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Posted: Tue Sep 10, 2013 5:21 pm
Kagawa Fenris Why isn't this added as one of the classes? D: It was approved so long ago. What? No it wasn't. This class is just isn't good enough I may say now looking back. It's not strong or balance enough in battle. I wouldn't think this class is good enough to survive on it's own. sweatdrop
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Posted: Fri Sep 13, 2013 7:56 pm
This Custom Submission is going to be a bit different, a revist at some older ones that have been approved but are not added. ShaggothApproval...?Why: This bloodline is perhaps pretty original while following some of the idea of its origin from lovecraft though Shoggoths are more like an amoeba-like creature. I aim to bring this into light as a pleasing race to use. Going to revise it to the preferred format myself. TenguWhy: I kinda want to bring this to light as well because the reason it was denied was... not cool. Lets give these bird dudes a second chance! That and Tengu are epic in general. I'll edit these to the preferred format and edit them as well. PsychomancerWhy: Good class, unique, and different. They were approved as well here. Sure it may need a tad bit of editting but come on, I'll do that myself even or revamp the whole idea. BansheeWhy: It's not one of my favorites (tengu!) but it's still simple enough to add... no? HighbornWhy: We need more light-affinity races! Nephilim arn't enough me thinks. Silver Eye WitchesWhy: It's well-made and balanced. Just need to be adapted to another format and voila! DragoonWhy: D: It's new and recent but had never been added and it's in use I believe.
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Posted: Fri Sep 13, 2013 9:05 pm
Kagawa Fenris This Custom Submission is going to be a bit different, a revist at some older ones that have been approved but are not added. ShaggothApproval...?Why: This bloodline is perhaps pretty original while following some of the idea of its origin from lovecraft though Shoggoths are more like an amoeba-like creature. I aim to bring this into light as a pleasing race to use. Going to revise it to the preferred format myself. TenguWhy: I kinda want to bring this to light as well because the reason it was denied was... not cool. Lets give these bird dudes a second chance! That and Tengu are epic in general. I'll edit these to the preferred format and edit them as well. PsychomancerWhy: Good class, unique, and different. They were approved as well here. Sure it may need a tad bit of editting but come on, I'll do that myself even or revamp the whole idea. BansheeWhy: It's not one of my favorites (tengu!) but it's still simple enough to add... no? HighbornWhy: We need more light-affinity races! Nephilim arn't enough me thinks. Silver Eye WitchesWhy: It's well-made and balanced. Just need to be adapted to another format and voila! DragoonWhy: D: It's new and recent but had never been added and it's in use I believe. The highborn are the same thing as nephs. The rest were not placed cause they were never used
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Posted: Sun Sep 15, 2013 4:57 am
xxxxxxxxxxDJINN [ Power is power. ]
xxxxxHISTORY The Djinn, an all male race rarely found in Axiom unless you look hard. Their origins are only a legend, totally unproven. However, there is a very detailed story about the first sighting of a Djinn; a man believed to be the first of his kind. It was only a few hundred years ago, on a farm in Yuran. A mother and father of seven children had caught a purple-skinned man sleeping in their barn, naked against a stack of hay. They wondered what it was, although they almost immediately assumed it was simply some form of monster. Grabbing a shotgun, the man poked at the creature, and made him awaken. He questioned him thoroughly, only to discover that the man had no idea of anything. He didn't speak any language, and he honestly seemed more concerned about the surroundings than the man and his gun. He didn't even know what a gun was, so he didn't fear it. The man and women quickly grew interested in what this sort of creature was. Many questions went through their head; was he an amnesiac? The product of an alchemic experience gone wrong? A demon? He looked a lot like the story description of a diabolus, but they'd never seen one, so they had no idea!
They allowed him to live with them, as he seemed more peaceful than any kind of monster. He bonded immediately with the animals, and was very sweet and playful with the children. The man considered him as like a son, almost. And he grew smarter, quickly. Every night, thousands of thoughts surged into his head. He learned the common language within weeks, and quickly exhibited the ability to deduct information and solve problems with ingenious ideas. The man named him Ifrit, and he became the first Djinn. It must've been at least ten years of peace between Ifrit and the small children who'd all grown to become adults, before he began to dabble in the magic of his blood. He realized that he wasn't normal like these people. He was something far stronger than all of them. He hadn't aged a day since they first met, and the old couple seemed to wither and die so quickly. He grew to see them in contempt; they were so inferior.
The djinn continued to dabble in magic, and the more he learned, the more ambivalent he grew towards the people around him. He eventually became apathetic to them and their feelings, and abandoned them shortly after. Wandering the world for years, feeling lonely knowing that he was the only of his kind, he eventually retired to his bed and slept for a whole year in silence. It wasn't until he felt the soft skin of the eldest daughter of the farmer that he woke up. She had come looking for him, resolved that she loved him and wanted to start a life with him. He saw it as an opportunity to create a child like himself, so he slept with her that night, and the result nine months later was dozens of young Djinn, the overwhelming number killing their mother as they left her womb. It was like ants crawling out of their hill. Not the most glamorous way to come into the world, but hey. It got the job done.
xxxxxDESCRIPTION Djinn are... colorful people. They are literally like skittles; they come in yellow, green, blue, red, purple, grey, black, white. Some people believe that it's the color of the Djinn that decides what type of 'person' they'll be, but this is unproven, just as astrology deciding a personality is unproven. As for their physical attributes, the Djinn are all fairly tall, the average male about 6'4" in height. Since they're patriarchal, they tend to value masculinity, and thus they're usually muscular and only extremely rarely effeminate. They tend to have pointy ears, like elves, though they are not related to them whatsoever. In terms of abilities, the djinn are mostly physical fighters. Their discipline seems to be in manipulating force, and their own bodies. Djinn prefer to use their own bodies, as a sign of their strength and masculinity. So, they are the perfect berserkers, you could say.
They use their specific type of magic to create the perfect physicality, mentally controlling the force that they put into all attacks, augmenting their flexibility and reaction, and whatnot. The djinn's powers all come from their mind. In a way, you could say they use telekinesis.
xxxxxSTRENGTHS • Your mind and body work together. In a way, your mind can 'wish' for something and it will go through, the force around you making way for it to happen. This doesn't even require concentration, it's an instinct. Because of this natural perception and ability to augment your surroundings, it's easy enough to say that you are extremely perceptive. • You are physically stronger and faster than other bloodlines. A werewolf can close to compete with your body, but you will be superior to them by a small margin. • The perfect berserkers, the djinn are capable of using all berserker skills without charging times (such as steel form). They also have a one rank increase in potency in all physical abilities (and one rank in bloodline abilities; these rank boosters do not stack, so you won't get +2 on a BL abilities because it's physical). Finally, their dark ascent to madness is something that is practically natural for them; they require no tamer, and can exit it at will.
xxxxxWEAKNESS • 'Force' is your only element. You may not have another element. However, you may still learn inner storm to its fullest upon reaching adept. • As you focus entirely on fist-fighting, you lack the ability to have a sub-class. You also cannot be anything other than berserker. • Unlike other physical bloodlines, you cannot regenerate. You also don't have much to fight against ranged attacks with, other than simply dodging. It's not very hard to beat down on a djinn, with their lack of defense. You also have very high energy consumption, especially for a berserker. • Holy and unholy magic is empowered against you by one rank.
xxxxxPASSIVE ABILITIES • Three Wishes Up to three times per fight, the djinn may manipulate the force around an attack to redirect it for two ranks less in energy. This can only be done on skills of one rank higher than them. This is an extremely powerful passive of the djinn, an intelligent djinn capable of using it to largely make up for their vulnerability to ranged magic. It can also help to leave an enemy open in close-quarters combat.
• Mind Games The djinn have a permanent 'force' around their skin that will reduce incoming damage by a rank (excluding holy magic). This puts them on the same level of base defensibility as a werewolf, although they can't regenerate, so... At adept rank, this force can become amplified by the djinn's mind, psychomanually controlling the level of force in the layer of magic. They can apply energy to it to block all manner of attacks, meaning they don't really have to learn defensive abilities. It is really no more potent than any other defense of its rank, though.
xxxxxTECHNIQUES • Forceful Feet D Using your force magic, you can enter a quick burst of speed, sending you about twenty feet forward. The enemy will simply see you blur across, a wall of force pressing in front of you. Your perception isn't really dimmed, even though the burst would be disoriented by others. Part of the force magic being controlled by your mind is that your mind has learned to remain unaffected by it.
• Forceful Shift D Using your mind, you can move your body, very quickly and without hesitation. Even a body recoiling from something can be moved this way. Manipulating your own force is so simple, it barely costs you any energy. You can use this in a variety of ways, but the most common way is for dodging. Whether to shift to the side, duck, or even side-step, the shift is great for avoiding close-calls. It's also an ability designed to take advantage of an enemy's opening.
• Forceful Flight D Using your force magic, you can quickly make extremely high jumps from the ground (or even chained off of another jump), flying up to fifty feet in the air. This can be chained into Forceful Impact, although regardless, your landing will not hurt you (thanks to 'mind games'). You can chain forceful flight off of forceful flight, but only once before you have to land in order to use this ability again.
• Forceful Impact C This ability is a landing move that can chain off of forceful flight, or pretty much anything that involves falling down and landing. You can even use this with a regular jump, considering djinn posses the physical ability to make very high jumps. In pretty much any position, you will create a shell of energy around you (so yes, this can be used as a defensive move as well) that reacts to forceful landings with massive kinetic force, potentially creating small craters upon landing. This barrier also effects your landing speed; it'll dramatically increase the pace in which you fall to the earth. Its rank of strength will increase depending on how far you fell from.
Anything below thirty feet - C rank strength Thirty feet to sixty-five - B rank strength Sixty-five feet and above - A rank strength
• Love Tap C Using a burst of psycho-kinetic energy, the djinn may literally send the force that a punch/kick would make against someone's skin at an opponent. The 'taps' are barely visible in the air, but appear almost as a clear puff of smoke. They're quick, and upon impact, other on-punch/kick abilities can be chained. This can extend up to thirty feet.
• Force Connect C Upon physical contact with a foe, you can literally use the force to glue you and them together. For example, upon kicking a foe and sending them up into the air, you can use this ability to remain connected so that you may continue to kick them, or can turn this into a sort of combo. This 'bond' can easily be ended by you. The enemy cannot end it, but they may easily forcefully push you out of it by making it dangerous for them to keep contact. If a djinn dies while 'glued' to the enemy, it will take over an hour before the bond breaks, and they fall to the ground.
• Dragon Dance B The djinn may unleash a volley of kicks and punches simply by using force. Their body won't even have to actually move, and yet over a dozen impacts will be made with the enemy. These extend up to five feet, basically a short-range, but repeating 'love tap'. At the end of the volley, an arc (similar to a drop-kick) will smash down at whatever's within ten feet of them.
• Psychic Grapple B If the djinn manages to wrap both arms around an enemy, they may release a psychic blast into their body, similar to an extremely high voltage of lightning. It will ripple through their body, crushing their bones and turning them into a flimsy pile of jelly. This move is the basic, grapple-form of Psychic Smash.
• Forceful Body B Similar to a mage's haste, you may use this ability to (and it can be freely re-allocated) give yourself up to a +2 boost in either stat for basically the rest of the match (ten posts). Unlike haste, however, this can only be used on yourself, while mages can literally use it as many times as they want, covering them and all their allies.
• Psychic Smash A Connecting the force of the area into your arm or leg, you smash against the target. Pretty much whatever this impacts with will be met with the most intense blast of kinetic force; humanoids will have their bones and insides shattered, others will face similar effect. This has been known to literally leave gaping holes wherever it impacts.
• Retaliate A If an opponent physically attacks a djinn, they can instinctively activate 'retaliate'. They will very swiftly and precisely dodge the attack, then immediately find the opponent's most vulnerable place to target, and with extreme, unrealistic speed, they will smash against that target with their fist or their feet. This ability has a similar effect as psychic smash, applying intense kinetic force upon the blow. However, it's not as powerful as that.
• Force Annihilate A The final, advanced form of Love Tap. It may reach up to one-hundred feet. With long, drawn-out motions (such as heavily pent up punches, and dropkicks) you may chain this ability, allowing its use. It releases an almost invisible strike, similar to a blast of wind, at the desired location. Upon impact with the target (or even upon dissipation, if the target only very narrowly dodges), it will apply the force of a psychic smash, annihilating their insides. Its speed is relative to yours.
• The Sultan A This is a power where you commune with people's dreams. You can enter multiple people's dreams at once, learning from them. Their secrets. Their plans. However, it can only be someone that you are physically close to, and they must know you well enough for it to make sense that you're in their dream. This is another psychic ability, as it uses your overwhelming mind power to enter a person's conscious. Djinn have been known to use this in clever ways. Some djinn have used it to become people's friends, lovers, etc; you can shape how the dream goes, meaning it could go from being a laid-back dream about exploring to a deviant romantic dream between you and them. You can do this during your sleep, or when you're awake. Doesn't matter.
• لجن Al-Jinn S Requires: Master Rank A release form of the Djinn, this allows them to slightly move all incoming attacks out of trajectory for three posts. Furthermore, using the force around their bodies, their strength is increased by two points for five posts, and their Mind Games are one rank more effective for these five posts. In this form, their eyes glow a golden color. If they use both this and apathy at the same time, it is a white iris with a sort of golden outline. Upon learning this ability, your amount of 'wishes' becomes four, permanently.
• Apathy SS The ultimate ability of the djinn. Using this power, they can literally begin to mentally tear away at and dissolve the enemy. It's been compared to the feeling of thousands upon thousands of blades marching into your skin, or a hungry mob tearing you apart. You literally will begin to break apart. This is a mental shockwave, and it only applies to enemies directly in front of you within ten feet. It makes a horrible, screeching noise before it initiates, and the djinn's eyes will begin to glow a bright white. This lasts for two posts, and can only be done once in a battle. It is possible to do it more than once, but you will roll a d6. Anything other than 1, 3, and 6, and your brain will begin to bleed; your vision will blur, and you must immediately escape the area or you will be totally at the enemy's mercy. A cleric must heal you, or you will slowly die. Using it even once will give you migraines, although since you're a berserker, you'll be able to ignore this pain.
xxxxxADDITIONAL COMMENTS Here I will go deeply into Djinn culture, society, rationale, reproduction and aging, etc.
Djinn live a very long time. They're born just as any other baby, but they develop very quickly, reaching full development after about two years. They tend to be very mean as children, certainly the playground bullies. Once fully developed, their body will not age for the rest of their lives. They live to be around three hundred years old, with the death of the first djinn, Ifrit, being only a recent thing. In their long lives, they tend to focus on adventuring, and meeting spiritual enlightenment. They synchronize very well with nature, and so you can imagine that the Elves and the djinn get along famously. Some of them have even made residence in the elven villages outside of Kusana. Many of the djinn, though, are lustful for power. They tend to be untrustworthy, as when they grow stronger than someone, they will suddenly disrespect them. Djinn are known for being apathetic towards people weaker than them, literally not caring at all for their fate. So, if you want to be involved with a djinn, you've gotta keep up with them, or they'll lose interest.
Djinn are very romantic, although they tend to have inhibitions about how far a romance should go, especially with women. The only way for a djinn to reproduce is to have a child with someone, obviously. Any child born between a djinn and a non-djinn will be a pure-blooded djinn, not a hybrid. However, the mothers of djinn children almost always die (only draconian mothers can survive the labor), as the babies are large and often born in large quantity. So, these men will often take their romance very slowly, never speaking once of having children with someone. It's a forbidden secret of theirs that their girlfriends and wives will not live to be mothers. Because of the fact that all djinn are raised by their fathers, they're even more apathetic to non-djinn, and have a detachment towards most women in general. They're raised in the patriarchy; this all-male environment where everyone tries to pass another up by being stronger than them. They're immediately born into the acknowledgement that it's survival of the fittest, and this is where their apathy really comes from. It's not something genetic, but psychological.
These men tend to prefer to stay together. They, like the elves, have their own 'reserve' villages where they almost act like there is no outside world. The reason their nations supply them with this land is because they're very fierce warriors, and will assist greatly in war-time. It's almost like a military base. In terms of organized religion, the djinn are an open book. Some worship God, some worship pagan deities, some worship demons. Some even worship Justor and Solonor, the ones that are closely tied to the elves. These ones tend to believe that they're another race of elves.
