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Posted: Sat Oct 01, 2011 11:00 am
xxxxxxxxxxWHITE NIGHTMARE [ We are never nude. ]
xxxxxHISTORY The people with the White Nightmare bloodline were the ones called upon by Narathos to be his army. They were also known as the Legendary Clothwarriors. Originally these people came at the thousands but Narathos either lead them to their deaths or killed them himself.
xxxxxDESCRIPTION The White Nightmares are a subspecies of the Elves that had the inherent ability to control the special cloths they wove.
xxxxxSTRENGTHS • One of the fastest bloodlines, without speed modifiers. • Cloth is extremely durable, yet soft to the touch. Only skills of higher rank can tear at the cloth. A sword can not simply cut through it. • The Nightmares can walk straight through their own durable cloth, yet other's can't. • Seemingly never ending cloth. At Master rank, a full blooded Nightmare can literally produce cloth in their body, letting it roll down from their sleeves when they need it. • Though the skills are not powerful alone they are easily combined with other skills with some imagination.
xxxxxWEAKNESS • Even if they create a defense with the, cloth it can be set on fire by fire skills of equal rank to the skill. • Most skills are high ranked. • Bloodline only activates at Novice Rank.
xxxxxPASSIVE ABILITIES • Cloth Manipulation Whether they are in or out of battle, the Nightmares can manipulate their cloth to do various things for no energy. Such can include wrapping around a foot (though in these instances, it can simply be cut) or anything that seems appropriate. Only those of this bloodline gain this passive meaning Hybrids can't use this.
xxxxxTECHNIQUES • Cloth Spear D This technique is incredibly similar to the Bladed Cloth technique. This one though, creates a spear. This technique is more useful than the sword version in that nearly any piece of cloth can be used in this technique, as they are just rolled into a tube. Both ends of the spear are sharpened to the point where they can puncture flesh and pierce through wood.
• Cloth Whip D No folding is necessary for this skill, the user just has to insert their energy into the cloth and it will be ready to act as a normal 10 foot leather whip. It can bind, be set on fire, and you can even use it to wrap it around the legs of people and make them fall.
• Cloth Bugs C The bugs vary to the users desire, this is done by simply inserting the users energy into the cloth and 'willing' it to change. They can summon 5 cloth bees which are very small and will sting the opponent, 20 mosquitoes that will fly toward the opponent and bite them, or two venomous jumping spiders that will bite the opponent and insert a weak venom made by the users energy, however this 'venom' is just a result of two energies clashing. The 'venom' will numb the hands of the opponent, making hand to hand combat difficult unless footwork is being used.
• Snake Cloth C By focusing their energy into their cloth, the user will manipulate their cloth into several large snakes that will sneak around the ground, even going under ground until they try and strike the opponent with the snake's fangs, injecting them with the same weak venom used in the Cloth Bugs skill. Up to 10 snakes can be created.
• Growth C This skill is extremely useful to the white nightmares in more ways than one. If, by chance, the user does not have enough cloth to fight, or their cloth simply isn't big enough, they can simply extend the size of their cloth with their energy and use it. Must have some cloth to extend. Maximum size is 10 by 10 feet. This can be done almost instantly.
• Bladed Cloth B With a flick of the user's wrist, the user will turn a long strip of cloth into a sword that can be used for 5 posts with nearly any sword style that the user knows, except the Snake Sword style.
• Cloth Shield B By hovering their cloth in front of them, or choosing to wrap it around them (almost instantly, I might add), the user can defend up to A Ranked attacks and B Ranked fire attacks.
• Portal B A teleportation technique that allows the user to instantly teleport to an area they have already been. By surging their energy through their cloth and laying it on the ground, the user can jump through the cloth, though this sacrifices that piece of cloth.
• Cloth Multiplication A By hovering one of their cloths and charging their energy through it, it opens several smaller portals around their opponent. By shoving their sword, or any weapon for that matter (even a cooked grenade, be creative), the portal multiples what goes in into ten versions of the original, creating a 'deadly zone' for whoever is in the center. It catches many people off guard.
• Full Clothing Control S By spending S Ranked energy, the user can use all of the B Ranked and lower skills for E Ranked energy. Also, any clothing within a 95 foot radius will suddenly come to the user (yes, the user rips off your cloths). The cloths all protect the user, making it easier to use their skills.
xxxxxADDITIONAL COMMENTS Hiro made this better.
xxxxxRESTRICTIONS • None, really.
