus
                                          Class: Weapon Master

                                            Sub-class:
                                          . . .
                                          Strength: 7
                                          Speed: 9
                                          Sin: Sloth
                                          Gene Mods: . . .

                                          Energy Color: Clear, appears like a shimmering heat haze
                                          Energy Meter: 1850
                                          Element: . . .
                                          Battle Strength: Hit-and-run.
                                          Battle Weakness: Taking damage.

                                          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 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, weapon masters gain a rank boost to any skills used with a weapon, and rankless attakcs IE shooting a bullet/bolt or swinging a sword is treated as two ranks lower than them in terms of power.
                                          • 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.
                                          • Deal an extra rank of damage but take an extra as well


                                          Passives:
                                          • Zenith - Weapons used by a weapon master are +1 rank stronger, and they can strike things they normally can't, such as Shades. This stacks with other damage bonuses. Total weapon damage stacking cannot go past +3 ranks.
                                          • Sight Lock - The weapon master can maintain a mental lock-on on the foe so long as the foe is in their line of sight. Reflections can be utilized to find opponents without a second thought. Weapons are drawn in the blink of an eye and with unerring accuracy, meaning the opponent has to see and react to the draw of the weapon.
                                          • Heavy Dual-Wielding - The user to dual-wield heavy weapons. Skills used with this passive skill cost 1.25x the cost at expert and once the user is of expert rank, there are no additional costs.
                                          • Expertise - 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.
                                          • Stealth: 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 hostile. 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.
                                          • Wall Run: Silently run along walls and buildings without breaking stealth and without any help or energy.
                                          • Blessed Rain: +50 energy
                                          • Insight Rain: The user develops the ability to sense hostile intent in the immediate area. As to where, however, they cannot be sure.
                                          • Light Feet - The user is able to lengthen her stride and step lightly when running, which is good for crossing large distances without attracting the attention of guards or scouts. They make little noise when running like this.
                                          • Always on the Offensive - The user is able to dodge or block attacks and still maintain an offense. This allows the user to attack while dodging on the ground and in the air.
                                          • Harmonious Spirit - Harmonious Spirit entails the user first observing their opponent and then matching themselves to their movements. So long as they are within the same speed class there is no difference between the two of them. The user will mimic their actions, mirroring their every footstep until it appears they are almost predicting the future. The opponent is unable to get the upper hand even if they have a bonus that states they are better than everyone else at a particular fighting method. While this is active, the user is on constant equal footing if the terms are met.


                                          Fights Won: 0
                                          Fights Lost: 1

                                          Completed Quests
                                            S Rank:
                                            A Rank:
                                            B Rank:
                                            C Rank:
                                            D Rank:
                                            E Rank: 2


                                          Gold: 27,000

                                          Talent: . . .


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                                              EQUIPMENT INFORMATION



                                          General Outfit: A large, black coat made of leather hides most of Nai's body, from the hood pulled low over the top of her head to the bottom edge of the cloak that just barely brushes her ankles.  A raised collar built into the coat further enshrouds Nai's face.  In addition to hiding her identity, the coat also provides some protection from the weather and has several inside pockets for storage.  Nai is almost always seen hiding herself within the cloak, even if it isn't the most inconspicuous outfit.  Other usually visible attire includes light boots, black in color, that make little noise when moving but still manage to protect the feet fairly well and a pair of faded black gloves.  The boots are well maintained, but smudges of dirt stains show that they definitely aren't new.  
                                          Taking the coat off reveals another layer of clothes.  A white button-up shirt, cuffed and collared, covers the upper half of the body.  It's not the neatest thing in appearance, often sporting several undone buttons, but it's rarely ever seen so such things hardly matter.  Besides, the red scarf wound around the neck takes visual center stage for the top half instead of the shirt.  Brown suspenders stretch from the pants that cover the lower half of the body, firmly holding of a durable pair of light gray, cargo pants (lots of pockets)  that stretch to the ankles.  The suspenders and shirt mold comfortably to the body.  The pants, in addition to the suspenders, are held up by a brown belt with various pouches and holsters attached.  Technically, the suspenders and belt are all one piece.  The bottom of the ankle-length pants are tucked into and thus hidden by knee-high boots.  Like the shirt, the pants mold neatly to the body, making it minimally difficult to tuck the pants into boots that stretch past the knee.  Suspenders from the belt stretch down and clamp to the boots as they stretch up to and over the knees.  Just as the upper suspenders hold up the pants, these suspenders hold up the boots.  The suspenders don't hook up to the very top of the boot, but rather to a spot inside of the boot and slightly lower than the top, giving the boots a natural look.  Beyond what has already been listed, weapons, and obvious additions like underwear and socks, nothing else of note remains of Nai's outfit,

                                          Head: Usually covered with the hood of her coat.

                                          Arms: Hidden up the coat sleeves are handgun and revolver ammo that Nai can slide down into her hand with a flick of her wrist.

                                          Torso: A fully assembled PSG1 rifle is strapped over the back, its muzzle pointing up and to the right while its handle points down and to the left.  The strap that holds the rifle in place has multiple pockets to hold rifle ammo and shotgun ammo.  The tonfa guns are strapped to her belt, resting against the lower back atop the reloading mechanism, which also contains the ammo for the tonfa guns, settled against Nai's hips.  The sides of the belt have two super shorty stocks.  A quick draw holster is under each of Nai's arms, hidden by the coat.  The left holster holds a handgun and the right a revolver.

                                          Backpack: Unless Nai needs a backpack, she doesn't carry one.  If she does, it's usually nothing more than a simple rucksack to hold rations and such.

                                          Legs: A holster for a super shorty shotgun is on the outside of each thigh, adding up to a total of two holsters for two guns.  container-like pouch containing extra ammo is attached to the outer side of the left thigh.  The shotgun ammo is held in the left side of the container-like pouch located on the thigh while the handgun ammo is located on the right side.

                                          Feet:  Two small knives are hidden in each boot.

                                          Random Pockets/Pouches: Bandages, rope, pain relieving salves, disinfectant.  2 mini paralyze balls, 1 scent changer, and1 pocket watch.

                                          Accessories: 1 pocket watch.

                                          Weapons: Shurikens, throwing knives, 2 automatic handguns, bullets, 1 longsword
                                          Armor: n/a

                                          Machine: delete if not mechanist


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                                              SKILL INFORMATION


                                          Elemental
                                            • TEXT HERE
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                                          Bloodline
                                            • TEXT HERE
                                            • TEXT HERE
                                            • TEXT HERE


                                          Weapon Master
                                            • Zenith Passive
                                            • Sight Lock Passive
                                            • Heavy Dual-Wielding Passive
                                            • Soften E
                                            • Gun toss D
                                            • Energy Bullet D, E-S
                                            • Blade Bullet D
                                            1 Bullet

                                            • Spear Bullet D
                                            1 Bullet

                                            • Empower D
                                            • Spin Throw C
                                            • Phantom Blade C
                                            • Wraith Edge B
                                            • Beast A
                                            • Expertise Passive


                                          Assassin
                                            • Stealth Passive
                                            • Wall Run Passive
                                            • Shuriken Explosion E-SSS
                                            • Afterimage E
                                            • Flash Throw E
                                            • Dash C
                                            • Mirror Throw D
                                            • Shadow Meld D
                                            • Shadow Trail C
                                            • Vanish Slash C
                                            • Detonation Image C
                                            • Crimson Bloom C
                                            • Detonation Afterimage B
                                            • Flashing B
                                            • Crimson Formation B
                                            • Wind Blade B
                                            • Cold Snap B
                                            • Flashing Mirror A
                                            • Shadow Strike A