Their society is ruled by the Marid, the strongest djinn. All of the djinn deeply respect the Marid, but will be inclined to replace them if they lose a one-on-one fight with a competitor. The djinn Marid can be literally anyone, from any race, as long as it's a male who is stronger than all of the djinn in the world, basically. Not exactly easy to pull off, but it's been done. The Marid has certain obligations to the society, although it's less so governance and moreso a show of prestige. They are the face of the djinn; they show their strength, masculinity, pride, wearing it almost as an imperial regalia. The Marid, for most of the lifespan of the people, has been Ifrit. Upon his death, their society has been laid about with thousands of competitors wishing to prove they're the best, with tournaments galore, inviting even a large number of non-djinn into the commotion.
xxxxxRESTRICTIONS/RULES • Your stats are 7/7 • You don't live in a lamp. • Even if an ability says it is done with the arm, it can be done with your feet/legs as well. These abilities can also be chained with literally almost any berserker ability, as long as it makes sense for you to be able to.
[ Bloodline created by Shane ]
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Posted: Sun Sep 15, 2013 10:52 am
Shane Allgay Errday xxxxxxxxxxDJINN [ Power is power. ]
xxxxxHISTORY The Djinn, an all male race rarely found in Axiom unless you look hard. Their origins are only a legend, totally unproven. However, there is a very detailed story about the first sighting of a Djinn; a man believed to be the first of his kind. It was only a few hundred years ago, on a farm in Yuran. A mother and father of seven children had caught a purple-skinned man sleeping in their barn, naked against a stack of hay. They wondered what it was, although they almost immediately assumed it was simply some form of monster. Grabbing a shotgun, the man poked at the creature, and made him awaken. He questioned him thoroughly, only to discover that the man had no idea of anything. He didn't speak any language, and he honestly seemed more concerned about the surroundings than the man and his gun. He didn't even know what a gun was, so he didn't fear it. The man and women quickly grew interested in what this sort of creature was. Many questions went through their head; was he an amnesiac? The product of an alchemic experience gone wrong? A demon? He looked a lot like the story description of a diabolus, but they'd never seen one, so they had no idea!
They allowed him to live with them, as he seemed more peaceful than any kind of monster. He bonded immediately with the animals, and was very sweet and playful with the children. The man considered him as like a son, almost. And he grew smarter, quickly. Every night, thousands of thoughts surged into his head. He learned the common language within weeks, and quickly exhibited the ability to deduct information and solve problems with ingenious ideas. The man named him Ifrit, and he became the first Djinn. It must've been at least ten years of peace between Ifrit and the small children who'd all grown to become adults, before he began to dabble in the magic of his blood. He realized that he wasn't normal like these people. He was something far stronger than all of them. He hadn't aged a day since they first met, and the old couple seemed to wither and die so quickly. He grew to see them in contempt; they were so inferior.
The djinn continued to dabble in magic, and the more he learned, the more ambivalent he grew towards the people around him. He eventually became apathetic to them and their feelings, and abandoned them shortly after. Wandering the world for years, feeling lonely knowing that he was the only of his kind, he eventually retired to his bed and slept for a whole year in silence. It wasn't until he felt the soft skin of the eldest daughter of the farmer that he woke up. She had come looking for him, resolved that she loved him and wanted to start a life with him. He saw it as an opportunity to create a child like himself, so he slept with her that night, and the result nine months later was dozens of young Djinn, the overwhelming number killing their mother as they left her womb. It was like ants crawling out of their hill. Not the most glamorous way to come into the world, but hey. It got the job done.
xxxxxDESCRIPTION Djinn are... colorful people. They are literally like skittles; they come in yellow, green, blue, red, purple, grey, black, white. Some people believe that it's the color of the Djinn that decides what type of 'person' they'll be, but this is unproven, just as astrology deciding a personality is unproven. As for their physical attributes, the Djinn are all fairly tall, the average male about 6'4" in height. Since they're patriarchal, they tend to value masculinity, and thus they're usually muscular and only extremely rarely effeminate. They tend to have pointy ears, like elves, though they are not related to them whatsoever. In terms of abilities, the djinn are mostly physical fighters. Their discipline seems to be in manipulating force, and their own bodies. Djinn prefer to use their own bodies, as a sign of their strength and masculinity. So, they are the perfect berserkers, you could say.
They use their specific type of magic to create the perfect physicality, mentally controlling the force that they put into all attacks, augmenting their flexibility and reaction, and whatnot. The djinn's powers all come from their mind. In a way, you could say they use telekinesis.
xxxxxSTRENGTHS • Your mind and body work together. In a way, your mind can 'wish' for something and it will go through, the force around you making way for it to happen. This doesn't even require concentration, it's an instinct. Because of this natural perception and ability to augment your surroundings, it's easy enough to say that you are extremely perceptive. • You are physically stronger and faster than other bloodlines. A werewolf can close to compete with your body, but you will be superior to them by a small margin. • The perfect berserkers, the djinn are capable of using all berserker skills without charging times (such as steel form). They also have a one rank increase in potency in all physical abilities (and one rank in bloodline abilities; these rank boosters do not stack, so you won't get +2 on a BL abilities because it's physical). Finally, their dark ascent to madness is something that is practically natural for them; they require no tamer, and can exit it at will.
xxxxxWEAKNESS • 'Force' is your only element. You may not have another element. However, you may still learn inner storm to its fullest upon reaching adept. • As you focus entirely on fist-fighting, you lack the ability to have a sub-class. You also cannot be anything other than berserker. • Unlike other physical bloodlines, you cannot regenerate. You also don't have much to fight against ranged attacks with, other than simply dodging. It's not very hard to beat down on a djinn, with their lack of defense. • Holy magic is empowered against you by one rank.
xxxxxPASSIVE ABILITIES • Three Wishes Up to three times per fight, the djinn may manipulate the force around an attack to redirect it for no energy. This is an extremely powerful passive of the djinn, an intelligent djinn capable of using it to largely make up for their vulnerability to ranged magic. It can also help to leave an enemy open in close-quarters combat.
• Mind Games The djinn have a permanent 'force' around their skin that will reduce incoming damage by a rank (excluding holy magic). This puts them on the same level of base defensibility as a werewolf, although they can't regenerate, so... At adept rank, this force can become amplified by the djinn's mind, psychomanually controlling the level of force in the layer of magic. They can apply energy to it to block all manner of attacks, meaning they don't really have to learn defensive abilities. It is really no more potent than any other defense of its rank, though.
xxxxxTECHNIQUES • Forceful Feet D Using your force magic, you can enter a quick burst of speed, sending you about twenty feet forward. The enemy will simply see you blur across, a wall of force pressing in front of you. Your perception isn't really dimmed, even though the burst would be disoriented by others. Part of the force magic being controlled by your mind is that your mind has learned to remain unaffected by it.
• Forceful Shift D Using your mind, you can move your body, very quickly and without hesitation. Even a body recoiling from something can be moved this way. Manipulating your own force is so simple, it barely costs you any energy. You can use this in a variety of ways, but the most common way is for dodging. Whether to shift to the side, duck, or even side-step, the shift is great for avoiding close-calls. It's also an ability designed to take advantage of an enemy's opening.
• Forceful Flight D Using your force magic, you can quickly make extremely high jumps from the ground (or even chained off of another jump), flying up to fifty feet in the air. This can be chained into Forceful Impact, although regardless, your landing will not hurt you (thanks to 'mind games'). You can chain forceful flight off of forceful flight, but only once before you have to land in order to use this ability again.
• Forceful Impact C This ability is a landing move that can chain off of forceful flight, or pretty much anything that involves falling down and landing. You can even use this with a regular jump, considering djinn posses the physical ability to make very high jumps. In pretty much any position, you will create a shell of energy around you (so yes, this can be used as a defensive move as well) that reacts to forceful landings with massive kinetic force, potentially creating small craters upon landing. This barrier also effects your landing speed; it'll dramatically increase the pace in which you fall to the earth. Its rank of strength will increase depending on how far you fell from.
Anything below thirty feet - C rank strength Thirty feet to sixty-five - B rank strength Sixty-five feet and above - A rank strength
• Love Tap C Using a burst of psycho-kinetic energy, the djinn may literally send the force that a punch/kick would make against someone's skin at an opponent. The 'taps' are barely visible in the air, but appear almost as a clear puff of smoke. They're quick, and upon impact, other on-punch/kick abilities can be chained. This can extend up to thirty feet.
• Force Connect C Upon physical contact with a foe, you can literally use the force to glue you and them together. For example, upon kicking a foe and sending them up into the air, you can use this ability to remain connected so that you may continue to kick them, or can turn this into a sort of combo. This 'bond' can easily be ended by you. The enemy cannot end it, but they may easily forcefully push you out of it by making it dangerous for them to keep contact. If a djinn dies while 'glued' to the enemy, it will take over an hour before the bond breaks, and they fall to the ground.
• Dragon Dance B The djinn may unleash a volley of kicks and punches simply by using force. Their body won't even have to actually move, and yet over a dozen impacts will be made with the enemy. These extend up to five feet, basically a short-range, but repeating 'love tap'. At the end of the volley, an arc (similar to a drop-kick) will smash down at whatever's within ten feet of them.
• Psychic Grapple B If the djinn manages to wrap both arms around an enemy, they may release a psychic blast into their body, similar to an extremely high voltage of lightning. It will ripple through their body, crushing their bones and turning them into a flimsy pile of jelly. This move is the basic, grapple-form of Psychic Smash.
• Forceful Body B Similar to a mage's haste, you may use this ability to (and it can be freely re-allocated) give yourself up to a +2 boost in either stat for basically the rest of the match (ten posts). Unlike haste, however, this can only be used on yourself, while mages can literally use it as many times as they want, covering them and all their allies.
• The Pull B This ability can only be used on non-living objects. Using your force, you can pull objects to you, including weapons. If the enemy doesn't have at least your strength -4, they will be unable to resist the pull, their weapon in your hands. This can be used on pretty much anything else, depending on your statistic level of strength. Someone of seven strength could pull doors off of their hinges. Someone of ten strength could lift a boulder from the ground and fling it around. Someone of fifteen strength could rip open the hull of a battleship. At expert rank, you will learn how to not only pull objects like this, but throw them at the opponent.
• Psychic Smash A Connecting the force of the area into your arm or leg, you smash against the target. Pretty much whatever this impacts with will be met with the most intense blast of kinetic force; humanoids will have their bones and insides shattered, others will face similar effect. This has been known to literally leave gaping holes wherever it impacts.
• Retaliate A If an opponent physically attacks a djinn, they can instinctively activate 'retaliate'. They will very swiftly and precisely dodge the attack, then immediately find the opponent's most vulnerable place to target, and with extreme, unrealistic speed, they will smash against that target with their fist or their feet. This ability has a similar effect as psychic smash, applying intense kinetic force upon the blow. However, it's not as powerful as that.
• Force Annihilate A The final, advanced form of Love Tap. It may reach up to one-hundred feet. With long, drawn-out motions (such as heavily pent up punches, and dropkicks) you may chain this ability, allowing its use. It releases an almost invisible strike, similar to a blast of wind, at the desired location. Upon impact with the target (or even upon dissipation, if the target only very narrowly dodges), it will apply the force of a psychic smash, annihilating their insides. Its speed is relative to yours.
• The Sultan A This is a power where you commune with people's dreams. You can enter multiple people's dreams at once, learning from them. Their secrets. Their plans. However, it can only be someone that you are physically close to, and they must know you well enough for it to make sense that you're in their dream. This is another psychic ability, as it uses your overwhelming mind power to enter a person's conscious. Djinn have been known to use this in clever ways. Some djinn have used it to become people's friends, lovers, etc; you can shape how the dream goes, meaning it could go from being a laid-back dream about exploring to a deviant romantic dream between you and them. You can do this during your sleep, or when you're awake. Doesn't matter.
• Traction A Traction is another one of those abilities with many uses. An enemy within five feet of you is vulnerable to traction, allowing you to pull them to you, an irresistible push forward. It also has a far more useful 'version'; upon meeting the earth using Forceful Impact, you can use this ability to not only magnify the impact (powers it to S rank if it's B or A) but pull all enemies within thirty feet of the initial impact into the blast (they can still use defensive abilities, and a lot of mobility moves can also allow them to flee the radius), which could easily break their bones if they cannot resist the pull.
• لجن Al-Jinn S Requires: Master Rank A release form of the Djinn, this allows them to slightly move all incoming attacks out of trajectory for three posts. Furthermore, using the force around their bodies, their strength is increased by two points for five posts, and their Mind Games are one rank more effective for these five posts. In this form, their eyes glow a golden color. If they use both this and apathy at the same time, it is a white iris with a sort of golden outline. Upon learning this ability, your amount of 'wishes' becomes four, permanently.
• Apathy SS The ultimate ability of the djinn. Using this power, they can literally begin to mentally tear away at and dissolve the enemy. It's been compared to the feeling of thousands upon thousands of blades marching into your skin, or a hungry mob tearing you apart. You literally will begin to break apart. This is a mental shockwave, and it only applies to enemies directly in front of you within ten feet. It makes a horrible, screeching noise before it initiates, and the djinn's eyes will begin to glow a bright white. This lasts for two posts, and can only be done once in a battle. It is possible to do it more than once, but you will roll a d6. Anything other than 1, 3, and 6, and your brain will begin to bleed; your vision will blur, and you must immediately escape the area or you will be totally at the enemy's mercy. A cleric must heal you, or you will slowly die. Using it even once will give you migraines, although since you're a berserker, you'll be able to ignore this pain.
xxxxxADDITIONAL COMMENTS Here I will go deeply into Djinn culture, society, rationale, reproduction and aging, etc.
Djinn live a very long time. They're born just as any other baby, but they develop very quickly, reaching full development after about two years. They tend to be very mean as children, certainly the playground bullies. Once fully developed, their body will not age for the rest of their lives. They live to be around three hundred years old, with the death of the first djinn, Ifrit, being only a recent thing. In their long lives, they tend to focus on adventuring, and meeting spiritual enlightenment. They synchronize very well with nature, and so you can imagine that the Elves and the djinn get along famously. Some of them have even made residence in the elven villages outside of Kusana. Many of the djinn, though, are lustful for power. They tend to be untrustworthy, as when they grow stronger than someone, they will suddenly disrespect them. Djinn are known for being apathetic towards people weaker than them, literally not caring at all for their fate. So, if you want to be involved with a djinn, you've gotta keep up with them, or they'll lose interest.
Djinn are very romantic, although they tend to have inhibitions about how far a romance should go, especially with women. The only way for a djinn to reproduce is to have a child with someone, obviously. Any child born between a djinn and a non-djinn will be a pure-blooded djinn, not a hybrid. However, the mothers of djinn children almost always die (only draconian mothers can survive the labor), as the babies are large and often born in large quantity. So, these men will often take their romance very slowly, never speaking once of having children with someone. It's a forbidden secret of theirs that their girlfriends and wives will not live to be mothers. Because of the fact that all djinn are raised by their fathers, they're even more apathetic to non-djinn, and have a detachment towards most women in general. They're raised in the patriarchy; this all-male environment where everyone tries to pass another up by being stronger than them. They're immediately born into the acknowledgement that it's survival of the fittest, and this is where their apathy really comes from. It's not something genetic, but psychological.
These men tend to prefer to stay together. They, like the elves, have their own 'reserve' villages where they almost act like there is no outside world. The reason their nations supply them with this land is because they're very fierce warriors, and will assist greatly in war-time. It's almost like a military base. In terms of organized religion, the djinn are an open book. Some worship God, some worship pagan deities, some worship demons. Some even worship Justor and Solonor, the ones that are closely tied to the elves. These ones tend to believe that they're another race of elves.
Their society is ruled by the Marid, the strongest djinn. All of the djinn deeply respect the Marid, but will be inclined to replace them if they lose a one-on-one fight with a competitor. The djinn Marid can be literally anyone, from any race, as long as it's a male who is stronger than all of the djinn in the world, basically. Not exactly easy to pull off, but it's been done. The Marid has certain obligations to the society, although it's less so governance and moreso a show of prestige. They are the face of the djinn; they show their strength, masculinity, pride, wearing it almost as an imperial regalia. The Marid, for most of the lifespan of the people, has been Ifrit. Upon his death, their society has been laid about with thousands of competitors wishing to prove they're the best, with tournaments galore, inviting even a large number of non-djinn into the commotion.
xxxxxRESTRICTIONS/RULES • Your stats are 7/7 • You don't live in a lamp. • Even if an ability says it is done with the arm, it can be done with your feet/legs as well. These abilities can also be chained with literally almost any berserker ability, as long as it makes sense for you to be able to.
[ Bloodline created by Shane ]
Guess what Denied just kidding Approved
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Posted: Sun Sep 15, 2013 7:31 pm
Boverk Viper Shane Allgay Errday xxxxxxxxxxDJINN [ Power is power. ]
xxxxxHISTORY The Djinn, an all male race rarely found in Axiom unless you look hard. Their origins are only a legend, totally unproven. However, there is a very detailed story about the first sighting of a Djinn; a man believed to be the first of his kind. It was only a few hundred years ago, on a farm in Yuran. A mother and father of seven children had caught a purple-skinned man sleeping in their barn, naked against a stack of hay. They wondered what it was, although they almost immediately assumed it was simply some form of monster. Grabbing a shotgun, the man poked at the creature, and made him awaken. He questioned him thoroughly, only to discover that the man had no idea of anything. He didn't speak any language, and he honestly seemed more concerned about the surroundings than the man and his gun. He didn't even know what a gun was, so he didn't fear it. The man and women quickly grew interested in what this sort of creature was. Many questions went through their head; was he an amnesiac? The product of an alchemic experience gone wrong? A demon? He looked a lot like the story description of a diabolus, but they'd never seen one, so they had no idea!