[ Bloodline created by ACsweetpea, revamped by Hiro Allday Errday ]
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Posted: Sat Oct 01, 2011 11:02 am
SirenSound, Music, Silence History Tales of old have mentioned Sirens in their stories, whether they are seen as heavenly angels praising good with their songs or as hideous half-bird/half-human beasts that eat men alive after luring them in with their devilish voices. In truth, though, Sirens are neither angels nor demons and often live right besides humans. They are the skilled musicians that play wherever they go but never sing. Wanderers, they are unable to settle in any one place for too long or know any one person other than those of their kind for too long lest they be found to not be completely human. It is through song that Sirens pass their knowledge down from generation to generation, songs that few non-sirens ever hear. They have a reason for this secrecy. Back when the elves were still alive and thriving, Sirens were able to live in relative peace, their elf-friends protecting them from the humans in return for wonderful songs sung in their unearthly voices, whether it sounded demonic or angelic. However, when the elves fell, so did the Sirens. While the genocide of their small population was eclipsed by the larger genocide of the elves, a genocide did happen. Actually, their genocide was perhaps even more thorough than that of the elves. While the elves were killed for no particular reasons, Sirens were systematically hunted down for their beautiful wings and voices. If a Siren was killed during the hunt, then the wings would be good enough. If a Siren was caught alive, then his/her wings would be cut off to sell separately from the Siren, who would then be condemned to a life as a caged songbird. With such a past behind them, it is no wonder that Siren's choose to remain hidden and unnoticed by humans to this day, preferring the fringes of society to the spotlight that they had once basked in. Of course, none of them really care. As long as they are allowed to live their long lives peacefully, most Sirens are happy. However, a few of the more daring ones, the ones that can't stand being voluntary outcasts, are starting to settle down and live with humans. Of course, certain people still hunt them down, so they refrain their singing voices and keep their wings hidden, appearing as regular citizens and musicians of the city that they choose to settle in.
Description Several physical features help to differentiate Sirens from a humans. The most shown is their knack for music. However, the most striking features of Sirens are probably their wings. Although the wings may vary in color from Siren to Siren, all Sirens have a pair of wings. Luckily, though, they are able to effortlessly manipulate the size of their wings, so as to make them small enough to hide beneath fairly loose clothing. Length-wise (figure out the height yourself), the wings can only shrink to about 4 inches at the least and grow to about twice the height of their owner at the most. Further striking, but less blatant, features of a Siren include their seemingly stopped time and their tendency to appear younger than they actually are even before their time seems to be stopped. It is said, even among Sirens themselves, that a Siren's life could span hundreds, if not thousands, of years should they be allowed to live peacefully. Furthermore, all Sirens stop aging once they appear to be around 15 years old, which tends to happen when a Siren is between 20 to 30 years of age. This "stopped time," however, is both a blessing and a curse to Sirens. Not all Siren's finish puberty or manage to hit it, shrinking the number of possible mates within the race. While their longevity does make it so that they don't need to give birth to the next generation as often as more short-lived races (ex: humans), they do need to give birth sooner or later and it doesn't help if their already restricted pool of possible parents becomes even smaller thanks to the actions of those who continue to kill Sirens simply for their luscious wings. As a result, the few Sirens that can mate often have extremely large families to compensate for both handicaps.
Rules For Bloodline -Any song sung by a Siren will effect the surroundings, whether or not the Siren meant for it to. As a result, they will not sing unless absolutely necessary. -Sirens, as their mixed roles in various stories seem to suggest, are neither holy nor unholy. They are simply neutral. -Unable to perform any songs while absorbing sound. -Whenever a feather is plucked, a new one grows automatically in its place. -Sirens do not get an increase in the amount of ammo they are allowed to carry/create unless it is stated within their class. -To fly, the length of the wings must be at least half the height of their owner. -To use any of the techniques related to the wings/feathers, the length of the wings must be at least a quarter of the height of their owner. -Must remain in one spot to be able to perform while flying. -The sound absorption attribute is not strong enough to cancel out a song. -Memorizing and recognizing is different from memorizing and learning. Sirens cannot copy songs by just seeing them once. -While they could just simply sing their songs, Sirens will not do so unless it is absolutely necessary (yes, this needs to said twice). -Killing a siren rewards the killer with a Soul Key, an indestructible weapon of the killer's choice that is able to use the killed siren's Soul Song regardless of whether or not the siren has learned it. The Soul Key can also absorb and use the Soul Songs of any other siren it kills. -Sirens will not reveal their identities as sirens, meaning that they will not use any of their skill or do anything that gives a clue to their race, unless it is absolutely necessary (as in, they're trapped in a life-or-death situation for either themselves or someone extremely close to them).