                                          Sub-Class
                                            • TEXT HERE
                                            • TEXT HERE
                                            • TEXT HERE


                                          Gun Kata
                                            • All skills up to stage 5


                                          Hira-Shuriken
                                            • Swift Knuckle E
                                            • Edges of a Fan D
                                            • Sleeve Armament D
                                            • Exploding Star D
                                            • Elemental Star D
                                            • Exploding Elemental Star C
                                            • Flip Barrage C
                                            • Homing Shuriken C
                                            • Implosion Star B
                                            • Grand Implosion Star S


                                          Blue Swallow Style
                                            • S t a g e O n e [1] Stage
                                            • Axle of Rain E - simple
                                            • Rolling Rain E - complex
                                            • Misting Rain E - complex

                                            • S t a g e T w o [2] Stage
                                            • Last Minute Rain D - simple
                                            • May Wind, October Rain D - simple

                                            • S t a g e T h r e e [3] Stage
                                            • Summer Rain C - simple
                                            • Splashing Rain C - complex
                                            • Blessed Rain C - training

                                            • S t a g e F o u r [4] Stage
                                            • Innocent Rain B - complex
                                            • Fiendish Speed Rain B - complex
                                            • Insight Rain B - training

                                            • S t a g e F i v e [5] Stage
                                            • Pelting Rain A - simple
                                            • Torrential Dance A - complex
                                            • Flame Spin Rain A - complex


                                          Bak Mei
                                            • Stage One: Grass Stalk Stage
                                            • Light Feet Passive
                                            • Split E
                                            • Twisting Dodge E
                                            • Roundhouse D
                                            • Leg Blocks D
                                            • Karate Chop D
                                            • ECT C
                                            • Ear Clap C
                                            • Ankle Snap C
                                            • Chest Pressure Points C
                                            • Leg Pressure Point C

                                            • Stage Two: Bamboo Stalk Stage
                                            • Always on the Offensive Passive
                                            • Hand Trap D
                                            • Spin Kick D
                                            • Shock Absorber C
                                            • Axe Kick C
                                            • Hurricane Kick C
                                            • Arm Pressure Points B
                                            • Back Pressure Points B
                                            • Head Pressure Points A


                                          Aikido
                                            • Stage One Stage
                                            • Harmonious Spirit Passive
                                            • DenyC
                                            • Learning Experience C
                                            • Wiser Choice C

                                            • Stage Two Stage
                                            • Removal of Chance B
                                            • Missed Opportunity B
                                            • Taking Away B
                                            • Refusal to Participate B
                                            • Graciously Denied B

                                            • Stage Three Stage
                                            • Last Warning A



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                                              CHARACTER INFORMATION


                                          Personality: Nai hardly cares for more than the present.  She has no traumas or biases from the past.  She has only experiences and lessons learned.  As a youth, a vampire was her master, but Nai treats vampires no differently than werewolves or sirens.  Shortly after receiving Sloth, Nai was attacked by her former king.  That experience has taught her to be distrustful, but it is a universal distrust and not one aimed at any particular rank or race.  As for the future, Nai doesn't bother herself with anything but the immediate future.  Beyond that, she finds it to be worthless and tiresome speculation.

                                          In general, Nai dislikes tiresome things, a trait she'd absorbed from Sloth.  She dislikes speaking, finding it bothersome and unnatural to her mouth.  Her favorite role is that of a silent observer, someone who simply has to watch.  In fact, despite all her energy conservation, she is constantly wary of her surroundings.  Ambushing her is difficult even when she's alone.  She's a naturally light sleeper as well, and most of her movements, even eating, have been trained to be naturally quiet without extra consideration on her part.  Then, once she's noticed an offender, she has trained herself to quickly end the encounter.  Currently, her first priority is escape, and she shows no shame in running away and being labeled a coward.

                                          In the case that her hand is forced and she needs to fight back, Nai shows neither mercy nor excitement.  She coldly finishes what needs to be done in the most efficient manner.

                                          If she holds a desire for anything, it is the simple, instinctive desire to live.  It is probably this instinct alone that has allowed her to survive all this time.  It fuels her constant awareness and understanding of her surroundings.  It triggers her instant reactions.  It urges her to continue living even if she does nothing else.  It is what has shaped what meager personality she has into its current form.
                                          Sexuality: . . .
                                          Quote:
                                          Height: 5' 10"
                                          Weight: 135
                                          Eye Color: Black

                                          Favorites:
                                            • . . .
                                            • Black/White (the better the contrast, the easier to see, generally)
                                            • Pomegranate juice (loves the taste of pomegranates but can't be bothered with their seeds)
                                            • Fox (X has been her steadfast companion for years)
                                            • The Tower (easily accessed by a select few, making it a prime spot to be alone)


                                          Theme Song: Silence
                                          Battle Theme: Silence
                                           

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                                              BACKGROUND INFORMATION


                                          xxxxx
                                          A girl from the streets of Luimira, Nai started life with no past or future.  She lived simply in the present and, even then, just barely so.  

                                          As a baby, Nai was found by slave traders and sold shortly afterward to a filthy rich vampire, an avid follower of Vaet Nocturnum steeped in Lumirian culture.  The vampire, a he, wanted a battle slave, one that he could pit against other battle slaves in a coliseum or send out to hunt bounties for him.  Of course, he also wanted to win with his slave and figured that the best way to do that was to raise the slave from as young as possible.  He found that possibility in Nai's infantile age.  Her female gender was simply an added plus: when she grew older, he could use her for other, less violent pleasures. Nai's first ten years of life was filled with death and discipline.  Knowing nothing else, she easily melded into the ideal slave, one without emotion or feeling.  She learned to kill quickly and did so without hesitation or guilt. The first and only language she was allowed to formally learn was Demonica, her master's way of marking his human object. She became something like a prized trophy, and even as she was sent into one life-threatening situation after the next, her proud master never let her start her "performances" (as he liked to put it) with a less than perfect appearance.

                                          However, like any human, Nai could not be completely robotic. Beneath her doll-like appearance, she held one proof of free-will, if such a base instinct could even be called that. She absolutely refused to die.  She charged into fatal situations with a mere order, but she returned alive from far more than she would have if she did not have her ridiculously strong will to live. Through thick and thin, Nai would break expectations, push past her limits in order to survive to see the next set of 24 hours. Her desire to survive, unbeknownst to even her, melded itself into Nai. She became amazingly perceptive. Just by listening to the conversations happening around her, she mastered Demonica and became fluent in Common. Her pompous vampire master, of course, was oblivious to both these accomplishments as Nai was rarely expected to speak. He did see the results of her amazing perception in combat, though, but attributed that to his stellar training plan and amazing ability to spot talent.

                                          Like most others battle slaves, Nai would have likely continued her life as a slave. She probably wouldn't have cared, either. However, at the age of 11, a lucky chance involving a battle between her owner and his rivals ended up breaking her cell and allowed Nai to escape. Although, she had no reason to, she took the chance and ran.  She didn't know why, even though it would be obvious to a normal human being, her instincts simply told her to. Her survival instinct urged her to run. She had nowhere to go to after her escape, of course, and lived on the streets for the better part of a year. Eventually, though Nai picked up on something of interest. She heard of Luimira's army and how new recruits were always welcome. In need of food and finally understanding the importance of money in Luimira, she joined as a trainee and quickly scaled to novice, shortly after which the adept exams were held.