They allowed him to live with them, as he seemed more peaceful than any kind of monster. He bonded immediately with the animals, and was very sweet and playful with the children. The man considered him as like a son, almost. And he grew smarter, quickly. Every night, thousands of thoughts surged into his head. He learned the common language within weeks, and quickly exhibited the ability to deduct information and solve problems with ingenious ideas. The man named him Ifrit, and he became the first Djinn. It must've been at least ten years of peace between Ifrit and the small children who'd all grown to become adults, before he began to dabble in the magic of his blood. He realized that he wasn't normal like these people. He was something far stronger than all of them. He hadn't aged a day since they first met, and the old couple seemed to wither and die so quickly. He grew to see them in contempt; they were so inferior.
The djinn continued to dabble in magic, and the more he learned, the more ambivalent he grew towards the people around him. He eventually became apathetic to them and their feelings, and abandoned them shortly after. Wandering the world for years, feeling lonely knowing that he was the only of his kind, he eventually retired to his bed and slept for a whole year in silence. It wasn't until he felt the soft skin of the eldest daughter of the farmer that he woke up. She had come looking for him, resolved that she loved him and wanted to start a life with him. He saw it as an opportunity to create a child like himself, so he slept with her that night, and the result nine months later was dozens of young Djinn, the overwhelming number killing their mother as they left her womb. It was like ants crawling out of their hill. Not the most glamorous way to come into the world, but hey. It got the job done.
xxxxxDESCRIPTION Djinn are... colorful people. They are literally like skittles; they come in yellow, green, blue, red, purple, grey, black, white. Some people believe that it's the color of the Djinn that decides what type of 'person' they'll be, but this is unproven, just as astrology deciding a personality is unproven. As for their physical attributes, the Djinn are all fairly tall, the average male about 6'4" in height. Since they're patriarchal, they tend to value masculinity, and thus they're usually muscular and only extremely rarely effeminate. They tend to have pointy ears, like elves, though they are not related to them whatsoever. In terms of abilities, the djinn are mostly physical fighters. Their discipline seems to be in manipulating force, and their own bodies. Djinn prefer to use their own bodies, as a sign of their strength and masculinity. So, they are the perfect berserkers, you could say.
They use their specific type of magic to create the perfect physicality, mentally controlling the force that they put into all attacks, augmenting their flexibility and reaction, and whatnot. The djinn's powers all come from their mind. In a way, you could say they use telekinesis.
xxxxxSTRENGTHS • Your mind and body work together. In a way, your mind can 'wish' for something and it will go through, the force around you making way for it to happen. This doesn't even require concentration, it's an instinct. Because of this natural perception and ability to augment your surroundings, it's easy enough to say that you are extremely perceptive. • You are physically stronger and faster than other bloodlines. A werewolf can close to compete with your body, but you will be superior to them by a small margin. • The perfect berserkers, the djinn are capable of using all berserker skills without charging times (such as steel form). They also have a one rank increase in potency in all physical abilities (and one rank in bloodline abilities; these rank boosters do not stack, so you won't get +2 on a BL abilities because it's physical). Finally, their dark ascent to madness is something that is practically natural for them; they require no tamer, and can exit it at will.
xxxxxWEAKNESS • 'Force' is your only element. You may not have another element. However, you may still learn inner storm to its fullest upon reaching adept. • As you focus entirely on fist-fighting, you lack the ability to have a sub-class. You also cannot be anything other than berserker. • Unlike other physical bloodlines, you cannot regenerate. You also don't have much to fight against ranged attacks with, other than simply dodging. It's not very hard to beat down on a djinn, with their lack of defense. • Holy magic is empowered against you by one rank.
xxxxxPASSIVE ABILITIES • Three Wishes Up to three times per fight, the djinn may manipulate the force around an attack to redirect it for no energy. This is an extremely powerful passive of the djinn, an intelligent djinn capable of using it to largely make up for their vulnerability to ranged magic. It can also help to leave an enemy open in close-quarters combat.
• Mind Games The djinn have a permanent 'force' around their skin that will reduce incoming damage by a rank (excluding holy magic). This puts them on the same level of base defensibility as a werewolf, although they can't regenerate, so... At adept rank, this force can become amplified by the djinn's mind, psychomanually controlling the level of force in the layer of magic. They can apply energy to it to block all manner of attacks, meaning they don't really have to learn defensive abilities. It is really no more potent than any other defense of its rank, though.
xxxxxTECHNIQUES • Forceful Feet D Using your force magic, you can enter a quick burst of speed, sending you about twenty feet forward. The enemy will simply see you blur across, a wall of force pressing in front of you. Your perception isn't really dimmed, even though the burst would be disoriented by others. Part of the force magic being controlled by your mind is that your mind has learned to remain unaffected by it.
• Forceful Shift D Using your mind, you can move your body, very quickly and without hesitation. Even a body recoiling from something can be moved this way. Manipulating your own force is so simple, it barely costs you any energy. You can use this in a variety of ways, but the most common way is for dodging. Whether to shift to the side, duck, or even side-step, the shift is great for avoiding close-calls. It's also an ability designed to take advantage of an enemy's opening.
• Forceful Flight D Using your force magic, you can quickly make extremely high jumps from the ground (or even chained off of another jump), flying up to fifty feet in the air. This can be chained into Forceful Impact, although regardless, your landing will not hurt you (thanks to 'mind games'). You can chain forceful flight off of forceful flight, but only once before you have to land in order to use this ability again.
• Forceful Impact C This ability is a landing move that can chain off of forceful flight, or pretty much anything that involves falling down and landing. You can even use this with a regular jump, considering djinn posses the physical ability to make very high jumps. In pretty much any position, you will create a shell of energy around you (so yes, this can be used as a defensive move as well) that reacts to forceful landings with massive kinetic force, potentially creating small craters upon landing. This barrier also effects your landing speed; it'll dramatically increase the pace in which you fall to the earth. Its rank of strength will increase depending on how far you fell from.
Anything below thirty feet - C rank strength Thirty feet to sixty-five - B rank strength Sixty-five feet and above - A rank strength
• Love Tap C Using a burst of psycho-kinetic energy, the djinn may literally send the force that a punch/kick would make against someone's skin at an opponent. The 'taps' are barely visible in the air, but appear almost as a clear puff of smoke. They're quick, and upon impact, other on-punch/kick abilities can be chained. This can extend up to thirty feet.
• Force Connect C Upon physical contact with a foe, you can literally use the force to glue you and them together. For example, upon kicking a foe and sending them up into the air, you can use this ability to remain connected so that you may continue to kick them, or can turn this into a sort of combo. This 'bond' can easily be ended by you. The enemy cannot end it, but they may easily forcefully push you out of it by making it dangerous for them to keep contact. If a djinn dies while 'glued' to the enemy, it will take over an hour before the bond breaks, and they fall to the ground.
• Dragon Dance B The djinn may unleash a volley of kicks and punches simply by using force. Their body won't even have to actually move, and yet over a dozen impacts will be made with the enemy. These extend up to five feet, basically a short-range, but repeating 'love tap'. At the end of the volley, an arc (similar to a drop-kick) will smash down at whatever's within ten feet of them.
• Psychic Grapple B If the djinn manages to wrap both arms around an enemy, they may release a psychic blast into their body, similar to an extremely high voltage of lightning. It will ripple through their body, crushing their bones and turning them into a flimsy pile of jelly. This move is the basic, grapple-form of Psychic Smash.
• Forceful Body B Similar to a mage's haste, you may use this ability to (and it can be freely re-allocated) give yourself up to a +2 boost in either stat for basically the rest of the match (ten posts). Unlike haste, however, this can only be used on yourself, while mages can literally use it as many times as they want, covering them and all their allies.
• The Pull B This ability can only be used on non-living objects. Using your force, you can pull objects to you, including weapons. If the enemy doesn't have at least your strength -4, they will be unable to resist the pull, their weapon in your hands. This can be used on pretty much anything else, depending on your statistic level of strength. Someone of seven strength could pull doors off of their hinges. Someone of ten strength could lift a boulder from the ground and fling it around. Someone of fifteen strength could rip open the hull of a battleship. At expert rank, you will learn how to not only pull objects like this, but throw them at the opponent.
• Psychic Smash A Connecting the force of the area into your arm or leg, you smash against the target. Pretty much whatever this impacts with will be met with the most intense blast of kinetic force; humanoids will have their bones and insides shattered, others will face similar effect. This has been known to literally leave gaping holes wherever it impacts.
• Retaliate A If an opponent physically attacks a djinn, they can instinctively activate 'retaliate'. They will very swiftly and precisely dodge the attack, then immediately find the opponent's most vulnerable place to target, and with extreme, unrealistic speed, they will smash against that target with their fist or their feet. This ability has a similar effect as psychic smash, applying intense kinetic force upon the blow. However, it's not as powerful as that.
• Force Annihilate A The final, advanced form of Love Tap. It may reach up to one-hundred feet. With long, drawn-out motions (such as heavily pent up punches, and dropkicks) you may chain this ability, allowing its use. It releases an almost invisible strike, similar to a blast of wind, at the desired location. Upon impact with the target (or even upon dissipation, if the target only very narrowly dodges), it will apply the force of a psychic smash, annihilating their insides. Its speed is relative to yours.
• The Sultan A This is a power where you commune with people's dreams. You can enter multiple people's dreams at once, learning from them. Their secrets. Their plans. However, it can only be someone that you are physically close to, and they must know you well enough for it to make sense that you're in their dream. This is another psychic ability, as it uses your overwhelming mind power to enter a person's conscious. Djinn have been known to use this in clever ways. Some djinn have used it to become people's friends, lovers, etc; you can shape how the dream goes, meaning it could go from being a laid-back dream about exploring to a deviant romantic dream between you and them. You can do this during your sleep, or when you're awake. Doesn't matter.
• Traction A Traction is another one of those abilities with many uses. An enemy within five feet of you is vulnerable to traction, allowing you to pull them to you, an irresistible push forward. It also has a far more useful 'version'; upon meeting the earth using Forceful Impact, you can use this ability to not only magnify the impact (powers it to S rank if it's B or A) but pull all enemies within thirty feet of the initial impact into the blast (they can still use defensive abilities, and a lot of mobility moves can also allow them to flee the radius), which could easily break their bones if they cannot resist the pull.
• لجن Al-Jinn S Requires: Master Rank A release form of the Djinn, this allows them to slightly move all incoming attacks out of trajectory for three posts. Furthermore, using the force around their bodies, their strength is increased by two points for five posts, and their Mind Games are one rank more effective for these five posts. In this form, their eyes glow a golden color. If they use both this and apathy at the same time, it is a white iris with a sort of golden outline. Upon learning this ability, your amount of 'wishes' becomes four, permanently.
• Apathy SS The ultimate ability of the djinn. Using this power, they can literally begin to mentally tear away at and dissolve the enemy. It's been compared to the feeling of thousands upon thousands of blades marching into your skin, or a hungry mob tearing you apart. You literally will begin to break apart. This is a mental shockwave, and it only applies to enemies directly in front of you within ten feet. It makes a horrible, screeching noise before it initiates, and the djinn's eyes will begin to glow a bright white. This lasts for two posts, and can only be done once in a battle. It is possible to do it more than once, but you will roll a d6. Anything other than 1, 3, and 6, and your brain will begin to bleed; your vision will blur, and you must immediately escape the area or you will be totally at the enemy's mercy. A cleric must heal you, or you will slowly die. Using it even once will give you migraines, although since you're a berserker, you'll be able to ignore this pain.
xxxxxADDITIONAL COMMENTS Here I will go deeply into Djinn culture, society, rationale, reproduction and aging, etc.
Djinn live a very long time. They're born just as any other baby, but they develop very quickly, reaching full development after about two years. They tend to be very mean as children, certainly the playground bullies. Once fully developed, their body will not age for the rest of their lives. They live to be around three hundred years old, with the death of the first djinn, Ifrit, being only a recent thing. In their long lives, they tend to focus on adventuring, and meeting spiritual enlightenment. They synchronize very well with nature, and so you can imagine that the Elves and the djinn get along famously. Some of them have even made residence in the elven villages outside of Kusana. Many of the djinn, though, are lustful for power. They tend to be untrustworthy, as when they grow stronger than someone, they will suddenly disrespect them. Djinn are known for being apathetic towards people weaker than them, literally not caring at all for their fate. So, if you want to be involved with a djinn, you've gotta keep up with them, or they'll lose interest.
Djinn are very romantic, although they tend to have inhibitions about how far a romance should go, especially with women. The only way for a djinn to reproduce is to have a child with someone, obviously. Any child born between a djinn and a non-djinn will be a pure-blooded djinn, not a hybrid. However, the mothers of djinn children almost always die (only draconian mothers can survive the labor), as the babies are large and often born in large quantity. So, these men will often take their romance very slowly, never speaking once of having children with someone. It's a forbidden secret of theirs that their girlfriends and wives will not live to be mothers. Because of the fact that all djinn are raised by their fathers, they're even more apathetic to non-djinn, and have a detachment towards most women in general. They're raised in the patriarchy; this all-male environment where everyone tries to pass another up by being stronger than them. They're immediately born into the acknowledgement that it's survival of the fittest, and this is where their apathy really comes from. It's not something genetic, but psychological.
These men tend to prefer to stay together. They, like the elves, have their own 'reserve' villages where they almost act like there is no outside world. The reason their nations supply them with this land is because they're very fierce warriors, and will assist greatly in war-time. It's almost like a military base. In terms of organized religion, the djinn are an open book. Some worship God, some worship pagan deities, some worship demons. Some even worship Justor and Solonor, the ones that are closely tied to the elves. These ones tend to believe that they're another race of elves.
Their society is ruled by the Marid, the strongest djinn. All of the djinn deeply respect the Marid, but will be inclined to replace them if they lose a one-on-one fight with a competitor. The djinn Marid can be literally anyone, from any race, as long as it's a male who is stronger than all of the djinn in the world, basically. Not exactly easy to pull off, but it's been done. The Marid has certain obligations to the society, although it's less so governance and moreso a show of prestige. They are the face of the djinn; they show their strength, masculinity, pride, wearing it almost as an imperial regalia. The Marid, for most of the lifespan of the people, has been Ifrit. Upon his death, their society has been laid about with thousands of competitors wishing to prove they're the best, with tournaments galore, inviting even a large number of non-djinn into the commotion.
xxxxxRESTRICTIONS/RULES • Your stats are 7/7 • You don't live in a lamp. • Even if an ability says it is done with the arm, it can be done with your feet/legs as well. These abilities can also be chained with literally almost any berserker ability, as long as it makes sense for you to be able to.
[ Bloodline created by Shane ]
Guess what Denied just kidding ApprovedWulf, no disrespect, but this is my area. Don't approve things here. Everyone can wait for my decision, especially when it comes to bloodlines. The fact that you were able to see no faults in one of Shane's customs is apalling, because Shane loves to aim high. This approval has been voided. I'll check it tomorrow. Approval days are mondays, wednesdays and fridays.
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Posted: Mon Sep 16, 2013 10:04 am
Shane Allgay Errday xxxxxxxxxxDJINN [ Power is power. ]
xxxxxHISTORY The Djinn, an all male race rarely found in Axiom unless you look hard. Their origins are only a legend, totally unproven. However, there is a very detailed story about the first sighting of a Djinn; a man believed to be the first of his kind. It was only a few hundred years ago, on a farm in Yuran. A mother and father of seven children had caught a purple-skinned man sleeping in their barn, naked against a stack of hay. They wondered what it was, although they almost immediately assumed it was simply some form of monster. Grabbing a shotgun, the man poked at the creature, and made him awaken. He questioned him thoroughly, only to discover that the man had no idea of anything. He didn't speak any language, and he honestly seemed more concerned about the surroundings than the man and his gun. He didn't even know what a gun was, so he didn't fear it. The man and women quickly grew interested in what this sort of creature was. Many questions went through their head; was he an amnesiac? The product of an alchemic experience gone wrong? A demon? He looked a lot like the story description of a diabolus, but they'd never seen one, so they had no idea!