Weaknesses -Extremely weak bodies that lack in any form of physical strength . -Unable to fly when wings are wet. -Will not start fights. -Will not attack unless it is absolutely necessary. -Will not kill. -Will try to prevent any and all deaths, even if the person dying is an enemy. Of course, this doesn't mean that they'll always try to bring someone back to life. -Extremely sensitive and durable ears (ex: being paralyzed by an extremely loud and high-pitched noise that no one else is bothered by).
Strengths -Don't need instruments to play songs (but will only do so rarely). -Able to double the effect of minstrel/bard techniques by using 1.5 times as much energy (round up) while singing. It is possible to not pay the extra energy cost and simply sing normally with the voice. -Able to fly (it's more like levitating, actually) and attack with wings. -Able to reach and survive in higher altitudes than any other class. -Can hold their breath indefinitely. -Can sing and breathe underwater. -Can learn up to D-rank wind magic regardless of element. Sirens with wind as their element can subtract one rank from the energy cost of wind magic. -Able to move noiselessly by absorbing the surrounding sounds. -Able to memorize and recognize any song after hearing it just once. -Minstrel/bard techniques lose half their effectiveness when used on a Siren and cannot overpower a song that is sung with a Siren's voice. -Extremely sensitive and durable ears (ex: any techniques that require hearing are vastly improved, it's practically impossible to make a Siren go deaf).
Siren Techniques
Name: Soul Song Rank: Varies Description: Each Siren has their own personal tune that their soul follows for its entire life. Known as the Soul Song, the effects, abilities, and even name of this technique varies from Siren to Siren, growing with its performer over time. It is possible to play the Soul Song on an instrument but it can only be performed properly by its owner. While the Soul Song is able to cause things that regular music cannot (ex: levitating weapons), there are limits to what it can do. As a result, each rank of it must be approved in the custom skills section. Often times, the Soul Song can be compared to a second talent.
Name: Nature's Harmony Rank: Varies Description: While Sirens can only sing one song at once, physically, their voice is able to persuade the nature and energy around them to sing along. This ability is referred to as Nature's Harmony and by paying the needed energy cost, it is possible for a Siren to be singing two songs at once, one with their voice or instrument and another with nature.
Name: Storm Rank: E to A Description: A variant of Feather Storm, Storm has the exact same effects and restrictions but without the use of feathers, taking away most of the offensive strength that is found in Feather Storm. However, the wind is still strong enough to rip houses off the ground if need be. Because it doesn't use feathers, Storm has a lower energy cost.
Name: Feather Arrows Rank: E Description: By plucking a feather off of their wing and hardening it with energy, Sirens are able to easily access razor-sharp arrows without the use of a quiver. This technique works even if the wings are wet and is not only limited to arrows (ex: sharp throwing knives); however, most of the feather is extremely sharp, making it unsuitable for use as a close-range melee weapon (ex: dagger). The number of Feather Arrows created must not exceed the ammo capacity limits. Regular arrows and Feather Arrows are counted together towards the ammo limits.
Name: Twister Rank: D Description: A variant of Feather Twister, Twister has the exact same effects and restrictions but without the use of feathers, taking away most of the offensive strength that is found in Feather Twister. However, the high-speed winds are still more than enough to keep people out or in depending on the situation. Because it doesn't use feathers, Twister has a lower energy cost.
Name: Healing Melody Rank: D to S Description: When using their own voices during a period of rest, it is possible for Sirens to heal the wounds of their allies by singing the Healing Melody, a soothing song that washes away all worries. The strength of the song depends on the amount of energy put into it and its length. At the very least, though, a D-rank amount of energy must be put in. At B-rank and above, this song can be used as an antidote to poisons and such. While singing this song, the Siren may not move. Every 5 posts, more energy--equivalent to the amount that was originally used--must be put into Healing Melody to continue the song.
Name: Feather Storm Rank: D to S Description: By strengthening the feathers and then forcefully shooting them out while simultaneously creating a blast of wind, it is possible to create a horizontal twister of wind and extremely sharp feathers that originates from the user. The radius of the attack equals the length of the wings and the strength of it depends on the amount of energy used. A D-rank amount of energy (the lowest possible) creates a twister that can cause several minor cuts and is more of a distraction than anything while an S-rank amount of energy (the highest possible) creates a twister that can rip houses off the ground and cause deep, possibly fatal, gashes. Feather storm has a 5 post cool-off period.