                                          During her first adept exams, in which she was partnered up with a siren by the name of Tsubasa Sonitus-Confuto, Nai received a permanent scar in the abdomen from a draconian by the name of Shruiken Kuroryu. At least, for any normal person the scar would have been permanent.

                                          After the exams, time passed dully enough until Nai found herself plopped in front of a large tower. Most would think it ominous, but the numbed girl didn't know how to make such opinionated views. She only knew that the only way out was likely at the top. She went through trial after trial to ascend the tower, reaching the final floor and gaining her "reward," the Sin Sloth. The integration of the new being into her body gave her both new powers and new troubles. The king of Nocturne back then, Fenrir Graveheart, started to hunt down the Sins, including Nai's. She managed to escape, but only barely. Then, there was also the appearance of a companion, if X could be considered something so friendly. A fickle ally at best, perhaps.

                                          After the ruckus caused by the Sins died down, Nai found herself wandering foggily through daily life once more. Nai ranked up to Expert.  Nocturne turned into Horus and Luimira into Osiris some time during this hazy period. Then Horus's climate reverted back to that of Nocturne's. The sunny days were replaced once more with perpetual night. Shadows rose and the underground could rule as it did before. Nai didn't care much about politics, though. Besides, another change was happening at this time. One involving her body and thus one of more importance to the stray gunslinger.  

                                          As suddenly as Sloth entered her life, so it left. This was the change that Nai had been sensing for months.  She could feel that all the other Sins probably had also left this world for who knows what other world. All that remained of their existence in Axiom was an inexplicable wish granted to each of their last hosts. At least, that was what Nai reasoned. After all, surely she couldn't have been the only one to receive such weird changes to her body after the event. It was funny to think everyone would have the same thing happen to them, so it must have been some variable change.

                                          Nai withdrew from Luimira once more to play with and learn her newfound abilities. In fact, she withdrew herself from the rest of the world, befitting her quiet nature. For a few years, she disappeared on and off, spending long periods of time with only herself and her summon and then rejoining the fringes of society temporarily. In obscurity, she slowly changed, learning new skill sets that would later become the new core of her combat skills.

                                          Then, as Nai planned to return to Nocturne, Sloth returned to her for whatever reason. Judging from the feeling she got, the same had likely happened to all of the other Sins as well. She didn't ask; Sloth didn't bother to explain. The two simply acknowledged each other's presence and moved on with life. Nai returned to Nocturne, appearing older but no other visible difference beyond that. She planned to go straight to her usual bounty work in Nocturne, expecting no sort of fanfare or invitation. In the city of shadows, she had always been just another splotch of shade, something few recognized and even fewer bothered with. Now, she was even more so, her years of isolation honing her ability to go unnoticed. She preferred it that way, actually. She remembered the last king of Nocturne. He had attempted to kill her to steal Sloth.

                                          After some time in Nocturne, though, Nai felt it was time to go. A random incubus had been stirring her in bothersome ways, and she registered it all as rather tiring, not knowing how else she could register the feelings.  When that incubus ditched his adept test taking place in Los Anthos, Nai took the chance herself to resume wandering.  She dabbled in serene Kusana for a little, taking advantage of its years of peace and security to easily pass by anonymously. Even among those who had no reason to suspect, though, Nai caught the eyes of the skilled, and as always, she made her living with bounties and missions. During a particularly lengthy mission, she disappeared once more.

                                          Following an encounter with the goddess Kaminae that ended in the death of the mer goddess, a vague called pulled Nai. She followed the summons to the Tower of Sin where Niraliel awaited, and when she left she… was the exact same. She left only with a mission given by a god and all the incentive in the world (literally, the incentive of the world) to accept the task. The quest to find two artifacts of unfathomable power began, but before anything, she would need help and… allies. I don't know if Nai can even accomplish that part.



PostPosted: Wed Jun 12, 2019 10:44 pm


Ehhh... Didn't even ask Kerron if he'd even consider these, so tbh dunno what will become of these.

Opening Set Passive
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.

Performance Range Passive
Bardic music is all limited to a certain range determined by their performance. The target does not need to hear a performance to be effected by it, but the range of the performance effect nonetheless matches the area around the bard that individuals can still hear the bard's music (if they were able to hear). This range passively increases with the rank of the bard, from puny to battlefield-encompassing.
Trainee - 5m
Novice - 10m
Adept - 20m
Expert - 40m
Master - 80m
Sage - Thread-wide

Songs Passive
All Bard techniques can be performed as Songs, which function as normal techniques except they can be performed for up to two, consecutive posts. If a Song is performed for the full length of those two posts, then it continues even after the performance ends, the duration extending from two posts to five posts. While the Song remains active, the power of the Song replenishes at the start of every round and, in the case of single-target Songs, the user can change the target as needed. Only one Song may be performed at a time. Only a Chorus ability, such as the Siren's Nature's Harmony, can allow for the playing of multiple Songs at one time.

Bardic Music E-A
A bard's music can elicit all sorts of emotions. Through their performances, a bard can buff or debuff a stat or technique type of their choice by 1 rank per rank of this skill, choosing the targets affected by their performance.

Vibrato E-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.

Soundwave E-SSS
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 doubles, starting at 1m. The wave can strike as a piercing, blunt, slashing, or explosive damage.

Winter Tempo E-SSS
The icy pace in this music freezes attacks in their place when they enter the range of the bard's performance, creating a shield of sound as strong as the energy invested into it.

Spring Tempo E-SSS
The fresh pace in this music gives a twist to one technique of equal rank: curving it, changing its size, changing its speed, or even completely changing its source point. However, techniques can only be changed when they enter the range of the bard's performance and their effects can only changed while within the range of the bard's performance.

Summer Tempo E-SSS
The lively pace in this music bolsters one technique of equal rank, doubling its effect.

Autumn Tempo E-SSS
The somber pace in this music disrupts one technique of equal rank with effects that last for multiple posts, ending its effects immediately.

Echolocation E
A bard can express their senses through their music. These subtle waves of energy will pick up anything in its path and alter what they sound like before bouncing back to the bard. When the bard hears the returning sound 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.

Crowd Surfer D
Pumping himself up with his audience (whether willing or not, it's literally whoever is in range), the bard plays a tune to hype himself up with the energy signatures in the area. The more there are, they better. In the form of sound, his energy seeks others in the form of vibrations, and for each person in his crowd, the Bard gains a +1/+1 to speed. Lasts for 5 posts.

Perfect Pitch C
Like Echolocation, but the bard can read further into the energy that returns to them. Now, they are able to identify individuals they have met before and can determine class and race through the returned energy.

Disrespect, Dis-chord, Dis-is-just-bad C
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 Distortion C
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.

Energy Release B
By releasing a load of their energy via sound, 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.

Energy Surge B
By releasing a load of their energy via sound, a bard can lace the entire area to create an energizing effect. Any ability requiring energy will be raised a rank in potency, though the cost is still the same.

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, for every skill the victim uses, he voices them out.

Battle Cry B
A frantic and tribal sound, Battle Cry fills allies with energy and vigor, making it easier to get skills out. Allies find that their spells cost 1/4 less.