They allowed him to live with them, as he seemed more peaceful than any kind of monster. He bonded immediately with the animals, and was very sweet and playful with the children. The man considered him as like a son, almost. And he grew smarter, quickly. Every night, thousands of thoughts surged into his head. He learned the common language within weeks, and quickly exhibited the ability to deduct information and solve problems with ingenious ideas. The man named him Ifrit, and he became the first Djinn. It must've been at least ten years of peace between Ifrit and the small children who'd all grown to become adults, before he began to dabble in the magic of his blood. He realized that he wasn't normal like these people. He was something far stronger than all of them. He hadn't aged a day since they first met, and the old couple seemed to wither and die so quickly. He grew to see them in contempt; they were so inferior.
The djinn continued to dabble in magic, and the more he learned, the more ambivalent he grew towards the people around him. He eventually became apathetic to them and their feelings, and abandoned them shortly after. Wandering the world for years, feeling lonely knowing that he was the only of his kind, he eventually retired to his bed and slept for a whole year in silence. It wasn't until he felt the soft skin of the eldest daughter of the farmer that he woke up. She had come looking for him, resolved that she loved him and wanted to start a life with him. He saw it as an opportunity to create a child like himself, so he slept with her that night, and the result nine months later was dozens of young Djinn, the overwhelming number killing their mother as they left her womb. It was like ants crawling out of their hill. Not the most glamorous way to come into the world, but hey. It got the job done.
xxxxxDESCRIPTION Djinn are... colorful people. They are literally like skittles; they come in yellow, green, blue, red, purple, grey, black, white. Some people believe that it's the color of the Djinn that decides what type of 'person' they'll be, but this is unproven, just as astrology deciding a personality is unproven. As for their physical attributes, the Djinn are all fairly tall, the average male about 6'4" in height. Since they're patriarchal, they tend to value masculinity, and thus they're usually muscular and only extremely rarely effeminate. They tend to have pointy ears, like elves, though they are not related to them whatsoever. In terms of abilities, the djinn are mostly physical fighters. Their discipline seems to be in manipulating force, and their own bodies. Djinn prefer to use their own bodies, as a sign of their strength and masculinity. So, they are the perfect berserkers, you could say.
They use their specific type of magic to create the perfect physicality, mentally controlling the force that they put into all attacks, augmenting their flexibility and reaction, and whatnot. The djinn's powers all come from their mind. In a way, you could say they use telekinesis.
xxxxxSTRENGTHS • Your mind and body work together. In a way, your mind can 'wish' for something and it will go through, the force around you making way for it to happen. This doesn't even require concentration, it's an instinct. Because of this natural perception and ability to augment your surroundings, it's easy enough to say that you are extremely perceptive. • You are physically stronger and faster than other bloodlines. A werewolf can close to compete with your body, but you will be superior to them by a small margin. • The perfect berserkers, the djinn are capable of using all berserker skills without charging times (such as steel form). They also have a one rank increase in potency in all physical abilities (and one rank in bloodline abilities; these rank boosters do not stack, so you won't get +2 on a BL abilities because it's physical). Finally, their dark ascent to madness is something that is practically natural for them; they require no tamer, and can exit it at will.
xxxxxWEAKNESS • 'Force' is your only element. You may not have another element. However, you may still learn inner storm to its fullest upon reaching adept. • As you focus entirely on fist-fighting, you lack the ability to have a sub-class. You also cannot be anything other than berserker. • Unlike other physical bloodlines, you cannot regenerate. You also don't have much to fight against ranged attacks with, other than simply dodging. It's not very hard to beat down on a djinn, with their lack of defense. • Holy magic is empowered against you by one rank.
xxxxxPASSIVE ABILITIES • Three Wishes Up to three times per fight, the djinn may manipulate the force around an attack to redirect it for no energy. This is an extremely powerful passive of the djinn, an intelligent djinn capable of using it to largely make up for their vulnerability to ranged magic. It can also help to leave an enemy open in close-quarters combat.
• Mind Games The djinn have a permanent 'force' around their skin that will reduce incoming damage by a rank (excluding holy magic). This puts them on the same level of base defensibility as a werewolf, although they can't regenerate, so... At adept rank, this force can become amplified by the djinn's mind, psychomanually controlling the level of force in the layer of magic. They can apply energy to it to block all manner of attacks, meaning they don't really have to learn defensive abilities. It is really no more potent than any other defense of its rank, though.
xxxxxTECHNIQUES • Forceful Feet D Using your force magic, you can enter a quick burst of speed, sending you about twenty feet forward. The enemy will simply see you blur across, a wall of force pressing in front of you. Your perception isn't really dimmed, even though the burst would be disoriented by others. Part of the force magic being controlled by your mind is that your mind has learned to remain unaffected by it.
• Forceful Shift D Using your mind, you can move your body, very quickly and without hesitation. Even a body recoiling from something can be moved this way. Manipulating your own force is so simple, it barely costs you any energy. You can use this in a variety of ways, but the most common way is for dodging. Whether to shift to the side, duck, or even side-step, the shift is great for avoiding close-calls. It's also an ability designed to take advantage of an enemy's opening.
• Forceful Flight D Using your force magic, you can quickly make extremely high jumps from the ground (or even chained off of another jump), flying up to fifty feet in the air. This can be chained into Forceful Impact, although regardless, your landing will not hurt you (thanks to 'mind games'). You can chain forceful flight off of forceful flight, but only once before you have to land in order to use this ability again.
• Forceful Impact C This ability is a landing move that can chain off of forceful flight, or pretty much anything that involves falling down and landing. You can even use this with a regular jump, considering djinn posses the physical ability to make very high jumps. In pretty much any position, you will create a shell of energy around you (so yes, this can be used as a defensive move as well) that reacts to forceful landings with massive kinetic force, potentially creating small craters upon landing. This barrier also effects your landing speed; it'll dramatically increase the pace in which you fall to the earth. Its rank of strength will increase depending on how far you fell from.
Anything below thirty feet - C rank strength Thirty feet to sixty-five - B rank strength Sixty-five feet and above - A rank strength
• Love Tap C Using a burst of psycho-kinetic energy, the djinn may literally send the force that a punch/kick would make against someone's skin at an opponent. The 'taps' are barely visible in the air, but appear almost as a clear puff of smoke. They're quick, and upon impact, other on-punch/kick abilities can be chained. This can extend up to thirty feet.
• Force Connect C Upon physical contact with a foe, you can literally use the force to glue you and them together. For example, upon kicking a foe and sending them up into the air, you can use this ability to remain connected so that you may continue to kick them, or can turn this into a sort of combo. This 'bond' can easily be ended by you. The enemy cannot end it, but they may easily forcefully push you out of it by making it dangerous for them to keep contact. If a djinn dies while 'glued' to the enemy, it will take over an hour before the bond breaks, and they fall to the ground.
• Dragon Dance B The djinn may unleash a volley of kicks and punches simply by using force. Their body won't even have to actually move, and yet over a dozen impacts will be made with the enemy. These extend up to five feet, basically a short-range, but repeating 'love tap'. At the end of the volley, an arc (similar to a drop-kick) will smash down at whatever's within ten feet of them.
• Psychic Grapple B If the djinn manages to wrap both arms around an enemy, they may release a psychic blast into their body, similar to an extremely high voltage of lightning. It will ripple through their body, crushing their bones and turning them into a flimsy pile of jelly. This move is the basic, grapple-form of Psychic Smash.
• Forceful Body B Similar to a mage's haste, you may use this ability to (and it can be freely re-allocated) give yourself up to a +2 boost in either stat for basically the rest of the match (ten posts). Unlike haste, however, this can only be used on yourself, while mages can literally use it as many times as they want, covering them and all their allies.
• The Pull B This ability can only be used on non-living objects. Using your force, you can pull objects to you, including weapons. If the enemy doesn't have at least your strength -4, they will be unable to resist the pull, their weapon in your hands. This can be used on pretty much anything else, depending on your statistic level of strength. Someone of seven strength could pull doors off of their hinges. Someone of ten strength could lift a boulder from the ground and fling it around. Someone of fifteen strength could rip open the hull of a battleship. At expert rank, you will learn how to not only pull objects like this, but throw them at the opponent.
• Psychic Smash A Connecting the force of the area into your arm or leg, you smash against the target. Pretty much whatever this impacts with will be met with the most intense blast of kinetic force; humanoids will have their bones and insides shattered, others will face similar effect. This has been known to literally leave gaping holes wherever it impacts.
• Retaliate A If an opponent physically attacks a djinn, they can instinctively activate 'retaliate'. They will very swiftly and precisely dodge the attack, then immediately find the opponent's most vulnerable place to target, and with extreme, unrealistic speed, they will smash against that target with their fist or their feet. This ability has a similar effect as psychic smash, applying intense kinetic force upon the blow. However, it's not as powerful as that.
• Force Annihilate A The final, advanced form of Love Tap. It may reach up to one-hundred feet. With long, drawn-out motions (such as heavily pent up punches, and dropkicks) you may chain this ability, allowing its use. It releases an almost invisible strike, similar to a blast of wind, at the desired location. Upon impact with the target (or even upon dissipation, if the target only very narrowly dodges), it will apply the force of a psychic smash, annihilating their insides. Its speed is relative to yours.
• The Sultan A This is a power where you commune with people's dreams. You can enter multiple people's dreams at once, learning from them. Their secrets. Their plans. However, it can only be someone that you are physically close to, and they must know you well enough for it to make sense that you're in their dream. This is another psychic ability, as it uses your overwhelming mind power to enter a person's conscious. Djinn have been known to use this in clever ways. Some djinn have used it to become people's friends, lovers, etc; you can shape how the dream goes, meaning it could go from being a laid-back dream about exploring to a deviant romantic dream between you and them. You can do this during your sleep, or when you're awake. Doesn't matter.
• Traction A Traction is another one of those abilities with many uses. An enemy within five feet of you is vulnerable to traction, allowing you to pull them to you, an irresistible push forward. It also has a far more useful 'version'; upon meeting the earth using Forceful Impact, you can use this ability to not only magnify the impact (powers it to S rank if it's B or A) but pull all enemies within thirty feet of the initial impact into the blast (they can still use defensive abilities, and a lot of mobility moves can also allow them to flee the radius), which could easily break their bones if they cannot resist the pull.
• لجن Al-Jinn S Requires: Master Rank A release form of the Djinn, this allows them to slightly move all incoming attacks out of trajectory for three posts. Furthermore, using the force around their bodies, their strength is increased by two points for five posts, and their Mind Games are one rank more effective for these five posts. In this form, their eyes glow a golden color. If they use both this and apathy at the same time, it is a white iris with a sort of golden outline. Upon learning this ability, your amount of 'wishes' becomes four, permanently.
• Apathy SS The ultimate ability of the djinn. Using this power, they can literally begin to mentally tear away at and dissolve the enemy. It's been compared to the feeling of thousands upon thousands of blades marching into your skin, or a hungry mob tearing you apart. You literally will begin to break apart. This is a mental shockwave, and it only applies to enemies directly in front of you within ten feet. It makes a horrible, screeching noise before it initiates, and the djinn's eyes will begin to glow a bright white. This lasts for two posts, and can only be done once in a battle. It is possible to do it more than once, but you will roll a d6. Anything other than 1, 3, and 6, and your brain will begin to bleed; your vision will blur, and you must immediately escape the area or you will be totally at the enemy's mercy. A cleric must heal you, or you will slowly die. Using it even once will give you migraines, although since you're a berserker, you'll be able to ignore this pain.
xxxxxADDITIONAL COMMENTS Here I will go deeply into Djinn culture, society, rationale, reproduction and aging, etc.
Djinn live a very long time. They're born just as any other baby, but they develop very quickly, reaching full development after about two years. They tend to be very mean as children, certainly the playground bullies. Once fully developed, their body will not age for the rest of their lives. They live to be around three hundred years old, with the death of the first djinn, Ifrit, being only a recent thing. In their long lives, they tend to focus on adventuring, and meeting spiritual enlightenment. They synchronize very well with nature, and so you can imagine that the Elves and the djinn get along famously. Some of them have even made residence in the elven villages outside of Kusana. Many of the djinn, though, are lustful for power. They tend to be untrustworthy, as when they grow stronger than someone, they will suddenly disrespect them. Djinn are known for being apathetic towards people weaker than them, literally not caring at all for their fate. So, if you want to be involved with a djinn, you've gotta keep up with them, or they'll lose interest.
Djinn are very romantic, although they tend to have inhibitions about how far a romance should go, especially with women. The only way for a djinn to reproduce is to have a child with someone, obviously. Any child born between a djinn and a non-djinn will be a pure-blooded djinn, not a hybrid. However, the mothers of djinn children almost always die (only draconian mothers can survive the labor), as the babies are large and often born in large quantity. So, these men will often take their romance very slowly, never speaking once of having children with someone. It's a forbidden secret of theirs that their girlfriends and wives will not live to be mothers. Because of the fact that all djinn are raised by their fathers, they're even more apathetic to non-djinn, and have a detachment towards most women in general. They're raised in the patriarchy; this all-male environment where everyone tries to pass another up by being stronger than them. They're immediately born into the acknowledgement that it's survival of the fittest, and this is where their apathy really comes from. It's not something genetic, but psychological.
These men tend to prefer to stay together. They, like the elves, have their own 'reserve' villages where they almost act like there is no outside world. The reason their nations supply them with this land is because they're very fierce warriors, and will assist greatly in war-time. It's almost like a military base. In terms of organized religion, the djinn are an open book. Some worship God, some worship pagan deities, some worship demons. Some even worship Justor and Solonor, the ones that are closely tied to the elves. These ones tend to believe that they're another race of elves.
Their society is ruled by the Marid, the strongest djinn. All of the djinn deeply respect the Marid, but will be inclined to replace them if they lose a one-on-one fight with a competitor. The djinn Marid can be literally anyone, from any race, as long as it's a male who is stronger than all of the djinn in the world, basically. Not exactly easy to pull off, but it's been done. The Marid has certain obligations to the society, although it's less so governance and moreso a show of prestige. They are the face of the djinn; they show their strength, masculinity, pride, wearing it almost as an imperial regalia. The Marid, for most of the lifespan of the people, has been Ifrit. Upon his death, their society has been laid about with thousands of competitors wishing to prove they're the best, with tournaments galore, inviting even a large number of non-djinn into the commotion.
xxxxxRESTRICTIONS/RULES • Your stats are 7/7 • You don't live in a lamp. • Even if an ability says it is done with the arm, it can be done with your feet/legs as well. These abilities can also be chained with literally almost any berserker ability, as long as it makes sense for you to be able to.
[ Bloodline created by Shane ]
- The weakness of no regeneration isn't a weakness. Regeneration isn't a must have for physical fighters. - Their strength to use berserker skills without charge times will need a cool down. Because we'll get spamming. Also the boost in power won't work for iron and steel form, it still only works against the ranks that are listed. - We spoke about Inner Storm. They need to sacrifice something. Adding an element to the mix won't simply solve it. If they learn Inner Storm, they lose the +1 rank in potency to their berserker skills? Possibly? - Three Wishes is too OP. A trainee can send back a No Name, or Vermillion Drive. See how broken that is? Saying they can redirect projectiles for one rank less in terms of energy would be fine. They don't waste as much energy, and you won't see a Trainee redirecting SS Ranked attacks. - Now, I know that Mind Games and the Iron and Steel Forms are meant to stack together, but I'm going to need this to be unlocked at a high rank. As a trainee, you'd be able to shrug off any attack that any trainee and Novice sends at you. They'd have to dish out a B Ranked attack just to harm you, which they can't. Unlock it at Adept Rank, perhaps? Then the next part of it actually confuses me. What exactly does it do? - The Pull and Traction: Really? Universal Pull? It's one thing to give them control of kinetic force, but to give them a gravitational/telekinetic ability is a bit much. I know their abilities start to develop and all, but I'd rather not have skills like this. Scrap this one, along with Traction. - Retaliate seems like a skill to allow an autohit. Instant dodge, then deliver a blow that can be stacked with Psychic Smash? If this skill goes by, it won't be able to be stacked with other skills.
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Posted: Sun Sep 22, 2013 6:48 pm
((I made many skills to be dragon dependent.)) Might of the Dragon Dragoon Skills
Skills list
Skill name: Beastial Leap Rank: E - C Skill description: This skill is the most basic and most used of the dragoon class. with it, the dragoon can close the distance between him and his target with rediculous ease and speed. for E ranked energy, they can leap a maximum of twenty feet, and that's from a standing position. At D rank, they can leap fifty feet. And at C rank, they can easily jump from mountain top to mountain top, as described in the class description.
Skill name: Telepathy Rank: E (Passive) Limits: Novice rank, must have aquired the dragon Skill description: As the name implies, it is a simple form of telepathy between you and your dragon. Thoughts, images, emotions, sounds... pretty much anything can be felt in this link, and it is a constant link. If the dragon is hurt, the dragoon can sense it, and vice versa. This however, also prevents the two from lying to each other, as they can see what the other is truly thinking.