Name: Mimic Rank: C Description: Mimic can only be used by bards/minstrels because of its reliance on extremely sensitive hearing and sound. After further training their already enhanced knowledge and sensitivity to sound, siren bards are able to perfectly mimic any sound with their own voice, including the voices of others. They are also able to copy songs that they have heard and play them perfectly on an instrument of their choice, with the sound of the song being different with each instrument, of course. When copying a skill, Mimic will create the exact same sounds as the skill but without the effects. While it is considered a C-rank skill to learn, Mimic requires only an E-rank amount of energy to use.
Name: Feather Twister Rank: C Description: Creates a twister with a radius of 5 meters anywhere within a 30 meter radius of the user for up to 5 posts. The twister consists of high-speed, raging winds and razor-sharp feathers. While the center is relatively untouched, the walls of the twister can be very dangerous. It can be used either as a shield or a cage, depending on the occasion. Only one Feather Twister may be created at once and the user must be able to locate the target before using it. Feather Twister has a 3 post cool-off period.
Name: Feather Armor Rank: C Description: By hardening all of the feathers on the wings, it is possible to use them as a shield of sorts to either deflect attacks or, if worst comes to worst, to push away enemies. Feather Armor lasts for up to 5 posts and has no cool-off period, allowing it to be used continuously if need be. However, a Siren cannot fly when using Feather Armor. At the most, Feather Armor is able to block up to C-rank physical attacks and D-rank magic attacks.
Name: Sealing Mantra Rank: A Description: When Sealing Mantra is sung for ten posts with a Siren's voice, it can seal a chosen item into a scroll. While performing Sealing Mantra, the caster must not move. Sealing Mantra cannot be used during a battle. The only way to release an item sealed with Sealing Mantra is by singing its counterpart, Releasing Mantra.
Name: Releasing Mantra Rank: S Description: Releasing Mantra can only be learned by the Sirens who have managed to become sages. It requires a Siren's voice and cannot be sung during a battle. During the 15 posts required to sing the Releasing Mantra, a Siren must not move. The Releasing Mantra is the only thing that can unseal an object that was sealed with the Sealing Mantra.
Name: Death's Requiem Rank: S Description: Death's Requiem can only be learned after becoming a sage and requires double the number of posts than a regular S-ranked technique to learn because the first time it is sung, will be the last time any song is sung by its singer. As a result, it can only be understood and must be understood thoroughly to ensure that it has been learned. Requiring the voice of a Siren to use, Death's Requiem must be sung by itself, with absolutely no interruptions or harmonies or anything else of the sort. Requiring ten posts to complete and absolute silence from everyone but the singer, Death's Requiem has a haunting and pleading melody with a harmony consisting of sorrow and loss that will bring a dead person back to life for a price: the life of the requiem's singer. To obtain Death's Requiem, the user must complete a certain quest.
Name: Silence Rank: - Description: A passive ability, Silence is the ultimate technique of Sirens and can only be achieved after becoming a sage. By singing in a voice well above the sound frequency of any range of hearing, Siren's can sing a song and never let their targets hear a word of it. However, this technique can be very stressful to use, doubling the energy cost of any technique and limiting its usage to three times per battle.
Sirens 1. Kagetsukiko [Tsubasa Sonitus-Confuto (adept)] 2. 3. 4. 5.
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Posted: Sat Oct 01, 2011 12:18 pm
Succubus/Incubus Found scattered across the lands, yet rare to find. The succubus and incubus are said to be the masters of seducing. They have the ability to easily catch attention, and seduce the opposite sex with ease. In a fight, should a male be against a Succubus, they'll find themselves almost incapable to harm them. While if it was an incubus a female would find it just as hard. With bat like features its assumed they are related to vampires, though their style is vastly different. These sex lusting fiends can make a very good friend, or a very dangerous enemyStrengths•Can easily seduce the opposite sex, those two ranks under the succubus/incubus will fall for him/her right then and there. •Opposite sex in general finds it very difficult to resist you •Very fast, similar to the vampire, and they're faster in the air. •High amounts of energy, similar to those of the mages •Absolutely beautiful, body is in amazing shape making you that seductive! •More sex, more energy!! •Has bat wings and a devil tail
Weaknesses •Very lustful, very sexual. Being in a relationship is going to be VERY difficult for you •Weak physical strength •Very aggressive/jealous to those of the same sex or those that your master is talking to/involved with. Dangerous when another succubus/incubus •Finding another who you believe to be extremely attractive may end up reversing your ability to seduce, you the one being the slave instead. •Needs a master for total mastery •Has a unique smell that draconians/werewolves/vampires can smell, letting them know of your presence before even seeing you.