The Last Solo A
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 strike, upon successful contact of the attack, 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. Cannot be turned into a Song.

Melodic Imprisonment A
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. Cannot be turned into a Song.

Frantic Fury A
In the same way that bards can relax a group of people they can incite a rage in people. Those who hear this technique are enraged and forced to attack a target of the bard's choosing. The victims choose how they attack.

Swan Song S
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. Cannot be turned into a Song.

HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100

HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100
PostPosted: Wed Jun 12, 2019 10:46 pm


Genemods and CI's:
▰ ▰ ▰ Niraliel's Music Box
Like the mark of a god, but yet not. While a divine blessing, this is a change you've received on a very physical, as opposed to spiritual, level from the implantation of her music box within you, giving you a voice to sing with that is not your own, that doesn't even sound remotely human at times. It certainly doesn't follow the laws of time as humans do. As servant of Niraliel, this might as well be your Mark.

LEVEL ONE

      - Nai's voice is considered her chosen instrument for the Bard classes, reaping the benefits of both voice and instrument.
      - Genemod techniques can be sung into effect, becoming Bard techniques when used int this way.
      - Abilities

LEVEL TWO

      - The music box of the time goddess sings outside the flow of time, Songs only need to be sung for one post rather than two for the prolonged effect.
      - Tempus Inexstinctus techniques can be sung into effect, becoming Bard techniques when used in this way.
      - Abilities

LEVEL THREE

      - Bonus 1 (A Chorus ability?)
      - Bonus 2
      - Abilities

LEVEL FOUR

      - Bonus 1
      - Bonus 2
      - Abilities
PostPosted: Wed Jun 12, 2019 10:49 pm



    RPC Name: Nai
    RPC Rank: Expert
    RPC Bloodline: Tempus Inexstinctus
    RPC Class:
      RPC Specialization



    Talent Name:
    Talent Description:
    Talent Weakness: Nai has no elements. Never has. Continues to never will.
    How did the character get this talent?:

HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100

HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100
PostPosted: Thu Jun 13, 2019 10:27 pm


User Image


xxxxxxxxxxTEMPUS INEXSTINCTUS
[ Destroy the boundary of time. ]



xxxxxPATRON DEITY
NIRALIEL, GODDESS OF TIME

xxxxxDESCRIPTION

Quite possibly the most powerful thing in the world is the tempus. The rarest bloodline of them all once again its given out on special events due to its power.

This bloodline has only one skill.


xxxxxTECHNIQUES
Time Lag S
An absolutely devastating ability that is rarely defeated. The ones who awakened this bloodline have incredible power over time and it is demonstrated by this one ability that is known.

This ability slows down time that a running trickster being seems like he is taking a casual walk, bullets slow down enough for you to actually catch them without harming yourself while you are moving as fast as you normally can.

To the enemy when you move in this state you seem to vanish and appear somewhere else. There are limits however.

This costs S rank energies to activate and costs another A rank to extend to another post. Sad thing is when you shoot an arrow it will slowdown to the speed I have said only things in contact with you remain at your speed meaning... as soon as an arrow leaves the bow, a bullet leaves the barrel or a knife is out of your hand it slows down too.

Other people's energies seem to interrupt this incredible ability, whenever you wish to strike someone with a melee attack in this state as soon as you are a meter's distance from the enemy time returns to normal but when they attack you , you are able to dodge with this ability as long as they are at least a meter away. Dont think you can surround the enemy with a hail of arrows from all directions or bullets. Remember as soon as you are not in contact with them they too slow to the relative normal speed of the enemy thus they may still dodge, but you can move behind them during this state and release the hail of arrows or bullets there surprising them and then go back in front of them.


xxxxxADDITIONAL COMMENTS
Time holds no meaning to me. I walk between the boundary of life and death. I carry the shadow of the past, all scars, all pain, all love, all joy. I am the tempus. I carry the shadow of everything.

[ Bloodline created by Squishy Havock ]


▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [TEMPUS INEXSTINCTUS]

      Before Chrono Keepers, there was the Tempus. While Chronokeepers have shed blood, sweat, and tears for their powers and the consequences, the Tempus have always simply been, created by Niraliel for her unfathomable purposes. Their control over time innate, powerful, but because of that power, restricted.

      The Tempus, being the originals, were naturally imperfect. Gods aren't all-perfect, after all, and Niraliel is ever resourceful. Seeing that the mortals have created a better version of her creation, she integrated her Tempus Inexstinctus with the Chrono Keepers of mortals. Their power over time has become far more restricted now. However, that isn't to say that echoes of their old power cannot be reawakened.

      The path to these echoes is, of course, different for each Tempus. A bard, for instance, might find their path laid down within music, the creation of man framed within the strict measures of unceasing time.

Strengths

      • Cost Versatility: Tempus Inexstinctus and Chrono Keeper techniques can be paid with minutes or energy.
      • Tempus Minutes: Tempus Inexstinctus techniques can be paid with minutes or energy.

Weaknesses





Techniques

      Tempus Tempo Passive
      Chrono Keeper and Tempus Inexstinctus techniques can be sung into effect, becoming Bard techniques when used in this way.

      Time Lag - Continuum Shift S
      The Tempus's trademark technique, Time Lag, is synonymous with the Chronokeeper's Continuum Shift. You freeze time around your person, and as such, you are able to move freely within the space between moments while the rest of the world halts. Outside of your immediate person, time remains halted, even to effects of your own creation. The difference lies in the cost and frequency of the technique. Time Lag is an S-rank technique that can be held for additional posts at a cost of A-rank per post. There is no limit to the number of times it can be used.

PostPosted: Fri Jun 14, 2019 11:11 pm


Ehhh... Didn't even ask Kerron if he'd even consider these, so tbh dunno what will become of these.

▰ ▰ ▰ BARD

      Sometimes the greatest weapon one can have is a powerful ally, and a weakened foe. Through chants, music, song, and sometimes even dance, a Bard makes a flashy spectacle out of any fight. These creative performers wield their magic with a flair that leads to the unexpected, and what they lack in direct power, they make up for with one of the largest ranges and trickiest techniques. They support their allies and dethrone their enemies with a penchant for emotional manipulation, sonic techniques, and magical control.

      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 spells can be sung should a Bard lose their instrument but they will cost the normal amount of energy,
      • A spell cannot be stacked on itself. If a spell that is already active is used, then the new spell replaces the old.
      • 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.
      • Instead of fixed spells, a bard's technique list contains components to create a spell. A single bard spell is actually multiple techniques, active and passive, combined together.
      • Techniques preceded by "Volume" determine the shape and range of spells. Most Volume spells are passives. All Bard spells consist of Volume and one of the following three categories.
      • Techniques preceded by "Melody" determine whether a bard spell buffs/debuffs and to what extent. The Melody carries forth the spirit of the performance. It is the soul of the music given presence by magic energy. The effects of a Melody default to lasting until the end of the Bard's next post. Normally, only one Melody may be played each post and it must be played with a Tempo to create a single spell.
      • Techniques preceded by "Tempo" cover all other magical manipulations available to bards. The Tempo is the foundation, the "magic circle" of bard techniques. It is the rules of magic given life by the creative soul. The effects of a Tempo default to lasting until the end of the Bard's next post. Normally, only one Tempo may be played each post and it must be played with a Melody to create a single spell.
      • Techniques preceded by "Chords" are simple, standalone techniques with instant effects. They can be played at just about any time, alone or with other bard techniques.
        ▰ ▰ ▰ BARD
        "Harken to my sound and be lifted, or destroyed." - Arete Muse, the Thief of Geshan


      Opening Set Passive
      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.