Skill name: Aerial Launch Rank: E-C Limits: C ranked version requires adept rank. Skill description: One of the simplest skills of the Dragoon, by augmenting their legs with certain amounts of energy, they can jump several feet into the air, based on the amount of energy they use. At E rank the User can jump around twenty feet into the air, an impressive height indeed. at D rank, this jump is upgraded to around 50 feet. And at C rank the dragoon is said to have been able to jump as high as dragons can fly, easily overtaking the beasts in their own dominion.
Skill name: Dragon sight Rank: D Skill description: In order to use this skill, the Dragoon must be in close proximity with their dragon. Closing their eyes and establishing an even stronger mental link between themselves and the dragon, They can see the world as a dragon does. Upon opening their eyes, their pupils will be slitted like a reptiles and they will see beings by their heat signatures, not by sight alone. Useful against illusions, or people attempting to sneak up on them.
Skill name: Aerial Recovery Rank: D Skill description: This skill comes in handy for a dragoon that is hit by a knockback spell, or sent flying from a powerful attack. If hit through the air, a dragoon can activate energy and they will perform a sort of flip in mid air, stopping all of their momentum and coming to a safe landing on their feet.
Skill name: Soft landing Rank: D (Passive) Skill description: A passive all dragoons must learn, as without learning this skill, when they performed their super high jumps they would simply splatter against the ground. Once this technique is learned the dragoon can survive falls from incredible distances.
Skill name: Dragon Heal Rank: D-S Limits: Can't be used on anything besides your dragon. Skill description: The Dragoon cares deeply about their dragon, and by the transferrence of their own energy they can heal their dragon. Damage healed is proportionate with the energy used. D rank: normal gashes and cuts C rank: Large gashes and cuts, as well as severed arteries. B rank: Broken bones of the dragon and non vital organs. A rank: Pretty much any organ besides their heart or brain S rank: Can regenerate a dragons limbs, though this costs SS ranked energy.
Skill name: Dragoon Breath Rank: C-A Limits: Novice rank Skill description: This attack is one of the first powerful techniques the dragoon will learn. Charging energy into their mouth, they will roar as a burst of energy is released from their mouth. The attack scales in power with rank, and different elements produce a different effect. The fire element is the classical flamethrower effect, but at B rank the flame is so concentrated it's more like a beam of heat that can melt steel. The wind element Blasts the opponent black with a huge blast of air. at B rank, this attack has cutting winds added with it, eviscerating the target as they are caught in the wind. The water element is much like an ice breath. This attack will freeze opponents if they are caught in the blast, although an opponent with a strength of a higher rank than yours can break free from this. At B rank, this has the added effect of sending icicles as large as daggers at the enemy, each icicle as strong as steel. The earth element sends a rediculous amount of rocks, mud, and debris flying at the target. If they are caught in the blast for the full duration, they will be buried underneath a s**t ton of earth and rocks. At B rank this earth hardens on contact, slowing the opponent from the added weight and making it much easier to cover them with the rest of this skill. For users with no element, this attack shoots out of their mouth in a wide crescent, widening largely as it leaves his mouth until it reaches it's maximum width of 5 feet. At B rank the crescents grow to a maximum of ten feet in length.
Skill name: Strength of the Dragon Rank: C Limits: Must have your dragon's consent to do this Skill description: By channeling a small amount of your dragon's energy (C rank) into your own body, your strength increases tremendously. (+1) At master rank, this boost is a (+2). It lasts for ten posts, and can only be used once per battle, as all Dragoons care for their dragons far too much to want to make themselves more powerful at the dragon's expense.
Skill name: Masterful dragon riding Rank: C (Passive) Limits: Adept rank; Dragon mount required Skill description: The dragoon must spend a considerable amount of time riding on their dragon, and must know how to ride on them from every single part of the dragon without falling off. This takes a considerable amount of time to do, but once accomplished the dragoon will be able to accomplish incredible feats, such as holding onto a single dragon spine with one hand while your dragon is in an upside down position mid flight, whilst still being able to use your weapon proficiently.
Skill name: Helm Splitter Rank: C - B If it uses ammo how much: Limits: Novice rank (Adept rank for B ranked version) Skill description: The dragoon jumps high into the air and flips, holding their weapon high above their head in a two handed grip. upon completing the flip, they will bring their weapon downward in a vicious arc, the combination of the momentum, weight, and kinetic force the user put behind the blade enough to shear clean through helmets of iron rank, cleaving clean through the opponent's skull as well. at adept rank they can cleave through thick steel as well.
Skill name: Levitation Rank: C Requirements: Expert rank Skill description: At the cost of a C ranked energy, the dragoon activates this skill. This allows them to levitate slightly off of the ground (No more than two feet), and is useful against enemies using an earthquake skill, or anything of the sort.
Skill name: Draconic Spikes Rank: C limits: Adept rank Skill description: The dragoon creates a bunch of sharpened spikes all over their body and armor, making close combat with them extremely deadly. The Dragoon in this stage will often times ram into anopponent in an attempt to impale them with the spikes, as they are basically a deadlier version of a porcupine in this stage. The spikes can puncture up to steel.
Skill name: Dragon Chomp Rank: B Skill description: Summoning gigantic dragon's head that covers the user's entire forearm, the user will attack the opponent. The dragon's mouth raches out past the users fist, giving this skill the range of a reasonable sized spear. The dragon's head will bite with the strength of the dragoon's actual dragon. lasts for 5 posts.
Skill name: Tail Launch Rank: B Limits: Adept rank, dragon mount required, Masterful dragon riding required Skill description: Jumping off of your mounted position and towards the back of your dragon, you catch yourself on the dragon's tail with one hand, holding your weapon with the other. The dragon then whips it's tail as hard as it can, sending you flying in the desired direction. When this skill is performed you are literally shot through the air faster than an arrow, your body covered by a veil of energy. Upon coming into contact with something you will more than likely pierce right through it. due to how fast you are going you can break barriers one rank higher than this skill.
Skill name: Dragoon Shield Rank: B - A Limits: Adept rank Skill description: The dragoon will curl into a ball, Enchanting their armor with a rediculous amount of energy. This skill will make their armor encase them literally into a perfect sphere shape, protecting them from all angles from attacks up to B rank. At Expert rank, this can successfully block A ranked attacks. Has a ten post cooldown.
Skill name: Rain of the Warrior Rank: A Skill description: This skill begins when the dragoon summons a large amount of spears made of raw energy into the sky. After this menial task is completed, They then launch all of the spears downwards onto the target, literally making a thick rain of spears land upon the opponent with a quick speed.
skill name: Death of The Tyrant Rank: A Limits: Must be within at least five feet of your dragon, expert rank required Skill Description: This is a skill that is meant to be used away from team members, as if any team members are near the target they will probably be killed. This skill is so odd, most dragon's and Dragoon's alike have no idea how the skill actually works. First, the dragoon will create a spear of pure energy, tossing it as hard as they can towards the target. The dragon will then breathe a gout of intense flames onto the spear, making it dissapear completely. For one post, the spear will be out of sight, and seemingly out of existence. However, the next post the spear will reappear around twenty feet in any direction of the user's choosing away from the target, going the exact same speed they originally threw it, still soaring towards the target. Once the spear impacts with something it explodes with the force similar to an artillery shell from a tank.
Skill name: Dovah Fusion Rank: S rank Limits: Sage Rank required Skill description: This is the pinnacle of Dragoon skills, and most Dragons and Dragoons alike revere this skill even more than the higher ranking skills in this style. To do this, the bond of Dragon and it's master must be strong; they must be completely in sync, as not being in sync will ultimately cause this skill to fail. Once the two understand this and sync their souls and energy pools, something amazing happens. The rider and dragon begin to glow brightly, so bright it isn't possibly to look at them directly. Once the glowing has stopped, something completely new is in place of the rider and dragon; a fusion of the two. They will have the scales and claws of a dragon, as well as the wings and teeth. Their eyes will take on the slitted aspect of the dragon, and they will now see in dragon vision passively. The scales are as defensive as the dragon's scales normally are. The most deadly aspect of this skill however is the fact that the Fused warrior now has the strength and speed that their dragon originally had. The dragoon is also considerably taller and heavier, about 7 and a half feet tall and twice as heavy as they originally were. However, this form only lasts a short 5 posts before the dragon and master revert to their original form. They then have a stat reduction of -1/-1 for a five post duration. This skill is limited to once per battle. Also, in this form it should be noted that the Dragoon will take a heightened damage of two ranks from water based attacks.
Skill name: Death Ball Rank: S Limits: Must know Dragoon shield, must know dragonic spikes, must be Master rank Skill description: Combining the skills of Dragonic spikes and dragoon shield, the dragoon covers themselves in a gigantic spiked ball around six feet in diameter. They can then roll around, impaling and crushing anything that lies in their wake for five posts. This skill can only be used once a month IRL, due to the sheer destructive nature of it.
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Posted: Sun Sep 22, 2013 7:09 pm
razieltheprince ((I made many skills to be dragon dependent.)) Might of the Dragon Dragoon Skills
Skills list
Skill name: Beastial Leap Rank: E - C Skill description: This skill is the most basic and most used of the dragoon class. with it, the dragoon can close the distance between him and his target with rediculous ease and speed. for E ranked energy, they can leap a maximum of twenty feet, and that's from a standing position. At D rank, they can leap fifty feet. And at C rank, they can easily jump from mountain top to mountain top, as described in the class description.
Skill name: Telepathy Rank: E (Passive) Limits: Novice rank, must have aquired the dragon Skill description: As the name implies, it is a simple form of telepathy between you and your dragon. Thoughts, images, emotions, sounds... pretty much anything can be felt in this link, and it is a constant link. If the dragon is hurt, the dragoon can sense it, and vice versa. This however, also prevents the two from lying to each other, as they can see what the other is truly thinking.
Skill name: Aerial Launch Rank: E-C Limits: C ranked version requires adept rank. Skill description: One of the simplest skills of the Dragoon, by augmenting their legs with certain amounts of energy, they can jump several feet into the air, based on the amount of energy they use. At E rank the User can jump around twenty feet into the air, an impressive height indeed. at D rank, this jump is upgraded to around 50 feet. And at C rank the dragoon is said to have been able to jump as high as dragons can fly, easily overtaking the beasts in their own dominion.
Skill name: Dragon sight Rank: D Skill description: In order to use this skill, the Dragoon must be in close proximity with their dragon. Closing their eyes and establishing an even stronger mental link between themselves and the dragon, They can see the world as a dragon does. Upon opening their eyes, their pupils will be slitted like a reptiles and they will see beings by their heat signatures, not by sight alone. Useful against illusions, or people attempting to sneak up on them.
Skill name: Aerial Recovery Rank: D Skill description: This skill comes in handy for a dragoon that is hit by a knockback spell, or sent flying from a powerful attack. If hit through the air, a dragoon can activate energy and they will perform a sort of flip in mid air, stopping all of their momentum and coming to a safe landing on their feet. *This was actually taken away from the Wind Skills awhile back. I don't want it back.
Skill name: Soft landing Rank: D (Passive) Skill description: A passive all dragoons must learn, as without learning this skill, when they performed their super high jumps they would simply splatter against the ground. Once this technique is learned the dragoon can survive falls from incredible distances.
Skill name: Dragon Heal (As long as this only can be used outside of battle. It doesn't even seem like a heal where you have to get close. You just have to transfer your energy and they are healed. lol) Rank: D-S Limits: Can't be used on anything besides your dragon. Skill description: The Dragoon cares deeply about their dragon, and by the transferrence of their own energy they can heal their dragon. Damage healed is proportionate with the energy used. D rank: normal gashes and cuts C rank: Large gashes and cuts, as well as severed arteries. B rank: Broken bones of the dragon and non vital organs. A rank: Pretty much any organ besides their heart or brain S rank: Can regenerate a dragons limbs, though this costs SS ranked energy.
Skill name: Dragoon Breath Rank: C-A Limits: Novice rank Skill description: This attack is one of the first powerful techniques the dragoon will learn. Charging energy into their mouth, they will roar as a burst of energy is released from their mouth. The attack scales in power with rank, and different elements produce a different effect. The fire element is the classical flamethrower effect, but at B rank the flame is so concentrated it's more like a beam of heat that can melt steel. The wind element Blasts the opponent black with a huge blast of air. at B rank, this attack has cutting winds added with it, eviscerating the target as they are caught in the wind. The water element is much like an ice breath. This attack will freeze opponents if they are caught in the blast, although an opponent with a strength of a higher rank than yours can break free from this. At B rank, this has the added effect of sending icicles as large as daggers at the enemy, each icicle as strong as steel. The earth element sends a rediculous amount of rocks, mud, and debris flying at the target. If they are caught in the blast for the full duration, they will be buried underneath a s**t ton of earth and rocks. At B rank this earth hardens on contact, slowing the opponent from the added weight and making it much easier to cover them with the rest of this skill. For users with no element, this attack shoots out of their mouth in a wide crescent, widening largely as it leaves his mouth until it reaches it's maximum width of 5 feet. At B rank the crescents grow to a maximum of ten feet in length.
Skill name: Strength of the Dragon Rank: C Limits: Must have your dragon's consent to do this Skill description: By channeling a small amount of your dragon's energy (C rank) into your own body, your strength increases tremendously. (+1) At master rank, this boost is a (+2). It lasts for ten posts, and can only be used once per battle, as all Dragoons care for their dragons far too much to want to make themselves more powerful at the dragon's expense.
Skill name: Masterful dragon riding Rank: C (Passive) Limits: Adept rank; Dragon mount required Skill description: The dragoon must spend a considerable amount of time riding on their dragon, and must know how to ride on them from every single part of the dragon without falling off. This takes a considerable amount of time to do, but once accomplished the dragoon will be able to accomplish incredible feats, such as holding onto a single dragon spine with one hand while your dragon is in an upside down position mid flight, whilst still being able to use your weapon proficiently.
Skill name: Helm Splitter (Err...wat? Dragoons are masters of the lance, not the sword. Swinging it would be like hitting someone with a bat.) Rank: C - B If it uses ammo how much: Limits: Novice rank (Adept rank for B ranked version) Skill description: The dragoon jumps high into the air and flips, holding their weapon high above their head in a two handed grip. upon completing the flip, they will bring their weapon downward in a vicious arc, the combination of the momentum, weight, and kinetic force the user put behind the blade enough to shear clean through helmets of iron rank, cleaving clean through the opponent's skull as well. at adept rank they can cleave through thick steel as well.
Skill name: Levitation Rank: C Requirements: Expert rank Skill description: At the cost of a C ranked energy, the dragoon activates this skill. This allows them to levitate slightly off of the ground (No more than two feet), and is useful against enemies using an earthquake skill, or anything of the sort. *You already have dragon flight, let's keep some cool things strictly with the wind element.
Skill name: Draconic Spikes Rank: C limits: Adept rank Skill description: The dragoon creates a bunch of sharpened spikes all over their body and armor, making close combat with them extremely deadly. The Dragoon in this stage will often times ram into anopponent in an attempt to impale them with the spikes, as they are basically a deadlier version of a porcupine in this stage. The spikes can puncture up to steel.
Skill name: Dragon Chomp Rank: B Skill description: Summoning gigantic dragon's head that covers the user's entire forearm, the user will attack the opponent. The dragon's mouth raches out past the users fist, giving this skill the range of a reasonable sized spear. The dragon's head will bite with the strength of the dragoon's actual dragon. lasts for 5 posts.
Skill name: Tail Launch Rank: B Limits: Adept rank, dragon mount required, Masterful dragon riding required Skill description: Jumping off of your mounted position and towards the back of your dragon, you catch yourself on the dragon's tail with one hand, holding your weapon with the other. The dragon then whips it's tail as hard as it can, sending you flying in the desired direction. When this skill is performed you are literally shot through the air faster than an arrow, your body covered by a veil of energy. Upon coming into contact with something you will more than likely pierce right through it. due to how fast you are going you can break barriers one rank higher than this skill.
Skill name: Dragoon Shield Rank: B - A Limits: Adept rank Skill description: The dragoon will curl into a ball, Enchanting their armor with a rediculous amount of energy. This skill will make their armor encase them literally into a perfect sphere shape, protecting them from all angles from attacks up to B rank. At Expert rank, this can successfully block A ranked attacks. Has a ten post cooldown.