Rules involving the masterHaving a master is a major deal for an Succubus or Incubus, its that deal of wanted or being needed. When a succubus or incubus choose their master, it'll be permanent, everlasting bond between the two. The person in question would be treated special, very dear to the succubus/incubus and would try everything to save their life. Should the master die, the succubus/incubus would be left very very miserable, possibly suicidal. If the master goes missing, they're usually emotionally unstable, meaning they go crazy in their own way. Of course, it's possible to get another master. Once the succubus or incubus has a master, aside from doing everything the master wishes for them to do (though at rare times you can deny the request with a good reason), you may learn A rank moves and higher. A nice little bonus for those who are willing.
Additional: If your succubus or incubus is gay or lesbian or bi, you can still affect the genders. HOWEVER, inside of combat you can seduce them like you would with the opposite gender. Gotta work on it regardless, but if its outside combat, you need other player's consent to engage in said action. If they say its okay, proceed. If not, don't try it. SkillsSeductionThe way the succubus/incubus seduces the opposite sex with their charms. Regardless of rank, the opposite sex will find it very difficult to deny them. If the subject is two ranks lower then the user, they're automatically seduced. The higher ranks can be as well, but it'll be more difficult. The succubus/Incubus must use this to have its true effect. Once captured the target focuses only on the succubus/incubus, sort of like tunnel vision blocking out the surroundings rank: - Tail LashAn offensive move, the user channels energy into the arrow head part of their tail making it sharp as a sword and whips it at the target to slash or impale. This lasts for two posts Rank: DNailsThe user grows up to ten-inch long sharp nails that can slice and dice opponents. Lasts up to ten posts, and sharpness increases with rank similar to the arachnoid razor wire.
E= sharp enough to cut through flesh, but not much else. D= Can cut through bone easily C= As sharp as iron. B= Can cut through iron. A= Can cut through steel S= unknown, unattainable, to be announced via questFlight(requires adept rank) The user can now use their wings to fly temporarily. They can take to the sky and fight in midair, making themselves faster thanks to aerodynamics. However, this only lasts 5 posts. Rank: CSeductive BiteA move copying off the vampires, the succubus/incubus bites the neck of their target, slowly draining their energy and replenishing their own. The catch is that the victim will be overwhelmed with the feeling of pleasure and find it harder and harder to stop them. Each post that goes by the target is drained of D rank energy and user replenished by such. rank: CEnergy BlitzAnother offensive skill for the succubus/incubus. Charging their hands with their energy, the user can fire off a ball of energy at the target. The element depends on the element of the user. For example, fire is clear, water is a blast of freezing water, lightning is a ball of lightning, earth is a chunk of stone, air is a sphere of wind. rank: BGorgon's StareA unique skill exclusive for the incubus/succubus which when eye contact is made, the user has a chance of "petrifying" the target. If the user is two ranks lower, it works automatically. If the target is higher rank it cannot work. Rank: BEnergy Whip(requires having a master, adept rank) The user can now manipulate their energy into the form of a whip. The whip is about 5ft long, and is consisted of the user's elemental energy. same as before, fire is whip of fire, air is a whip of air, lightning is whip of lightning, water is a whip of water, earth is a whip of earth etc. This lasts only two posts rank: AKiss of Death (requires having a master, master rank) A unique technique that can possibly kill a human being, and another energy stealing skill. The user kisses the target, their tongue slithering into their mouth which enraptures the target, making it extremely hard to fight back. If the target is only human, they'll last only two posts before they die and energy absorbed due to the lack of stamina/physical energy. A normal human can be killed in two posts or less, the lower the rank the quicker. Others that are not pure human will only drain but not kill. Each post drains C rank energy. rank: ASinful Art: Dance of the Succubus/Incubus(requires having a master, master rank) The Succubus/Incubus' best and yet most powerful seduction technique in their arousal. Once the user has used seductive bite or seduction, they can follow up with this technique (you should know how to lead into this). The succubus/incubus will under go intercourse with the victim, making them completely at their mercy....to a point. This technique is very draining for the victim, making it very dangerous for them should they be the target of this skill. For every post during intercourse, the target will lose S rank energy, SS rank if your a human. After four posts a human being will die due to the inability to keeping up with satisfying the user, not having enough stamina or energy. However, the victim may have a chance to resist, though its very slim, almost impossible. If the user is higher rank than their victim, there's no hope and the user can still keep an eye and be aware of their surroundings. If the user is same rank as the victim, the victim has extremely small chance of breaking free, and the user will have to focus more on the act than their surroundings, leaving them vulnerable to outside attack possibly. If the user is lower rank than the victim, then they will have a better chance to escape, and the user will have to almost completely focus on what they are doing, exposing them to outside danger. However, seductive bite and the kiss of death can be stacked on top of this act making it extremely dangerous should you be the enemy/target. This technique cannot work on the user's master Rank: S *made by Shruikan Tenshi*
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Posted: Thu Oct 06, 2011 7:14 pm
Vampirisim  The history of vampires does not begin with the creation of the world as other bloodlines may claim. It was only around the growing period of man as we know him that the vampires first began to appear. These creatures had many names to the different bloodlines, but ultimately they began to be known as the vampirism bloodline. It began with exactly one hundred, and these first of their kind had a talent: to take from the human race victims and after dining on their blood, change them into one of their own. It was not known how it was done; curse, virus, venom, magic, or something else.