      Chord Progression Passive
      Each time the same Chord is used consecutively, it gains +.5 rank potency until the progression is broken by a different Chord being used.

      Songs Type I Passive
      When a Melody and Tempo combination is used consecutively for two [2] posts, it becomes a Type I Song. A Type I Song's effects last until the end of the n+2nd post after the end of the Song, where n is the number of posts the Song was played for, including the first two [2] posts. While the Song's effect remains active, the power of the Song replenishes at the start of every round and, in the case of single-target Songs, the user can change the target as needed. Only one Song may be performed at a time. Only a Chorus ability, such as the Siren's Nature's Harmony, can allow for the playing of multiple Songs at one time. Multiple Song effects can be layered over each other, following the rule that a spell cannot be stacked on itself.

      Songs Type II Passive
      When a Melody and Tempo combination is performed without activating its effect, it can become a Type II Song. The cost for the Song is paid only once, on the first post, but can be performed for as long as the Bard desires. When the Song ends, its effects activate and remain active for n posts, where n is the number of posts the Song was played for, including the first two [2] posts. While the Song's effect remains active, the power of the Song replenishes at the start of every round and, in the case of single-target Songs, the user can change the target as needed. Only one Song may be performed at a time. Only a Chorus ability, such as the Siren's Nature's Harmony, can allow for the playing of multiple Songs at one time. Multiple Song effects can be layered over each other, following the rule that a spell cannot be stacked on itself.

      Dances Passive
      Unless otherwise stated in the technique, a bard is normally not affected by their own spells. However, if they find themselves without any allies to support, they aren't without options. Instead of a wide sonic aoe that affects multiple targets, when bards dance their techniques, the ranges change to self or melee. Of course, this is "dance" in loose terms. Fancy steps and flourishes of a rapier could very well count as a dance.

      Volume: Decibels Passive
      Like any spell, bardic music has ranges and areas of effect. However, unlike other classes, a bard's range and area of effect increases not with the rank of their spell, but grows over the course of an encounter as the Bard performs, capping at a range that is determined by the rank of the Bard. It is within this range that the Bard's performances can be heard clearly and spells have effect.

      Refer to the list below. At the start of an encounter, a Bard's performance can reach up to a range equal to their rank. Every post a Bard technique is used, the volume goes up by one [1] rank, capping at two [2] ranks above the Bard's rank.
      Trainee - 2m
      Novice - 5m
      Adept - 10m
      Expert - 20m
      Master - 40m
      Sage - 80m
      SS - 160m
      SSS - Thread-wide

      Volume: Amp it Up C - A
      There are times when simply one's passive abilities aren't enough. When a bard needs more range to their song, they can amplify their performance with energy to increase the range to the next tier. C-rank increases Decibels by 1 rank, B by 2 ranks, and A by 3 ranks.

      Melody: Major Stat E / C / A
      This Melody has three levels: E, C, and A. Choose a stat: speed, strength, accuracy, stealth, D.R., etc. Targets of your choice get a +1 to that stat per level of this technique used.

      Melody: Major Potency D / B / S
      This Melody has three levels: D, B, and S. Choose a technique type: bloodline, class, physical, magical, elemental, etc. Targets of your choice use that technique type at +1 potency per level of this technique used.

      Melody: Major Rank C / A / SS
      This Melody has three levels: C, A, and SS. Choose a technique type: bloodline, class, physical, magical, elemental, etc. Targets of your choice use that technique type at +1 rank per level of this technique used.

      Melody: Minor Stat E / C / A
      This Melody has three levels: E, C, and A. Choose a stat: speed, strength, accuracy, stealth, D.R., etc. Targets of your choice get -1 to that stat per level of this technique used.

      Melody: Minor Potency D / B / S
      This Melody has three levels: D, B, and S. Choose a technique type: bloodline, class, physical, magical, elemental, etc. Targets of your choice use that technique type at -1 potency per level of this technique used.

      Melody: Minor Rank C / A / SS
      This Melody has three levels: C, A, and SS. Choose a technique type: bloodline, class, physical, magical, elemental, etc. Targets of your choice use that technique type at -1 rank per level of this technique used.

      Tempo: Shield E-SSS
      The icy pace in this Tempo holds incoming attacks in place until the attacks fizzle out, creating a shield of sound as strong as the energy invested into it. The distance that attacks stop at can be set anywhere within the Bard's Volume range and can be changed at the start of each post.

      Tempo: Spear E-SSS
      This Tempo's aggressive rhythm creates a constant stream of sonic attacks that, despite its name, can deal piercing, blunt, slashing, or explosive damage. The AOE of this rain of attacks can be set anywhere within the Bard's Volume range and can be changed at the start of each post.

      Tempo: Freestyle E-SSS
      The fresh pace in this Tempo gives a twist to one energy-based, projected technique of equal rank: curving it, changing its size, changing its speed, or even completely changing its source point. However, techniques can only be changed when they enter the range of the bard's performance and their effects can only changed while within the range of the bard's performance. Freestyle doesn't care from who, what, or where the technique originates from.

      Tempo: Echo E / C
      This steady tempo is perfect for bouncing off of the Bard's surroundings in a predictable manner. These subtle waves of energy will pick up anything in its path and alter what they sound like before bouncing back to the bard. When the bard hears the returning sound 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. At C-rank, the Echo Tempo brings even further information, giving the Bard the ability to identify individuals they have met before, recognize class, and identify race.

      Tempo: Crowd Surfer D
      Pumping himself up with his audience (whether willing or not, it's literally whoever is in range), the bard plays a tune to hype himself up with the energy signatures in the area. The more there are, they better. For each person in his crowd, the Bard gains a +1 to speed. This Tempo can only be used to buff the Bard.

      Tempo: Leak B
      This Tempo laces the entire area with a disrupting aura that makes it difficult to concentrate energy, causing it to leak out when used. All techniques that cost energy are lowered a rank in potency. Though, the cost of the technique is still the same.

      Tempo: Surge B
      This Tempo laces the entire area with an energizing aura that makes it easy to gather energy. Any ability requiring energy will be raised a rank in potency, though the cost is still the same.

      Tempo: Battle Cry B
      A frantic and tribal Tempo, Battle Cry fills allies with energy and vigor, making it easier to get skills out. Targets of the Bard's choice find that their spells cost one [1] rank less.

      Tempo: Sing To Me! B
      This Tempo 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. In battle, for every skill the victim uses, the victim voices them out. Though, this does not interrupt using the skill. The confession takes the place of whatever vocal requirement that the skill might have.

      Tempo: Peace A
      Something about this steady Tempo turns any Melody into a calming procession of notes. It is a piece that can only be played by one who holds no hostile intent to sap away hostile intent from all. Unlike other Tempos, this Tempo does not have an immediate effect. Though, it still racks up post counts while it is performed. By the third post this Tempo is consecutively played, all hostile intent vanishes from those within its range while Tempo's effect remains active. The AOE of this technique cannot be specified, taking the entire area of the range its Volume fills and effecting even the caster.

      Tempo: Fury A
      This is a Tempo with one purpose, and one purpose only, to incite nothing but rage in people. Those who hear this technique are filled with a strong desire for violence and forced to attack a target of the bard's choosing. The victims choose how they attack.