Skill name: Rain of the Warrior Rank: A Skill description: This skill begins when the dragoon summons a large amount of spears made of raw energy into the sky. After this menial task is completed, They then launch all of the spears downwards onto the target, literally making a thick rain of spears land upon the opponent with a quick speed.
skill name: Death of The Tyrant Rank: A Limits: Must be within at least five feet of your dragon, expert rank required Skill Description: This is a skill that is meant to be used away from team members, as if any team members are near the target they will probably be killed. This skill is so odd, most dragon's and Dragoon's alike have no idea how the skill actually works. First, the dragoon will create a spear of pure energy, tossing it as hard as they can towards the target. The dragon will then breathe a gout of intense flames onto the spear, making it dissapear completely. For one post, the spear will be out of sight, and seemingly out of existence. However, the next post the spear will reappear around twenty feet in any direction of the user's choosing away from the target, going the exact same speed they originally threw it, still soaring towards the target. Once the spear impacts with something it explodes with the force similar to an artillery shell from a tank. *Lemme get this straight. So if I were to use this skill within a twenty foot distance, would it still disappear? It seems like it's a long range skill, but I have to be sure.
Skill name: Dovah Fusion Rank: S rank Limits: Sage Rank required Skill description: This is the pinnacle of Dragoon skills, and most Dragons and Dragoons alike revere this skill even more than the higher ranking skills in this style. To do this, the bond of Dragon and it's master must be strong; they must be completely in sync, as not being in sync will ultimately cause this skill to fail. Once the two understand this and sync their souls and energy pools, something amazing happens. The rider and dragon begin to glow brightly, so bright it isn't possibly to look at them directly. Once the glowing has stopped, something completely new is in place of the rider and dragon; a fusion of the two. They will have the scales and claws of a dragon, as well as the wings and teeth. Their eyes will take on the slitted aspect of the dragon, and they will now see in dragon vision passively. The scales are as defensive as the dragon's scales normally are. The most deadly aspect of this skill however is the fact that the Fused warrior now has the strength and speed that their dragon originally had. The dragoon is also considerably taller and heavier, about 7 and a half feet tall and twice as heavy as they originally were. However, this form only lasts a short 5 posts before the dragon and master revert to their original form. They then have a stat reduction of -1/-1 for a five post duration. This skill is limited to once per battle. Also, in this form it should be noted that the Dragoon will take a heightened damage of two ranks from water based attacks.
Skill name: Death Ball (Please me more descriptive. This is their S Ranked skill.) Rank: S Limits: Must know Dragoon shield, must know dragonic spikes, must be Master rank Skill description: Combining the skills of Dragonic spikes and dragoon shield, the dragoon covers themselves in a gigantic spiked ball around six feet in diameter. They can then roll around, impaling and crushing anything that lies in their wake for five posts. This skill can only be used once a month IRL, due to the sheer destructive nature of it.
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Posted: Sun Sep 22, 2013 9:00 pm
Hiro Allday Errday razieltheprince ((I made many skills to be dragon dependent.)) Might of the Dragon Dragoon Skills
Skills list
Skill name: Beastial Leap Rank: E - C Skill description: This skill is the most basic and most used of the dragoon class. with it, the dragoon can close the distance between him and his target with rediculous ease and speed. for E ranked energy, they can leap a maximum of twenty feet, and that's from a standing position. At D rank, they can leap fifty feet. And at C rank, they can easily jump from mountain top to mountain top, as described in the class description.
Skill name: Telepathy Rank: E (Passive) Limits: Novice rank, must have aquired the dragon Skill description: As the name implies, it is a simple form of telepathy between you and your dragon. Thoughts, images, emotions, sounds... pretty much anything can be felt in this link, and it is a constant link. If the dragon is hurt, the dragoon can sense it, and vice versa. This however, also prevents the two from lying to each other, as they can see what the other is truly thinking.
Skill name: Aerial Launch Rank: E-C Limits: C ranked version requires adept rank. Skill description: One of the simplest skills of the Dragoon, by augmenting their legs with certain amounts of energy, they can jump several feet into the air, based on the amount of energy they use. At E rank the User can jump around twenty feet into the air, an impressive height indeed. at D rank, this jump is upgraded to around 50 feet. And at C rank the dragoon is said to have been able to jump as high as dragons can fly, easily overtaking the beasts in their own dominion.
Skill name: Dragon sight Rank: D Skill description: In order to use this skill, the Dragoon must be in close proximity with their dragon. Closing their eyes and establishing an even stronger mental link between themselves and the dragon, They can see the world as a dragon does. Upon opening their eyes, their pupils will be slitted like a reptiles and they will see beings by their heat signatures, not by sight alone. Useful against illusions, or people attempting to sneak up on them.
Skill name: Soft landing Rank: D (Passive) Skill description: A passive all dragoons must learn, as without learning this skill, when they performed their super high jumps they would simply splatter against the ground. Once this technique is learned the dragoon can survive falls from incredible distances.
Skill name: Dragon Heal Rank: D-S Limits: Can't be used on anything besides your dragon. Skill description: The Dragoon cares deeply about their dragon, and by the transferrence of their own energy they can heal their dragon. Damage healed is proportionate with the energy used. can only be used outside of battle. D rank: normal gashes and cuts C rank: Large gashes and cuts, as well as severed arteries. B rank: Broken bones of the dragon and non vital organs. A rank: Pretty much any organ besides their heart or brain S rank: Can regenerate a dragons limbs, though this costs SS ranked energy.
Skill name: Dragoon Breath Rank: C-A Limits: Novice rank Skill description: This attack is one of the first powerful techniques the dragoon will learn. Charging energy into their mouth, they will roar as a burst of energy is released from their mouth. The attack scales in power with rank, and different elements produce a different effect. The fire element is the classical flamethrower effect, but at B rank the flame is so concentrated it's more like a beam of heat that can melt steel. The wind element Blasts the opponent black with a huge blast of air. at B rank, this attack has cutting winds added with it, eviscerating the target as they are caught in the wind. The water element is much like an ice breath. This attack will freeze opponents if they are caught in the blast, although an opponent with a strength of a higher rank than yours can break free from this. At B rank, this has the added effect of sending icicles as large as daggers at the enemy, each icicle as strong as steel. The earth element sends a rediculous amount of rocks, mud, and debris flying at the target. If they are caught in the blast for the full duration, they will be buried underneath a s**t ton of earth and rocks. At B rank this earth hardens on contact, slowing the opponent from the added weight and making it much easier to cover them with the rest of this skill. For users with no element, this attack shoots out of their mouth in a wide crescent, widening largely as it leaves his mouth until it reaches it's maximum width of 5 feet. At B rank the crescents grow to a maximum of ten feet in length.
Skill name: Strength of the Dragon Rank: C Limits: Must have your dragon's consent to do this Skill description: By channeling a small amount of your dragon's energy (C rank) into your own body, your strength increases tremendously. (+1) At master rank, this boost is a (+2). It lasts for ten posts, and can only be used once per battle, as all Dragoons care for their dragons far too much to want to make themselves more powerful at the dragon's expense.
Skill name: Masterful dragon riding Rank: C (Passive) Limits: Adept rank; Dragon mount required Skill description: The dragoon must spend a considerable amount of time riding on their dragon, and must know how to ride on them from every single part of the dragon without falling off. This takes a considerable amount of time to do, but once accomplished the dragoon will be able to accomplish incredible feats, such as holding onto a single dragon spine with one hand while your dragon is in an upside down position mid flight, whilst still being able to use your weapon proficiently.
Skill name: Draconic Spikes Rank: C limits: Adept rank Skill description: The dragoon creates a bunch of sharpened spikes all over their body and armor, making close combat with them extremely deadly. The Dragoon in this stage will often times ram into anopponent in an attempt to impale them with the spikes, as they are basically a deadlier version of a porcupine in this stage. The spikes can puncture up to steel.
Skill name: Dragon Chomp Rank: B Skill description: Summoning gigantic dragon's head that covers the user's entire forearm, the user will attack the opponent. The dragon's mouth raches out past the users fist, giving this skill the range of a reasonable sized spear. The dragon's head will bite with the strength of the dragoon's actual dragon. lasts for 5 posts.
Skill name: Tail Launch Rank: B Limits: Adept rank, dragon mount required, Masterful dragon riding required Skill description: Jumping off of your mounted position and towards the back of your dragon, you catch yourself on the dragon's tail with one hand, holding your weapon with the other. The dragon then whips it's tail as hard as it can, sending you flying in the desired direction. When this skill is performed you are literally shot through the air faster than an arrow, your body covered by a veil of energy. Upon coming into contact with something you will more than likely pierce right through it. due to how fast you are going you can break barriers one rank higher than this skill.
Skill name: Dragoon Shield Rank: B - A Limits: Adept rank Skill description: The dragoon will curl into a ball, Enchanting their armor with a rediculous amount of energy. This skill will make their armor encase them literally into a perfect sphere shape, protecting them from all angles from attacks up to B rank. At Expert rank, this can successfully block A ranked attacks. Has a ten post cooldown.
Skill name: Rain of the Warrior Rank: A Skill description: This skill begins when the dragoon summons a large amount of spears made of raw energy into the sky. After this menial task is completed, They then launch all of the spears downwards onto the target, literally making a thick rain of spears land upon the opponent with a quick speed.
skill name: Death of The Tyrant Rank: A Limits: Must be within at least five feet of your dragon, expert rank required Skill Description: This is a skill that is meant to be used away from team members, as if any team members are near the target they will probably be killed. This skill is so odd, most dragon's and Dragoon's alike have no idea how the skill actually works. First, the dragoon will create a spear of pure energy, tossing it as hard as they can towards the target. The dragon will then breathe a gout of intense flames onto the spear, making it dissapear completely. For one post, the spear will be out of sight, and seemingly out of existence. However, the next post the spear will reappear around twenty feet in any direction of the user's choosing away from the target, going the exact same speed they originally threw it, still soaring towards the target. Once the spear impacts with something it explodes with the force similar to an artillery shell from a tank. If you use this skill within a twenty foot distance, it will still dissapear.
Skill name: Dovah Fusion Rank: S rank Limits: Sage Rank required Skill description: This is the pinnacle of Dragoon skills, and most Dragons and Dragoons alike revere this skill even more than the higher ranking skills in this style. To do this, the bond of Dragon and it's master must be strong; they must be completely in sync, as not being in sync will ultimately cause this skill to fail. Once the two understand this and sync their souls and energy pools, something amazing happens. The rider and dragon begin to glow brightly, so bright it isn't possibly to look at them directly. Once the glowing has stopped, something completely new is in place of the rider and dragon; a fusion of the two. They will have the scales and claws of a dragon, as well as the wings and teeth. Their eyes will take on the slitted aspect of the dragon, and they will now see in dragon vision passively. The scales are as defensive as the dragon's scales normally are. The most deadly aspect of this skill however is the fact that the Fused warrior now has the strength and speed that their dragon originally had. The dragoon is also considerably taller and heavier, about 7 and a half feet tall and twice as heavy as they originally were. However, this form only lasts a short 5 posts before the dragon and master revert to their original form. They then have a stat reduction of -1/-1 for a five post duration. This skill is limited to once per battle. Also, in this form it should be noted that the Dragoon will take a heightened damage of two ranks from water based attacks.
Skill name: Death Ball Rank: S Limits: Must know Dragoon shield, must know dragonic spikes, must be Master rank Skill description: Combining the skills of Dragonic spikes and dragoon shield, the dragoon covers themselves in a gigantic spiked ball around six feet in diameter made entirely of energy fortified dragon bone. This ball is very difficult to pierce or slice through, as it is a strong S ranked barrier, and after this metamorphasis is complete They can then roll around, impaling and crushing anything, may it be person, vehicle, etc. that lies in their wake for five posts. This skill can only be used once a month IRL, due to the sheer destructive nature of it. While in this form, the Dragoon's speed is the same that it normally is, so the big spiky ball of death can be potentially agile as well, depending on the user's speed.
better?
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Posted: Sun Sep 22, 2013 9:58 pm
razieltheprince Hiro Allday Errday razieltheprince ((I made many skills to be dragon dependent.)) Might of the Dragon Dragoon Skills
Skills list
Skill name: Beastial Leap Rank: E - C Skill description: This skill is the most basic and most used of the dragoon class. with it, the dragoon can close the distance between him and his target with rediculous ease and speed. for E ranked energy, they can leap a maximum of twenty feet, and that's from a standing position. At D rank, they can leap fifty feet. And at C rank, they can easily jump from mountain top to mountain top, as described in the class description.
Skill name: Telepathy Rank: E (Passive) Limits: Novice rank, must have aquired the dragon Skill description: As the name implies, it is a simple form of telepathy between you and your dragon. Thoughts, images, emotions, sounds... pretty much anything can be felt in this link, and it is a constant link. If the dragon is hurt, the dragoon can sense it, and vice versa. This however, also prevents the two from lying to each other, as they can see what the other is truly thinking.
Skill name: Aerial Launch Rank: E-C Limits: C ranked version requires adept rank. Skill description: One of the simplest skills of the Dragoon, by augmenting their legs with certain amounts of energy, they can jump several feet into the air, based on the amount of energy they use. At E rank the User can jump around twenty feet into the air, an impressive height indeed. at D rank, this jump is upgraded to around 50 feet. And at C rank the dragoon is said to have been able to jump as high as dragons can fly, easily overtaking the beasts in their own dominion.
Skill name: Dragon sight Rank: D Skill description: In order to use this skill, the Dragoon must be in close proximity with their dragon. Closing their eyes and establishing an even stronger mental link between themselves and the dragon, They can see the world as a dragon does. Upon opening their eyes, their pupils will be slitted like a reptiles and they will see beings by their heat signatures, not by sight alone. Useful against illusions, or people attempting to sneak up on them.
Skill name: Soft landing Rank: D (Passive) Skill description: A passive all dragoons must learn, as without learning this skill, when they performed their super high jumps they would simply splatter against the ground. Once this technique is learned the dragoon can survive falls from incredible distances.
Skill name: Dragon Heal Rank: D-S Limits: Can't be used on anything besides your dragon. Skill description: The Dragoon cares deeply about their dragon, and by the transferrence of their own energy they can heal their dragon. Damage healed is proportionate with the energy used. can only be used outside of battle. D rank: normal gashes and cuts C rank: Large gashes and cuts, as well as severed arteries. B rank: Broken bones of the dragon and non vital organs. A rank: Pretty much any organ besides their heart or brain S rank: Can regenerate a dragons limbs, though this costs SS ranked energy.
Skill name: Dragoon Breath Rank: C-A Limits: Novice rank Skill description: This attack is one of the first powerful techniques the dragoon will learn. Charging energy into their mouth, they will roar as a burst of energy is released from their mouth. The attack scales in power with rank, and different elements produce a different effect. The fire element is the classical flamethrower effect, but at B rank the flame is so concentrated it's more like a beam of heat that can melt steel. The wind element Blasts the opponent black with a huge blast of air. at B rank, this attack has cutting winds added with it, eviscerating the target as they are caught in the wind. The water element is much like an ice breath. This attack will freeze opponents if they are caught in the blast, although an opponent with a strength of a higher rank than yours can break free from this. At B rank, this has the added effect of sending icicles as large as daggers at the enemy, each icicle as strong as steel. The earth element sends a rediculous amount of rocks, mud, and debris flying at the target. If they are caught in the blast for the full duration, they will be buried underneath a s**t ton of earth and rocks. At B rank this earth hardens on contact, slowing the opponent from the added weight and making it much easier to cover them with the rest of this skill. For users with no element, this attack shoots out of their mouth in a wide crescent, widening largely as it leaves his mouth until it reaches it's maximum width of 5 feet. At B rank the crescents grow to a maximum of ten feet in length.
Skill name: Strength of the Dragon Rank: C Limits: Must have your dragon's consent to do this Skill description: By channeling a small amount of your dragon's energy (C rank) into your own body, your strength increases tremendously. (+1) At master rank, this boost is a (+2). It lasts for ten posts, and can only be used once per battle, as all Dragoons care for their dragons far too much to want to make themselves more powerful at the dragon's expense.
Skill name: Masterful dragon riding Rank: C (Passive) Limits: Adept rank; Dragon mount required Skill description: The dragoon must spend a considerable amount of time riding on their dragon, and must know how to ride on them from every single part of the dragon without falling off. This takes a considerable amount of time to do, but once accomplished the dragoon will be able to accomplish incredible feats, such as holding onto a single dragon spine with one hand while your dragon is in an upside down position mid flight, whilst still being able to use your weapon proficiently.
Skill name: Draconic Spikes Rank: C limits: Adept rank Skill description: The dragoon creates a bunch of sharpened spikes all over their body and armor, making close combat with them extremely deadly. The Dragoon in this stage will often times ram into anopponent in an attempt to impale them with the spikes, as they are basically a deadlier version of a porcupine in this stage. The spikes can puncture up to steel.
Skill name: Dragon Chomp Rank: B Skill description: Summoning gigantic dragon's head that covers the user's entire forearm, the user will attack the opponent. The dragon's mouth raches out past the users fist, giving this skill the range of a reasonable sized spear. The dragon's head will bite with the strength of the dragoon's actual dragon. lasts for 5 posts.