Time went on, and the firsts remained the only ones with this talent, the vampires they created were able to breed, their offspring born as human, with heartbeats, reflections, shadows. They were alive and human as far as anyone could tell, needing to eat normal food and drink water like any other living creature. But as the offspring grew, all would diminish, and they would begin to change: their canines would become fangs, they became weak to the sunlight, and bit by bit they would transform into a vampire when they reached their prime. ‘Prime’ was different from vampire to vampire, as some were fully transformed within as little as five years, to those who stopped at sixty years or older. As the bloodline grew in power, the growing rate of the bloodline ceaselessly doubling by the decade, fear began to grow. It was only a matter of time before it took over and the first of their kind, now known as the Creators, came under attack.
A massacre took place, and the few remaining Creators scattered and fled, hiding themselves from the rest of the world for hundreds of years, and have not been heard of since. The rest of the vampires were left in peace, and their resentment towards the incident all but died over the years. With the Creators now gone, the vampirism bloodline grew at a steady even rate, and the ones born to this bloodline found their names shadowed by its past, but found opportunities to come out from it and live as individuals.Strengths - Regeneration: You have a skill that allows you to regenerate your wounds. - Reaction: You reaction is faster than a normal humans. You can easily anticipate attacks. - Energy Gain: When you drink blood you gain energy. Depending on amount if its less than a tea spoon its a D less than a cup C around two cups B half a liter A a liter S.
Weaknesses - Light: Paladins or clerics who hit you with light/holy attacks will burn you. - THE SUN: no you wont sparkle no, you wont burn, your strength and speed is reduced by half. It also stings to be in the light. - You cannot regenerate a missing head. An arm yes but only at Sage rank. - Feeding off animals: Only helpful at low ranks beyond Adept rank it has to be a person/ human/ werewolf (if your crazy a dragon) etc - You cant turn people into vampires. Hunger System Due to the insatiable need of the vampire to feed I must enforce this system.
It is the energy system basically with twice the amount of costs but you only remove from it if you are using a vampiric ability. When you use a vampire skill you remove from your energy and your "feed" once feed is at 0 you have to drink blood or you wont have any bloodline abilities.
Skills Here are the skills unique to the Vampire
Regeneration Rank: E/Passive Description: This is passive meaning it does it on its own. At different ranks you may regenerate your wounds. Trainees can only deal with cuts, by novice deep cuts, Adept rank you wont bother with a broken bone, masters can deal with an entire sword going through a non vital organ and by Sage you can deal with a removed arm or leg.
Regenerating scale is simple: D=trainee C= novice B= adept A = Master S= sage.
Nightshade Rank: D Description: Though usually just for aesthetics this is actually a skill used in confusing the enemy. During the time of the dodge you leave a dark mist there. You still dodge it the regular way but you just block out their sense of sight.
Telepathy Rank: D Description: A skill that simply allows vampires to communicate with other vampires only, letting them discuss strategy or simply have a discussion. The range of how far one must be from the other is vast, to be able to communicate one must be within the same city or country as the target. However, to be able to speak with them they must know each other.