      Chord: Vibrate E-SS
      Bards are not only masters of slipping their way into the hearts of their audience. Comparatively, physical objects are much easier. The Bard may target an object, charging his energy into the object and opposing its natural vibrations. Instantly, the object quite literally dismantles itself and falls apart.

      Chord: Divert E-SS
      Bards are not only masters of slipping their way into the hearts of their audience. Comparatively, magic is much easier. The Bard may target a magic, using the relatively flexible structure of his musical magic to slip into the more rigid formulas of tradition magic. From within, it's akin to flipping only a few switches to manipulate the technique in such a way that it parts to make way for the bard and any nearby allies. The changes are minor, and the magic loses no power because of it, even reforming seamlessly after passing the safe zone. Chord: Divert can protect a bard from magic using minimal energy, requiring only energy a rank lower than the target technique.

      Chord: Disrupt E-SS
      Bards are not only masters of slipping their way into the hearts of their audience. Comparatively, magic is much easier. The Bard may target a magic, using the relatively flexible structure of his musical magic to slip into the more rigid formulas of tradition magic. From within, it's akin to simply mindlessly scrambling to completely disrupt a magic. Instantly, the target magic quite literally dismantles itself and falls apart. Chord: Disrupt can interrupt magic using energy of equal rank to the target technique.

      Chord: Dominate E-S
      Bards are not only masters of slipping their way into the hearts of their audience. Comparatively, magic is much easier. The Bard may target a magic, using the relatively flexible structure of his musical magic to slip into the more rigid formulas of tradition magic. From within, the Bard takes complete control of the spell. This can be either easy, if the original caster is willing, or immensely difficult, if the original caster resists. A dominated technique refreshes its strength as if it was just cast and can, for that post, be directed as the Bard wishes, even freely changing the shape of the technique. Chord: Dominate can take control of magic using energy a rank lower than the target technique (willing target) or using energy of equal rank to the target technique twice (unwilling target).

      Chord: Soundwave E-SSS
      A Bard can harness sound as their weapon. It's the simplest trick in the book. By playing a singular Chord infused with 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 doubles, starting at 1m. The wave can strike as a piercing, blunt, slashing, or explosive damage.

      Chord: Empower E-SSS
      This lively chord bolsters one technique of equal rank, doubling its effect.

      Chord: Disrespect, Dis-chord, Dis-is-just-bad C
      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.

      Chord: The Last Solo A
      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 strike, upon successful contact of the attack, the user will play/sing one last Chord, 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.

      Chord: Swan Song S
      Only to be used when the Bard may no longer carry on in battle, Chord: Swan Song selects a single person who will continue to receive the Bard's support all the way through to the end. Swan Song carries the last of the Bard's energy, including the energy used by this Chord, and adds it to the target's energy. The target also receives one [1] rank damage reduction to all attacks.

HeadlessKoko

Invisible Regular

12,125 Points
  • Invisibility 100
  • Inquisitor 200
  • Alchemy Level 2 100

___youwillknownihilism
Captain

PostPosted: Sat Jun 22, 2019 12:57 am


User Image


xxxxxxxxxxKeepers of the Chronomass
[ "... when? I do not remember when I came anymore. Even as I watched my eventual death, and the death of the first, second and third planes... the specific moment I left the Chronomass is lost to me now. Michael made me to care for all of eternity. Michael crafted me to see the doors, how they swing, which to open and to close. But somewhere along the lines, it became a mass of paradoxes and changed timelines, too much even for me for a while. That chaos, that entropy that I decided when to go, who to make my champions is the Chronomass. You cannot fathom the design, as it was beyond even me for a time. But you are now my agent, my child, my Chronokeeper. What we do is beyond right or wrong. It simply is."]



xxxxxHISTORY
In her fledgling years as an angel, of a similar cloth to Justor, Zachariah, and Antony, Niraliel was tasked with caring for something greater than any other: time itself. Elessia and Niraliel are often seen in the pantheons as sisters, almost twins in their power. One commanded space, while the other, our subject of inquiry, time. Where Elessia's job was to tear a hole into Kala's realm and flood it with angels, it was to Niraliel to care for the flow of time, to ensure that it flowed between the three realms created by Michael safely. She, and she alone, had the power to reverse the actions of even Michael himself, should he allow her to be so bold. If a time came when the angels lost, and all else was forsaken, she could tear the world itself back by force of will.

None alive know the extent to which she has had to rewind time from failed insurrections and the slaughter of arrogant angels, but among Solonor, Antony, Makath, and Catherine it has long been known that Niraliel is beyond them all in scope of power. Hundreds on hundreds of wars passed over, with Niraliel fighting the demons by pushing the reset button where they did win. Truly, she was a power unlike any other. Realizing this, Niraliel distanced herself. She looked on the world, seeing how delicate it all was, realizing Michael's time, what he'd gifted these three planes within their closed loop among his infinite creations, she was daunted. But Michael encouraged she do act upon this, as she already had been but ten times more zealously. Her order was to do just that, to protect it she must understand after all. And so she toyed with time.

Only Michael saw her avert, create and redirect disaster. And everytime she did, she watched time as it was known to her then become more chaotic as it was unraveled. Michael stopped her after centuries of this, and what we know now as "time" was deleted. What she could see now was the Chronomass, pure entropy, multiversal collapse and expansion. Her purpose, keeping it together, was now that much harder in theory, but her mind was opened. To keep the peace among infinite dissonance, she released her power over the Chronomass, weakening herself just enough to make sense of everything, and give the world a timeline. Yes, time itself now belonged to her. And Michael, surprised and proud and worried, allowed her to keep it. In the Chronomass is time itself, and by extension Niraliel: ever present but not observable. The few born mortals whom she chooses to aid her in the keeping of time, and her personal plight against the demons, become Chronokeepers. They are blips in history, but splotches in the grand scheme, and so few exist that information on them is beyond ultra-rare. These agents of Niraliel can do what she no longer will. They can interfere in the Chronomass and outside of it.



xxxxxDESCRIPTION
What does a chronokeeper look like? Most of them, admittedly, have been humans before being brought into the fold due to some small bias on the part of Niraliel towards Michael's favorites. But others have reached her fold, including some demons. They are as varied as they are rare, and that is exceedingly true as times change. The Chronokeepers forgo whatever skills, connections and abilities their bloodline gives them when they join the ranks, but their appearance remains unchanged, save for silver borders aroud golden eyes that show that they have joined the holy ranks.