Skill name: Tail Launch Rank: B Limits: Adept rank, dragon mount required, Masterful dragon riding required Skill description: Jumping off of your mounted position and towards the back of your dragon, you catch yourself on the dragon's tail with one hand, holding your weapon with the other. The dragon then whips it's tail as hard as it can, sending you flying in the desired direction. When this skill is performed you are literally shot through the air faster than an arrow, your body covered by a veil of energy. Upon coming into contact with something you will more than likely pierce right through it. due to how fast you are going you can break barriers one rank higher than this skill.
Skill name: Dragoon Shield Rank: B - A Limits: Adept rank Skill description: The dragoon will curl into a ball, Enchanting their armor with a rediculous amount of energy. This skill will make their armor encase them literally into a perfect sphere shape, protecting them from all angles from attacks up to B rank. At Expert rank, this can successfully block A ranked attacks. Has a ten post cooldown.
Skill name: Rain of the Warrior Rank: A Skill description: This skill begins when the dragoon summons a large amount of spears made of raw energy into the sky. After this menial task is completed, They then launch all of the spears downwards onto the target, literally making a thick rain of spears land upon the opponent with a quick speed.
skill name: Death of The Tyrant Rank: A Limits: Must be within at least five feet of your dragon, expert rank required Skill Description: This is a skill that is meant to be used away from team members, as if any team members are near the target they will probably be killed. This skill is so odd, most dragon's and Dragoon's alike have no idea how the skill actually works. First, the dragoon will create a spear of pure energy, tossing it as hard as they can towards the target. The dragon will then breathe a gout of intense flames onto the spear, making it dissapear completely. For one post, the spear will be out of sight, and seemingly out of existence. However, the next post the spear will reappear around twenty feet in any direction of the user's choosing away from the target, going the exact same speed they originally threw it, still soaring towards the target. Once the spear impacts with something it explodes with the force similar to an artillery shell from a tank. If you use this skill within a twenty foot distance, it will still dissapear.
Skill name: Dovah Fusion Rank: S rank Limits: Sage Rank required Skill description: This is the pinnacle of Dragoon skills, and most Dragons and Dragoons alike revere this skill even more than the higher ranking skills in this style. To do this, the bond of Dragon and it's master must be strong; they must be completely in sync, as not being in sync will ultimately cause this skill to fail. Once the two understand this and sync their souls and energy pools, something amazing happens. The rider and dragon begin to glow brightly, so bright it isn't possibly to look at them directly. Once the glowing has stopped, something completely new is in place of the rider and dragon; a fusion of the two. They will have the scales and claws of a dragon, as well as the wings and teeth. Their eyes will take on the slitted aspect of the dragon, and they will now see in dragon vision passively. The scales are as defensive as the dragon's scales normally are. The most deadly aspect of this skill however is the fact that the Fused warrior now has the strength and speed that their dragon originally had. The dragoon is also considerably taller and heavier, about 7 and a half feet tall and twice as heavy as they originally were. However, this form only lasts a short 5 posts before the dragon and master revert to their original form. They then have a stat reduction of -1/-1 for a five post duration. This skill is limited to once per battle. Also, in this form it should be noted that the Dragoon will take a heightened damage of two ranks from water based attacks.
Skill name: Death Ball Rank: S Limits: Must know Dragoon shield, must know dragonic spikes, must be Master rank Skill description: Combining the skills of Dragonic spikes and dragoon shield, the dragoon covers themselves in a gigantic spiked ball around six feet in diameter made entirely of energy fortified dragon bone. This ball is very difficult to pierce or slice through, as it is a strong S ranked barrier, and after this metamorphasis is complete They can then roll around, impaling and crushing anything, may it be person, vehicle, etc. that lies in their wake for five posts. This skill can only be used once a month IRL, due to the sheer destructive nature of it. While in this form, the Dragoon's speed is the same that it normally is, so the big spiky ball of death can be potentially agile as well, depending on the user's speed.
better? It's good. Approved.
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Posted: Fri Sep 27, 2013 6:56 am
xxxxxxxxxxBANSHEE [ Back from hell. ]
xxxxxHISTORY The Banshee, the most bizarre and malicious of all races. They're a race of ghost people, only extremely rarely seen in Axiom. Whether this is because there are few of them, or because they're elusive, is unknown. The banshee themselves are all women. They were young ladies in life, beautiful and wealthy. The way in which they were created, though, was quite horrific. It was the work of a completely psychotic princess of Fraxen, younger sister to Judie. She invited all of the noble ladies of the city to a great ball, where she unleashed the might of her witchcraft and murdered all of them, for what seemed to be no reason. The spell was so wretched that it unleashed demons into the city, who ripped out the souls from the girls and turned them into monsters. They were tormented for hundreds of years until finally, they became what they are now.
There are thousands of Banshee in the world, but only very few of them even know it. Banshee possess little girls when they're born, and over the course of a few months, completely lose all of their memory of what and who they are. They simply become that girl for the rest of their lives, but some of the girls eventually, by a stroke of fate, learn their true identity. They realize that they're not human, and that they're not really alive either. This is when a Banshee must decide; life or death? Good or evil? There's a clear distinction between the Banshee that make this choice.
xxxxxDESCRIPTION Most Banshee are evil. They're malevolent, jealous, hateful monsters. They're very high class, requiring the expensive and glamorous lifestyle of a noble or a princess. They will never possess the body of someone who is poor, or is from too humble a family. They're also very easy to scare, as they sort of face relapses when something potentially terrifying happens. Their first reaction is to scream as loud as possible, a wailing screech that projects their fear into other people, causing panic and depression. Even the banshee that haven't yet learned themselves are like this, meaning raising a banshee child (especially a baby) is absolutely dreadful. Many parents of banshee children kill themselves, or even kill the baby. They slowly degrade their parents' mental state with each scream, breaking them piece by piece.
When banshee are teenagers, they want everything. They want all the boys (or girls), the clothes, the fame. They become extremely jealous and conniving if they find competition, and some of them have been known to resort to bloody murder. Yes, the banshee are an extremely wicked race of petty people, very similar to the sin Envy. However, some of them, when they learn of themselves -- they can change. They can become good, even though they fight their nature at every turn.
In terms of combat potential, the Banshee are very strong. They use their screams to inflict mental and physical decay on the opponent, wearing them down as the fights continue. People of weak mind can be decimated by the Banshee. Races with enhanced hearing can literally be driven to the brink of deafness by these creatures, as their screams are extremely high-pitched and noisy. Their screams also decrease the quickness and the strength of people, making them some of the best saboteurs and de-buffers in the world.
xxxxxSTRENGTHS • The banshee possess the ability to decrease the stats of all enemies with their screams, as well as terrify them. Their screams are so loud that even wearing ear plugs won't tune them out. • It's almost impossible to truly kill a Banshee, unless you're a cleric, paladin or nephilim. They can simply possess another girl. However, they lose two ranks if they do this, and cannot come back for a week after their death. • The banshee are very fast, possessing 4/7 stats.
xxxxxWEAKNESS • They are vulnerable to holy attacks, which will do +1 rank in damage to them. Holy attacks literally damage their soul, and impact with a very powerful holy spell will evaporate their essence, preventing them from ever coming back to life. Damage done to the soul can be repaired with time, but too much will kill you. • You have to scream in order to do anything, and usually, the enemy has to hear your scream. To clarify, however: your screams are magical, and they can be heard from pretty far away, and even inside of barriers and whatnot. But, skills that completely silence the area will make you almost useless, except for some of your abilities. Also, if you can't open your mouth or make noise (for ex, if your tongue has been cut off), you are not in the position to really do much.
xxxxxPASSIVE ABILITIES • Wail of Doom The Banshee never lose their breath, and can literally scream for several hours without stopping. This scream is so loud and irritating that most people lose the will to even get near them, let alone fight them. Furthermore, beside its concentration-hurting abilities, it decreases the speed of foes by 1.
• Wail of Dread This is basically the wail of doom, but you can change the pitch to have a different effect on foes than decreasing their speed by 1. Instead, it will increase the energy cost of all their skills by 33%. Doom and dread cannot be active at the same time.
It should be noted that Doom and Dread's pitch can be activated at the same time as non-passive screams, meaning they aren't cut out when using another scream.
xxxxxTECHNIQUES • Scream of Discord C A scream amplified by magic, the Banshee will begin to wail uncontrollably, as they always do. The result is quite amazing. Objects and spells of C rank and below will be unable to get within ten feet of you, and will disassemble, being annihilated by the wailing sound. Enemies who try and enter your little bubble of screaming will be able to, but will have their skin dug into and bruises, as well as cuts, will begin to appear on their body.
• Heartbreaker C The first in their fear-inducing screams. This wail will hurt the concentration and capability of a foe, increasing the charge time of one skill by an extra post, though they will be able to move that post. This can be done on an attack that was supposed to be unleashed the last post, forcing them to hold off on it. It can only be done once every other post, and can serve to pin down an enemy, delaying them from using a defense or offense that would either save themselves or kill you.
• Scream of Decay B Scream of decay will effect up to two foes at once, and doesn't need to be used twice to effect both of them. This horrific wail decreases strength by two and speed by one, greatly weakening an enemy. It lasts for six posts, but can be used again after it ends. Used with Wail of Doom, this is highly potent, especially for its low cost. It also has the added effect of making an enemy feel nauseous.
• Mist Form B This can only be done once a fight. It will turn you into a steaming hunk of ghostly mist, which is invulnerable to all forms of damage from any source. This form is as quick as your regular form, and lasts for about fifteen seconds. It can split up into three, making it almost impossible to find the Banshee's real body within the mist. During this time, you regenerate light wounds, making it perfect for dodging/recuperating your strength. This can be done quite instantly, meaning it will protect you from pretty much everything. The only thing that can stop a banshee from using mist form is by attacking her without her noticing, at least until the blow hits.
• Song of Terror A A horrible wail, the song of terror can be used to one of three effects, depending: #1 - Stop an enemy from healing. If they continue to try and heal, their healing spell will instead reverse, inflicting damage. This can actually outright kill someone, if their healing spell is strong enough. This lasts for three posts. #2 - Force one summon to flee for 2 posts. This can only activate on up to two summons at a time, and must be re-used; one scream can't effect two. #3 - Hurt the mental state of a foe. This will make them more vulnerable to your screams for a while. Scream of Discord will increase to B rank in strength (but not cost), Scream of Decay will decrease speed by 2 instead of 1, and Heartbreaker can activate once every post rather than every other. This lasts for 4 posts.
• Wail of Freedom S One of the few screams that effects only yourself. This wailing song will allow you to unleash the power of your ghostly essence. You will become a real banshee, for a while, rather than a human vessel with a banshee spirit. Your hair will grow extremely long, skin a ghostly pale. Your bangs will cover your eyes, though it doesn't matter. First of all, you gain the ability to scout the area by using screams, even if your screaming is muffled. The sonic waves will be able to perfectly scout the area, detecting movement and energy perfectly. This form is obviously extremely perceptive.
Second of all, your wails of doom and dread will both activate at the same time, their abilities stacking. Third, your speed will increase by +2. Finally, Mist Form can be used a second time, even if this form ends before you use it. This form lasts for six posts, and can only be done once a battle.
• My Voice SS The final, and most horrific scream. This one is completely combative. Anyone who hears this scream will be whittled away, lightly slashed at, beaten, jabbed, whipped. For as long as you hear this scream, attacks will endlessly come after your body, ripping you apart. However, the Voice will almost never do enough damage to outright kill someone. The song ends after one post. All enemies who hear it, though, will most likely be facing horrible wounds. If they were already heavily damaged before, they may die. The best thing to do when you hear the song begin is just run. It requires two posts of charging, but you can move while you charge it. Song of Terror cannot be used for 3 posts after this ability is used.
xxxxxADDITIONAL COMMENTS A spirit that walks among the lifeless, She dost wail a cacophony of inescapable sound, She warns impending death among the damned, A lustrious figment of air that truly was never there, A screeching monster, need not warn me of death, Death resides in my shadow, always near enough to touch, , So wail Banshee, and warn me of what already was to be.
xxxxxRESTRICTIONS/RULES • Banshee, like djinn, are gender restrictive. You may only be a banshee if you are female. • Banshee songs only effect enemies. • Banshee have different anatomy than regular humans, differentiations in their vocal chords that allow them to scream endlessly, and create multiple pitches at once. • The wind element won't amplify your screams, and your screams won't amplify the wind element. However, you may make a talent that does this.
[ Bloodline created by Shane ]
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Posted: Sat Nov 16, 2013 4:04 pm
Soothsayer Class The Oracles are the mystery of the classes. They can take you on up close or from far away though this should be enough for you to take them seriously. Their knowledge, words, and even their own specialized Weapon can be dangerous. +0/+4 Strengths- The fastest of attack of all classes. - They have a large variety of skills compared to most, all depending on their luck. - Fast thoughts: You think faster than others, thus allowing you to strike much faster with your own little variety of surprises. - No Holding Back: As stated, you can let loose a storm of attacks without yourself getting weary. - Words of Power: Just speaking your mind and thoughts activate something inside of you. This can be used as a force of nature, the subtlety of deceit, or fake out of an escape. - The Numbers Game: You can take on armies if you get the right chance. - You can learn two elements instead of one right at the start. Weaknesses- No weapons, you are just someone who is smart, you have no need for such drivelry. - No armor, you have no need for something that would slow you down. This makes you heavily supsceptible to damage and thus you are easily knock outable. - Can only Sub-class to Mages - Words of Power Pt. II: While you may affect your enemies, you can also effect your allies with your voice. - All of this Class' skills require a chance(Number Pick) - You can only use once skill per post, no stacking skills or using multi-skills. - Only 1 Hand to Hand Fighting Style allowed. - You have to carry a book with you everywhere, for it is your knowledge. - All your tarot summons only last for 3 posts unless stated otherwise. Soothsayer Skill
Words of Power: Rank: Passive Requires: Rank Equivalent Description: The user learns the stance of which their words have as much power as an earthquake, with the cunning to cut through armor. The user is able to persuade any NPC into doing most of the things. Once such word is being let go, but the user will have to rely on their logic, and the foolishness of the guard. (Roll a d20: 1 is a found out lie, 2-10 caught and failed, 11-19 is a success, 20 makes the guard your temporary ally)
Wand: Rank: E-A E to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-14 to decide the following effects. The higher the number, the more energy required, but the stronger the skill gets. All of them vanish after they reach a limit. ((Trainees can only start at 1-5 in a number generator)) E Energy 1: Summons up a single wand as it aims at the foe and shoots off a single fireball. 2: Summons up two wands as they aim at two foes, one shooting off a ball of fire while the other shoots off a bolt of ice. D Energy 3: Summons up 3 wands as they form a triangle before the user and become a levitating shield for a single post. They can block all kinds of elemental attacks of D rank or lower or can be used to project a triangle beam at their foe. Lasts for 2 posts. 4: Summons up 4 wands as they form a diamond before the user and become a levitating turret. Lasts for 2 posts as it fires off a spinning whirl of physical power. Holds a total of two whirl shots, only one firing per post it lasts. 5: Summons up 5 wands that become a spinning whirlwind, creating an instance shield that covers the user. Protects them the entire time until hit by a skill of D power, disrupting the shield, but protecting the user. Skills C or higher break through and harm the user in question of the attack. C Energy/Requires Novice Level to access 6: Summons up a long wand, consisting of six wands being infused into the skill. They can be shot off like magical bolts, physically hurting the enemy in question until all 6 have been fired. The user can create a ring around them instead of a long wand, protecting them from having enemies getting too close to them. 7: Rains 7 wands down onto the field, landing in a V-shape style. This creates an electrical field on the floor as it shocks those who step on it, or those who were caught in it. No damage done, but it stuns for a single post. 8: Summons up 8 wands, surrounding the left hand of the user while they hold their book on their right hand. The user can fire off 8 wands as they form a small wand cannon around the user's hand. Once all 8 have been shot, one comes back to the user's hand and restores 10 energy to him. 9: Summons up 9 wands in total that surround the user in a circle, creating a beam of light that can withstand a C-rank magic attack. Lasts until it's broken by three C ranked Elemental attacks. 10: Summons up 10 wands that form a shield before the user. It takes a while for all 10 to appear and make a shield, but it creates a small shield that can last 10 hits from anything, but the user must keep their focus on this shield, and will not be able to use anything else. B Energy: 11: Summons up a female with a wand that fights beside the user for 3 posts, but the user is unable to use any other summoning tricks of their class. The female heals them of minor wounds until they vanish from the time limit. 12: Summons up a knight with a long wand in their hand, floating around as a familiar. They aim to protect the user of them by firing off 6 wands from their long wand. Once it is out, they vanish, same rules apply though, the user cannot summon another one. A Energy Requires Adept to Access 13: Summons the Queen of Wands as she stands tall and behind the user, constantly firing off blasts of fire balls. She requires a constant roll of a d6 to remain on the area, if it hits 1-3, she will vanish. 14: Summons the King of Wands as he appears for one post and summons down a rain of Ice, Fire, and Lightning bolts. Though the pattern is off, the enemies have to roll a d10, anything higher than a 4 is a dodge of the strike. This lasts only the post the man was summoned.