Mist of the night Rank: D Skill description: A skill that comes with most vampires, upon using this skill a thick fog rolls in. The fog is normally around to help hide the vampire, making it more difficult to fight them. From being created from the supernatural, this tampers with the senses of sight and smell, making it nearly impossible to see beyond 5ft. The sense of smell becomes confused, rendering it useless as everything around the target now has the same smell. This fog affects the entire area for 5 posts.
Multiple Bats Rank: C Description: A common ability used in traveling, even if the vampire is fast turning into a bat swarm is much more preferred if the distance is far. Though this is limited to within the city it does its job well. It cant be used if you were attacked in the previous post.
Bloodrage Rank: S Requires: Master rank Description: This ability, no matter how irritating it may be, is almost uncontrollable. Should you continue to see blood without feeding you may enter a state of bloodrage or bloodlust. During this time you gain the speed of a trickster of your rank (if you are a trickster then you only gain a bit more speed) and enough strength to punch holes into three inches of metal. This can be forcefully triggered by rolling a 10 sided dice if it is either 3 6 or 9 it activates, same goes when you see blood you have to roll. If you have no energy at the time it wont matter as long as you do get to suck blood before the end of the bloodrage, if you dont you fall unconscious. You have six posts of bloodrage.
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Posted: Thu Oct 06, 2011 7:15 pm
Artistic, Cunning, Surprising The Waktu. A proud and spiritual race. At first glance The Waktu would seem nothing more than harmless over sized rabbit like creatures. However, as everyone knows, you should never judge a book by it's cover. The Waktu are a blood thristy bunch. They believe blood to be a holy symbol, a symbol that gave them power. During the middle of their fights, they would smear themselves with the blood of their victims in order to grow stronger. By drawing certain markings on their bodies, their physical capabilities would become enhanced, or maybe even sometimes would activate hidden abilities. This practice came to be known as Blood Script. Over time, as the practitioners of Blood Script continue their studies of the art, their Blood Script abilities begin to evolve. Strengths -Depending on the Blood Script, can change their physical capabilities -Ninja: Like real rabbits, these creatures make no sound with their foot steps, making them extremely difficult to track. -Razor sharp teeth,(Like shark teeth), capable of puncturing through armor. -Elongated arms and fingers giving them a long reach. -They are strong enough to dent metal. -Thanks to their lean body structure, the Waktu have speed that rivals that of the Werewolves. -Blood Scripts cannot be erased by water once activated.
Weaknesses -Without blood, the Blood Script abilities are useless. -Poor natural defense. Your body is not as durable as most races. You may hit hard, but being on the receiving end of a hit will hurt 1.5 times more than normal. -Sensitive senses: Smell, and Sound are very sensitive senses on these creatures. -Blood Script may be washed away by water, prior to activation. -Diamond: A diamond, being sure a pure substance, can be poisoning to the Waktu, being the tainted creatures that they are. A simple touch from diamond will burn as if you had placed a torch to it. -No regeneration abilities. Cannot be healed by Paladins or Clerics because of their impure nature. -Cannot be moving when applying Blood Script.
Racial Rules -Trainee's to Novice Rank may only use one (1) Blood Script at a time. -Adept to Master Rank may use up to two (2) Blood Script at a time. -Sage may use three (3) Blood Script at a time. -May have up to five (5) Blood Scripts applied to your body before battle. -May only have at most of two (2) of the same Blood Script applied before battle. -Cannot activate two (2) of the same Blood Scripts at the same time. -More Blood Script skills can be obtained. They must be posted in the Custom Blood Script Forum for approval. -Blood Script may be applied during battle, however you may not be attacking, or being attacked when applying the Blood Script. It takes one post to Apply and Activate the Blood Script, then you may actually use it in your following post.
Racial Abilities
Blood Script: Shield Rank E, C, A
The first of the Blood Script abilities is the easiest to master, and probably the one that is going to save your life. By drawing the required marking's on the back of your hands, an oval shape with a smaller circle in the center of it, produces a white shield, like the ones shown above. The shields are made of energy that comes from the blood, it is unbreakable by any means.
E-Rank Duration: 1 Post C-Rank Duration: 2 Posts A-Rank Duration: 3 Posts
Blood Script: Speed Rank D, B, S
By drawing a feather on their arms, the Waktu gain the ability of superior speed. This gift increases their speed, as well as reaction time to enemy attacks.