What they gain in return, the power to manipulate the chronomass, to see outside of time and act as they choose, is often described as the most powerful of holy gifts, akin to a mark, or sin. Some would claim it is a curse to never find peace, but to eternally see entropy, but to the Chornokeeper, it is simply their duty. And, to top it off, their abilities are intesne, unique, and powerful.




xxxxxSTRENGTHS
• Immortal. They do "die" but because of the nature of their very existence they will always return, and no weaker than when they did die. Instead, they are unable to return to the time in which they died, nor can they take steps to prevent it except for very specific skills.
• Speed, in concept, is not something they are beholden to. They are at 15 when they will it so, or at 1 if need be.
• Their magical element, Chronomancy, is capable of rewriting history on a large or small scale. They can, indeed, manipulate the very Chronomass, and thusly time itself through somatic and invocation magic. They are time travelers. It is no small task, however, and usually mass intervention ends in a forfeiture of your skill, only to see whatever you ruined reset by Niraliel.



xxxxxWEAKNESS
• Extremely energy consuming. Has a second, separate pool for bloodline skills as well, that can run dry quickly, even though it slowly builds back up. .8x energy.
• Though they are obnoxiously fast, they are not physically any more able than other mortals. Their strength is capped at 8, no more can be added on, but it can be lowered. Must be a Magus, cannot gain a gene mod or sin or mark.
• No Sin, Genemod, Mark.
•No other Element, unless Elementalist. Then you get two instead of all four, and no potency boost to either.



xxxxxPASSIVE ABILITIES
Highlander Syndrome
As their bodies are now, fully, outside of time's grasp, they do not age, they do not experience change, and their very being will always revert itself, constantly, to the state it was in when they became Chronokeepers. This does a few things, on top of giving them extremely powerful regeneration. This prevents them from modifying their bodies with genemods, and also staves off their ability to gain marks from another god. However, this also gives them the power to, as mention previously, heal tremendously quickly. Minor wounds, from small cuts to bullet holes, will heal within a few seconds of the wounds being inflicted. This does not block out pain, and depending on the severity of the wound you'd be subject to whatever other effects plague you. For instance, fires are not instantly put out, but rather re burn the flesh constantly until it's put out. More serious wounds, like removed limbs, severely damaged organs, require a few posts to pass before they are returned to functionality. In the case of full body annihilation, the Chronokeeper can petition (the crew) Niraliel to be returned to the world in the state they were in when they first ascended, at similar rank and the like.

Time Compression
Chrono Keepers are capable of compressing time around themselves passively, creating zones where time does not pass normally, either faster or slower. This kind of distortion makes the world outside look slowed or sped up by a marginal amount that even the most keen eyes cannot see. The use of this, is that the Chronokeeper can expand this with the use of specific skills, and then intensify the amount of time delay, or increase accordingly. This is what makes them appear to be able to teleport between points. This zone is constantly active within a meter of the Chornokeeper, and without the use of energy can only truly be used to slow down bullets enough that even the most accurate of shots can be dodged. This also makes Chronokeepers able to use their own energy to match that used by other Chronokeepers in combat.

Time Sight
As strange as it sounds, the Chronokeepers are capable of seeing everything that has, is and will occur in a situation, even if they aren't always aware of what the answers to those questions are. If they look, actively, in combat, they are capable of somewhat accurately finding the correct path to take to avoid harm, to send their attacks. Once in a while, they can discover something bad that is to happen to them before it occurs and save themselves from it at the last second. The accuracy of these premonitions is spotty at best, and should be taken with extreme caution, as abusing this sight in combat can often distract, and lead to unsafe decisions based on faulty what-if scenarios. Time is not a line, or a branch, but rather fluid, with the present dragging the past along and changing it as it hits bumps in the road just like the future is shaped by actions in the now. In short, more than two uses of this puts you in extreme danger in combat. Outside of combat, this can be used to gather information, and for other story purposes.




xxxxxTECHNIQUES
Compression E-SS
This skill expands the area where compressed time exists all around the Chronokeeper to affect from 5 meters at E rank, and scaling up by five for every rank until SS, where it will compress the time over the entire thread. This skill lasts for E posts regardless of how much energy was paid.

Compression - Slow SS
This skill slows everything around the Chronokeeper to a snails pace, or perhaps it speeds them up to faster than a bullet, within an area of compressed time. This allows them to manipulate time itself to bring nearly everyone and everything involved to a halt while the Chronokeeper is unaffected. Their skills, however, will be slowed. The only things not affected are the Chronokeeper and things they are touching. Due to the natural energy within other RPCs (and some NPCs) this skill prevents the Keeper from getting within 10 meters of someone affected without freeing them from the effect. In addition, taking actions other than moving, such as attacking or setting up attacks and defenses distracts the energy being used to Compress time, and will end the effect early if more than two other uses of energy occur. To the opponent, no time will be passed from their perception between the beginning and end of the skill.

Compression - Stop Varies
This skill, without fail, can stop any skill used as long as energy matches energy. The skill will remain frozen at the discretion of the Chronokeeper, and once the skill is released the skill continue as if it wasn't stopped in the first place. Cannot freeze RPC's, or their melee skills. Can only stop skills within the Compressed Time.

Compression - Lag SS
Within compressed time, the Chronokeeper can aim their hands towards anything coming their way, be it a person, attack etc. This skill applies an effect around them that slows them significantly, as long as the Chronokeeper keeps their hand aimed at them, and for just a few moments after they stop while their body catches up to normal speed. The skill doesn't seem to do anything in the perception of the person affected, which makes this skill incredibly difficult to defend against. Time is not easily perceived, even by those who can see or sense energy. This skill allows for the two hands of the Chronokeeper to keep slowing things they project time manipulation from their hands at.



xxxxxADDITIONAL COMMENTS
anything goes here


xxxxxRESTRICTIONS
• restriction here
• restriction here
• restriction here



[ Bloodline/Clan created by --username here-- ]
PostPosted: Sun Jun 23, 2019 11:12 pm


WIP. Trying to clear up any confusions Kerron's version had

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xxxxxxxxxxNiraliel's Blood Mark - Keepers of the Chronomass
[ "... when? I do not remember when I came anymore. Even as I watched my eventual death, and the death of the first, second and third planes... the specific moment I left the Chronomass is lost to me now. Michael made me to care for all of eternity. Michael crafted me to see the doors, how they swing, which to open and to close. But somewhere along the lines, it became a mass of paradoxes and changed timelines, too much even for me for a while. That chaos, that entropy that I decided when to go, who to make my champions is the Chronomass. You cannot fathom the design, as it was beyond even me for a time. But you are now my agent, my child, my Chronokeeper. What we do is beyond right or wrong. It simply is."]



xxxxxHISTORY
In her fledgling years as an angel, of a similar cloth to Justor, Zachariah, and Antony, Niraliel was tasked with caring for something greater than any other: time itself. Elessia and Niraliel are often seen in the pantheons as sisters, almost twins in their power. One commanded space, while the other, our subject of inquiry, time. Where Elessia's job was to tear a hole into Kala's realm and flood it with angels, it was to Niraliel to care for the flow of time, to ensure that it flowed between the three realms created by Michael safely. She, and she alone, had the power to reverse the actions of even Michael himself, should he allow her to be so bold. If a time came when the angels lost, and all else was forsaken, she could tear the world itself back by force of will.

None alive know the extent to which she has had to rewind time from failed insurrections and the slaughter of arrogant angels, but among Solonor, Antony, Makath, and Catherine it has long been known that Niraliel is beyond them all in scope of power. Hundreds on hundreds of wars passed over, with Niraliel fighting the demons by pushing the reset button where they did win. Truly, she was a power unlike any other. Realizing this, Niraliel distanced herself. She looked on the world, seeing how delicate it all was, realizing Michael's time, what he'd gifted these three planes within their closed loop among his infinite creations, she was daunted. But Michael encouraged she do act upon this, as she already had been but ten times more zealously. Her order was to do just that, to protect it she must understand after all. And so she toyed with time.