Chalice: Rank: E-A E to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-14 to decide the following effects. The higher the number, the more energy required, but the stronger the skill gets. All of them vanish after they reach a limit. ((Trainees can only start at 1-5 in a number generator)) E Energy 1: Summons up a hole in the ground, big enough for a body, but deep enough where it requires the user to climb out. 2: Summons two holes, one on the ground and one in the air pointing onto a flat surface. Those who fall through, will end up falling through the aerial hole onto the floor. D Energy 3: Summons a large hole behind the user, allowing them to enter it while two more holes appear in the air and on the ground. The user will pop out of the ground while his book falls out of the sky's hole back to him. 4: Summons two pairs of holes, one beside the user as three appear beside the enemy, one at each side and one at behind. The user can punch the enemy through one of the holes to force them into another hole, shooting them out through the back hole. 5: The user summons up 5 holes in the air, summoning gusts of wind out to disrupt the enemies in the sky, and blowing back their foes. While this does no damage, it helps in playing keep away as they vanish instantly after the small gust of wind. C Energy/Requires Novice Level to access 6: The user creates a large ring in the air before bringing it down on their foe, transporting them high into the air. It drops them down to the floor behind the user, and can be used on multiple enemies if the hole is big enough. 7: The user summons up 7 holes, three on the ground, and 4 in the air. The enemy must roll a d6 when they enter a hole on the ground or the air. If they roll a 6, they will reach the portal near the user, but any other number sends them to another part of the area. 8: The user conjures up two large portals and slams them both down on him and his foes, switching places of him and the rest of the group. This also brings any objects in the vincinity with the user or the foes to confuse them on their placement. 9: The user conjures up a bracelet to equip onto their left hand. A single punch creates one of 9 portals, or can be used to punch the foe to send them into another portal to send them away. 10: The user conjures up 5 holes onto the ground and 5 holes in the air, making it hard to reach him for close range, even magic can go through this level of holes now, sending them elsewhere. B Energy 11: Summons up a maid wearing a star robe, creating 3 portals around her master before she vanishes. The three portals are not connected, and instead send people to 8 other locations. Gunslingers can see where these portals can send them and are able to avoid them with ease. 12: Summons a Knight weilding a celestial blade. The man will slash at foes and send them into a break dimension before they appear elsewhere in a split second to them, but longer in the real world. A Energy Requires Adept to Access 13: The user conjures up the queen of portals, switching places of all her foes, and dressing them up in eachother's clothing for cosmetic change. 14: The user summons up a maze of portals that lasts for 4 posts, the walls consisting of only portals as does the ceiling. The floor is safe to walk on, but this is a maze of portals, meaning one can get lost, or stuck elsewhere. Going through any of these portals sends the foe back to the start of the maze.
Pentacles: Rank: E-A E to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-14 to decide the following effects. The higher the number, the more energy required, but the stronger the skill gets. All of them vanish after they reach a limit. ((Trainees can only start at 1-5 in a number generator)) E Energy 1: Summons up a single pentacle before the user, merely as a wind guard as it pushes forward with air if stricken by a physical blow. 2: Summons up two pentacles as the user flings them both like discs towards their opponents. They release a windful impact to those it hits, but does no damage, merely pushes them away. D Energy 3: The user summons up three pentacles as they create a reflective surface, protecting the user from elemental attacks. 4: The user summons up four pentacles as they break apart into two pieces each, firing off at their foe to send them flying back with some cuts now. 5: The user summons up to 5 pentacles as they form one large pentacle as it spins, creating a whirlwind forward tornado that sends their foes away as quickly as it can. C Energy/Requires Novice Level to access 6: Summons up three large pentacles in the sky as they each shoot one pentacle down at their foes. Until all 6 have been shot, two per pentacle. 7: The user summoned up a bracelet to summon up 7 pentacles at will. The bracelet lasts for 4 posts and the 7 pentacles are used to create a reflective shield before the user. Very effective against beam attacks as it rebounds it all towards the source as a much powerful Laser. 8: The user places 4 pentacles onto the ground while four pentacles hover above him. They create a small wind that sends the foe up into the air slightly, to put them out of balance. The ones above the user's head turn into the element themselves to strike out with. 9: The user summons up three larger pentacles into the sky like in the Six of Pentacles, but instead shoot up to 9 times, three per pentacle now. 10: Summons up a coin purse for the user, with 10 pentacle coins inside. The user may throw all of them out as they roll onto the ground, getting bigger as they continue to roll on. B Energy: 11: Summons the valet of Pentacles as he is equipped with the Ten of Pentacles to aid in running foes away. 12: Summons the Knight of Pentacles as she is equipped with a pentacle covered blade. Her slashes, shoot out pentacle coins out to pelt her foes about 6 times per coin. A Energy Requires Adept to Access 13: Summons the Queen of pentacles as she raises her hand and makes it rain storming coins, all super heated now due to the descent. 14: Summons the small King of pentacles as he rants and raves for a moment before healing the user in the next post.
Epée Rank: E-A E to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-14 to decide the following effects. The higher the number, the more energy required, but the stronger the skill gets. All of them vanish after they reach a limit. ((Trainees can only start at 1-5 in a number generator)) E Energy 1: The user summons a single rapier before thrusting it out into the air towards their foe, a small stab technique. 2: The user summons two rapiers before going for a cross slash in dual X formations. D Energy 3: The user summons three rapiers into the air as they charge in to stab at their foe's neck quickly. 4: The user summons four rapiers around him as they all charge in towards the center to stab the chest of their foe quickly. 5: The user summons up to 5 rapiers around them as they each shoot out at once towards the foe in the next post one at a time. C Energy/Requires Novice Level to access 6: The user summons 6 rapiers as they spin around them quickly, not going anywhere as they keep spinning for the next 2 posts. 7: The user summons 5 rapiers before them before summoning the next two. They each have a rose at the tip that dies in the next post, causing a small burst from each of the rapiers. 8: The user claps their hands before them as they summon 8 rapiers around him. They all shoot out in a random direction, piercing the foes around him. 9: The user summons a bow in their hand as they get a quiver of 9 rapiers on their back. They can shoot them one at a time, two at a time, or three at a time. This can last up to 7 posts before it vanishes. 10: The user summons down a rain of 10 rapiers, one at a time down onto the foe as it happens in a single post. They stick to one spot, so it is easily avoidable. B Energy: Adept Required 11: Summons up two valets of Epées as they charge in one at a time towards the foe for a bop on the foe's head. They return to the user's sides as guides and act upon an enemy's hostile movements. 12: Summons up the Knight of Epées, but instead of wielding a rapier, he wields a sword in his name as he gets ready to fight. He lasts for 3 posts, and stays with the user at the time of his summon. He uses Cross Slash with the single sword, making it quite unorthadox. A Energy Requires Expert to Access 13: Summons up the Queen of Epées as she requires a charge post first. In the next post, if she isn't interrupted, she summons down a storm of blades onto the field before her, reaching 30 yards from where she stands. 14: Summons up a King before the user, as he stares at the foes with a dark grimace. In the next moment, he charges, splitting into 14 versions of himself as they all charge for a stab. This doesn't hurt physically, but it hurts mentally.
Magician/Hangman Rank: D or B D to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, D Energy: 1: Magician: Your voice twists the world around you, creating a psycho-like barrier of seals. While it may seem it protects the user, it does not block, but intimidates the foes as it shoots various elemental missiles all over the place. B Energy: 2: Hangman: The user draws the hangman card and throws it out from the book. The card turns into a noose as it tries to grab onto the enemy's neck. This is a simple rope, lined with ice-energy to keep it immune from fire. But this can be diced to bits even when it grabs ahold of either a neck or a ligament. The ice works as an anesthetic to numbness on where it grabs, the neck being the worse.
Strength/Fool: Rank: D or B D to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, D Energy: 1: Strength: The user gives up their own strength, going down to 1 point of strength to weaken a foe's own strength by 5 points. Their reduction lasts for only 3 posts, but the user's reduction lasts for 6 posts, making them highly vulnerable if they aren't fast. B Energy: 2: The Fool: The user is inflicted with Energy Zero for 4 posts, but all skills D and below are free to use.until the three posts are up. The user is then given back full energy, but all skills now cost double for 4 posts.
Judgement/World: Rank: C or A C to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, C Energy: 1: The World: The user summons up a small gravitational ball 5 yards away from the user. It pulls in anything except the user towards it before rupturing and sending everything in to be sent flying away. People hit by this before the suction can be compressed badly before being released. A Energy: 2: Judgement: The user begins to condense energy into the card of Judgement as it begins to glow. Slowly the energy begins to build up at a violent rate before being released at the foes in a shotgun like style before they all fire forward.
Sun/Moon: Rank: C or A B to Learn Requires: Words of Power, Energy, Luck Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, C Energy: 1: The Moon: Inflicts blindness on the foe that lasts for 3 posts while the user gains a speed boost. The user is capable of summoning a small light in a pitch black sky, mimicking the moon's own light. A Energy: 2: The Sun: Inflicts blindness and searing pain on the foe for 5 posts. The user gains flame resistance for 5 minutes(2 posts) and a small boost to their strength. The strength boost lasts for 2 posts as well, but also engulfs the entire user in flames.
High Priestess/Empress/Emperor/Heirophant: Rank: D-A B to learn Requires: Words of Power, Energy, Luck, Adept Description: Random number, generate between 1-4 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, D Energy: 1: High Priestess: Summons up a black ball of fire as it causes small corrosion for a single post. Body parts turn pitch black when effected by the flames of the high priestess ability. C Energy: 2: Emperor: Summons up a white ball of fire as it causes a forceful impact burst. Body parts effected by this skill can be broken on impact of the attack. B Energy: 3: Heirophant: Summons up a crown ring, maxed out at 8 crown rings, upon a hostile enemy's skull. Once effected, the enemy becomes peaceful and memory dulled, making them technical vessels. A Energy: 4: Empress: The user generates a small bubble around oneself while the coloring shifts from clear to green. It becomes a toxic bubble that can harm those who touch it, or can be used to gas up on the inside.
Lovers/Devil: Rank: B or A B to Learn Requires: Words of Power, Energy, Luck, Adept Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, B Energy: 1: The Lovers: A dual barrier appears around the user, but with a dual effect, keeping the user in a single place, but keeps attacks up to B rank out up to 6 hits. The user is unable to attack from the inside except using the basic techniques up to the number 5 amount. A Energy: 2: The Devil: The user is inflicted with half health for the rest of the fight, but gains double damage for their basic rank techniques.
Hermit/Chariot: Rank: C or A B to Learn Requires: Words of Power, Energy, Luck, Adept Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, C Energy: 1: The Chariot: A quick dash technique as it summons up a spike shield before the user. They slowly float up with the shield till their feet are off the ground before they dash through the air towards the foe. On connection, there is a chance to impale foes, most of the time it just knocks them away. A Energy: 2: The Hermit: Summons up a shelled man in the air before he pulls out a clock that swings back and forth. For 2 posts, everyone is inflicted with forced slumber and cannot make a move besides the user. They are able to stay awake but can only use the pentacle technique.
Death/Temperance: Rank: A or S A to Learn Requires: Words of Power, Energy, Luck, Expert Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, A Energy: 1: Temperance: An attack of all four elements that come one after another, beginning with a strong gust of wind to blow their foes away. Those who aren't able to comprehend the wind will end up being sent into a stone wall that locks them in place with stone vices. The technique continues with searing heat emanating from the earthy wall and stonr vices to continue the damage. Soon, the heated earth becomes quickly chilled with an eruption of water, causing a small explosion to send the foes away. S Energy: 2: Death: Death appears and slashes forward with his scythe while the hood keeps his skeletal skull out of sight. If the slash connects, all those struck by the blade will be put on the verge of death. This can be used against the used by the effects of a full body mirror as Death has no reflection. The user will be sent flying back and put under a doom timer, lasting for 4 posts.as any attacks deal double damage to the user.
Wheel of Fortune/Tower: Rank: C or D A to Learn Requires: Words of Power, Energy, Luck, Expert Description: Random number, generate between 1-2 to decide the following effects. Whatever it lands on, you are to make sure you know the effects are, for they could be good, or bad, C Energy: 1: Tower: Summons up a large energy shield that proves to be impenetrable by any physical technique. Any physical attacks that come in contact with this tower are immediately absorbed and pushes back the foe that attacked with it. D Energy: 2: Wheel of Fortune: Summons up a large energy shield that proves to be impenetrable by any magical technique. Any energy attacks that come in contact with this tower are immediately absorbed and pushes back the foe that attacked with it.
Justice: Rank: S Requires: Words of Power, Energy, Luck, Master Description: Roll a d100 5 times, 5 effects will happen when the rolls are done, but it depends on what the roll is in during the 10s area. All the effects last for 7 posts unless stated otherwise. 1-10: Creates a black sludge rain down onto the area, causing slowed movements and forced rests. 11-20: The floor turns into ice, nullifying any speed skills due to the lack of traction for the running. 21-30: Blindness is inflicted on everyone that lasts for 5 posts before their vision finally fades back into view. 31-40: Summons up a rain of various weapons, over half being arrows and shurikens rigged with explosions. Battle Axes, Greatswords, and poisoned needles are rare occurrences. 41-50: Turns the air around the foes into hot air, slowly engulfing places on the foe's body on fire. 51-60: Summons up bubbles of pure water into the air, 25 ranging from big to small, big enough to engulf a whole body, including a full-grown dragon. Small ones can engulf single body parts. 61-70: An electrical storm occurs, striking towards the foes quickly before vanishing after loosing 3 charges. 71-80: No reason at all, everyone is oiled up completely, making balance for walking impossible. 81-90: Everyone is sent flying due to explosions occurring near them. 91-100: Everyone is inflicted with the doom effect, allowing double damage from all skills to occur.
Interject: Skills below can only be learned by training underneath Tempest Azura
That is Enough!: Rank: A Requires: Words of Power, Energy, Luck, Master Description: The user yells, with all their might to create visible soundwaves that travel before them. It spreads out slowly, creating a visible light blue area as it travels, and when it echos, the sounds can travel even longer. The user can only use this skill once per month, both in rp and in real life. Those caught in the light blue area are slowed down, cutting speed and strength in half. The user can be effected, but only decreased in speed by 2 points, allowing them to move normally amongst the others. This effect lasts for 4 posts on each person that has been effected by it. The skill spread stops after going 30 yards, even with all the echoing.
Objection!: Rank: B Requires: Words of Power, Energy, Luck, Expert Description: The user yells Objection, with all their might to create visible soundwaves that travel before them. It spreads out slowly, creating ripples in the air, breaking glasses and breaking wood as it goes through. The skill spread stops after going 30 yards, even with all the echoing. The shout sends those it effects backwards and then down to the ground. The user is not effected by this skill due to them being the source of the shout.
Story of the Darkness: Rank: SS Requires: Words of Power, Energy, Luck, Sage Description: The user opens up their book and reads up on the Story of the darkness. This projects a field of darkness around the user that is complete at a 15 yard radius after a post of reading, those who hear it are slowly sunk into the dark field and transported to a field of black grass and permanent sunset-type sky. They will then have to take down a mimic of a 100ft Iron Golem as it attacks them. They have to take down the golem within a 6 post effect range on each of the people who hear the story. Once the story is done, the user will close the book, jettisoning the captured people out of the ground back into the real world, dealing A ranked damage from the forceful ejection. Those with the ability to fly are immune.
Story of Light: Rank: SS Requires: Words of Power, Energy, Luck, Sage Description: The user opens up their book and reads up on the Story of the Light. This projects a field of bright light around the user that is complete at a 15 yard radius after a post of reading, those who hear it are slowly levitated up above the light field and transported to a field of blue grass and permanent green sky. They have to take down a Dragon and its Rider within a 7 post effect range on each of the people who hear the Story. Once the story is done, the user will close the book, jettisoning the captured people out of the air back into the ground of the real world, dealing A ranked damage from the forceful ejection. Those with the ability to stop a fall or are able to land on their hands and feet like a cat sustain no damage.
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Posted: Sun Nov 17, 2013 4:45 am
Gonna have to stop you there real quick, tricksters CANNOT Sub-class. Like Drgoons, that is the cost for the fact they are THE fastest class"
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Posted: Sun Nov 17, 2013 11:46 am
Super_X_Kami_X _Guru Gonna have to stop you there real quick, tricksters CANNOT Sub-class. Like Drgoons, that is the cost for the fact they are THE fastest class" Okay, thanks for the headsup.
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