Only Michael saw her avert, create and redirect disaster. And everytime she did, she watched time as it was known to her then become more chaotic as it was unraveled. Michael stopped her after centuries of this, and what we know now as "time" was deleted. What she could see now was the Chronomass, pure entropy, multiversal collapse and expansion. Her purpose, keeping it together, was now that much harder in theory, but her mind was opened. To keep the peace among infinite dissonance, she released her power over the Chronomass, weakening herself just enough to make sense of everything, and give the world a timeline. Yes, time itself now belonged to her. And Michael, surprised and proud and worried, allowed her to keep it. In the Chronomass is time itself, and by extension Niraliel: ever present but not observable. The few born mortals whom she chooses to aid her in the keeping of time, and her personal plight against the demons, become Chronokeepers. They are blips in history, but splotches in the grand scheme, and so few exist that information on them is beyond ultra-rare. These agents of Niraliel can do what she no longer will. They can interfere in the Chronomass and outside of it.



xxxxxDESCRIPTION
What does a chronokeeper look like? Most of them, admittedly, have been humans before being brought into the fold due to some small bias on the part of Niraliel towards Michael's favorites. But others have reached her fold, including some demons. They are as varied as they are rare, and that is exceedingly true as times change. The Chronokeepers forgo whatever skills, connections and abilities their old bloodline gives them when they join the ranks, but their appearance remains unchanged, save for silver borders aroud golden eyes that show that they have joined the holy ranks.

What they gain in return, the power to manipulate the chronomass, to see outside of time and act as they choose, is often described as the most powerful of holy gifts, akin to a mark, or sin. Some would claim it is a curse to never find peace, but to eternally see entropy, but to the Chornokeeper, it is simply their duty. And, to top it off, their abilities are intesne, unique, and powerful.




xxxxxSTRENGTHS
• Gains Chronokeeper bloodline. If anything conflicts with Chronokeeper, the Keepers of the Chronomass takes priority.
• Has an additional, separate pool of energy for bloodline and bloodmark skills on top of Chronokeeper's minutes. .8x energy. [CHECK WITH KERRON IF THIS WAS THE INTENT.]
• Immortal. They do "die" but because of the nature of their very existence they will always return, and no weaker than when they did die. Instead, they are unable to return to the time in which they died, nor can they take steps to prevent it except for very specific skills.
• Speed, in concept, is not something they are beholden to. They are at 15 when they will it so, or at 1 if need be.
• Their magical element, Chronomancy, is capable of rewriting history on a large or small scale. They can, indeed, manipulate the very Chronomass, and thusly time itself through somatic and invocation magic. They are time travelers. It is no small task, however, and usually mass intervention ends in a forfeiture of your skill, only to see whatever you ruined reset by Niraliel.



xxxxxWEAKNESS
• Loses old bloodline.
• Extremely energy consuming. [CHECK WITH KERRON IF HE MEANT THAT NORMAL ENERGY POOL IS .8x. And not that there is an additional energy pool of .8x.]
• Though they are obnoxiously fast, they are not physically any more able than other mortals. Their strength is capped at 8, no more can be added on, but it can be lowered.
• No Sin, Genemod, Mark.
•No other Element, unless Elementalist. Then you get two instead of all four, and no potency boost to either.



xxxxxPASSIVE ABILITIES
Highlander Syndrome
As their bodies are now, fully, outside of time's grasp, they do not age, they do not experience change, and their very being will always revert itself, constantly, to the state it was in when they became Chronokeepers. This does a few things, on top of giving them extremely powerful regeneration. This prevents them from modifying their bodies with genemods, and also staves off their ability to gain marks from another god. However, this also gives them the power to, as mention previously, heal tremendously quickly. Minor wounds, from small cuts to bullet holes, will heal within a few seconds of the wounds being inflicted. This does not block out pain, and depending on the severity of the wound you'd be subject to whatever other effects plague you. For instance, fires are not instantly put out, but rather re burn the flesh constantly until it's put out. More serious wounds, like removed limbs, severely damaged organs, require a few posts to pass before they are returned to functionality. In the case of full body annihilation, the Chronokeeper can petition (the crew) Niraliel to be returned to the world in the state they were in when they first ascended, at similar rank and the like.

Time Compression
Chrono Keepers are capable of compressing time around themselves passively, creating zones where time does not pass normally, either faster or slower. This kind of distortion makes the world outside look slowed or sped up by a marginal amount that even the most keen eyes cannot see. The use of this, is that the Chronokeeper can expand this with the use of specific skills, and then intensify the amount of time delay, or increase accordingly. This is what makes them appear to be able to teleport between points. This zone is constantly active within a meter of the Chornokeeper, and without the use of energy can only truly be used to slow down bullets enough that even the most accurate of shots can be dodged. This also makes Chronokeepers able to use their own energy to match that used by other Chronokeepers in combat.

Time Sight
As strange as it sounds, the Chronokeepers are capable of seeing everything that has, is and will occur in a situation, even if they aren't always aware of what the answers to those questions are. If they look, actively, in combat, they are capable of somewhat accurately finding the correct path to take to avoid harm, to send their attacks. Once in a while, they can discover something bad that is to happen to them before it occurs and save themselves from it at the last second. The accuracy of these premonitions is spotty at best, and should be taken with extreme caution, as abusing this sight in combat can often distract, and lead to unsafe decisions based on faulty what-if scenarios. Time is not a line, or a branch, but rather fluid, with the present dragging the past along and changing it as it hits bumps in the road just like the future is shaped by actions in the now. In short, more than two uses of this puts you in extreme danger in combat. Outside of combat, this can be used to gather information, and for other story purposes.




xxxxxTECHNIQUES
Compression E-SS
This skill expands the area where compressed time exists all around the Chronokeeper to affect from 5 meters at E rank, and scaling up by five for every rank until SS, where it will compress the time over the entire thread. This skill lasts for E posts regardless of how much energy was paid.

Compression - Slow SS
This skill slows everything around the Chronokeeper to a snails pace, or perhaps it speeds them up to faster than a bullet, within an area of compressed time. This allows them to manipulate time itself to bring nearly everyone and everything involved to a halt while the Chronokeeper is unaffected. Their skills, however, will be slowed. The only things not affected are the Chronokeeper and things they are touching. Due to the natural energy within other RPCs (and some NPCs) this skill prevents the Keeper from getting within 10 meters of someone affected without freeing them from the effect. In addition, taking actions other than moving, such as attacking or setting up attacks and defenses distracts the energy being used to Compress time, and will end the effect early if more than two other uses of energy occur. To the opponent, no time will be passed from their perception between the beginning and end of the skill.

Compression - Stop Varies
This skill, without fail, can stop any skill used as long as energy matches energy. The skill will remain frozen at the discretion of the Chronokeeper, and once the skill is released the skill continue as if it wasn't stopped in the first place. Cannot freeze RPC's, or their melee skills. Can only stop skills within the Compressed Time.

Compression - Lag SS
Within compressed time, the Chronokeeper can aim their hands towards anything coming their way, be it a person, attack etc. This skill applies an effect around them that slows them significantly, as long as the Chronokeeper keeps their hand aimed at them, and for just a few moments after they stop while their body catches up to normal speed. The skill doesn't seem to do anything in the perception of the person affected, which makes this skill incredibly difficult to defend against. Time is not easily perceived, even by those who can see or sense energy. This skill allows for the two hands of the Chronokeeper to keep slowing things they project time manipulation from their hands at.



xxxxxADDITIONAL COMMENTS
anything goes here


xxxxxRESTRICTIONS
• restriction here
• restriction here
• restriction here



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HeadlessKoko

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