D-Rank: Increases Speed Rank by 1 | Duration: 3 Posts B-Rank: Increases Speed Rank by 2 | Duration: 2 Posts S-Rank: Increases Speed Rank by 3 | Duration: 2 Posts
Blood Script: Power Rank D, B, S
By drawing the Star of David, the veins on the arms of the Waktu begin to bulge, as an immense amount of power begins to build up inside the large arms. At lower ranks, you may be strong enough to knock over a car. At higher ranks, you can collapse a medium sized building.
D-Rank: Increases Strength Rank by 1 | Duration: 3 Posts B-Rank: Increases Strength Rank by 2 | Duration: 3 Posts S-Rank: Increases Strength Rank by 3 | Duration: 2 Posts
Blood Script: Reach Rank B, A
By slapping a bloody hand print on their arms, this Blood Script allows the user to stretch the length of their already large arms even farther. Their arms still maintain great force behind them, but if they miss a swing, are left extremely wide open.
B-Rank Distance: 10ft Reach A-Rank Distance: 15ft Reach
Blood Script: Sharpen Rank A, S
By drawing a Triforce symbol on your arm, you can increase the sharpness of any desired object that is currently in your hand. Whether it be increasing the sharpness of your sword, to the bullets fired from your gun, or even giving your brass knuckles a sharpness to them. In doing so, your weapons are almost capable to puncture most metals.
A-Rank: Able to puncture through the metals of anyone that is 3 Ranks lower than you. S-Rank: Able to puncture through the metals of anyone that is 2 Ranks lower than you.
Blood Script: Pulse Rank SS One of the most single deadly moves in the arsenal of the Waktu. This move's symbol is easy enough to learn, but is nearing the impossible to master. By drawing the shape of a crescent moon, with a star in it's center, the user seems to go into a rage. A red Aura seems to pour out from their body, the hair on their bodies standing on end. Air Pressure begins to build up around their large arms and legs. Upon physical contact with this air pressure causes tremendous amounts of internal damage. Their movements speed up slightly, due to the wind pressure constantly exploding with their movement, giving them a boost of speed and power.
-Speed and Strength Rank increases by 1 RULE: This is Blood Script cannot be applied before battle for the Waktu believe that this is the most holy symbol of them all, and should only be applied to those who are worthy to meet it's wrath.
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Posted: Thu Oct 06, 2011 7:18 pm
Werewolf The mortal enemy of the vampires the two cant stand each other. This was especially irritating for Zeran because he, a vampire, fell in love with a werewolf. Faster and more powerful than a vampire these beasts are a true terror and they are not even weakened by what weakens a vampire.
Strengths - Can normally punch holes through metal in werewolf form in human form it just makes a dent. -Reaction: Your senses of smell and hearing are higher than a normal human. -Regeneration: You naturally regenerate without using much energy.
Weaknesses -Silver: Bullet, coin, arrow or stick this hurts you. -The light: unlike vampires you wont literally scream it Burns but you don't regenerate these wounds till a rest outside battle. -sensitive ears: cheeky mechanists, a person with a big gun, or a bad bard may just fire off noise and hurt your ears - sensitive nose: Your sense of smell may be overpowered by something that stinks and it will confuse you a bit -Sun: cannot fully transform into a werewolf during day.
Skills
Regeneration Rank: E Description: This is passive meaning it does it on its own. At different ranks you may regenerate your wounds. Trainees can only deal with cuts, by novice deep cuts, Adept rank you wont bother with a broken bone, masters can deal with an entire sword going through a non vital organ and by Sage you can deal with a removed arm or leg.
Regenerating scale is simple: E=trainee D= novice C= adept B = Master A= sage.
Bristling Fur Rank: D Description: The werewolf makes the hair on their body stand up and become tougher and sharper with energy, making their fur like a poripine. This makes touching them unfriendly for the fur can pierce skin easily. The hair remains this way for three posts before coming soft again. Cool down post is 3 as well.
Leap Rank: D Description: Like most canines, a lycan can get on all fours and push with their muscles and energy, letting them leap very quickly from one spot to another in an area. While moving, their speed is one rank higher (two if your higher then adept). While leaping, you cannot attack and your in danger of being hit. So this is a manuver for dodging rather then getting an attack in.
Partial Transform Rank: C Description: A strange ability, you transform only a limb of yours into your werewolf form. This limb for five posts as powerful as your full form.
Needle Fur Rank: B Description: A stronger form of Bristling Fur, same effects only this time the fur/hair is as sharp as a sword and is hard as steel. They can puncture most material and dent steel. A lycan is much more dangerous for three posts, and will need the same recharge post as well. (optional to add)
Piercing roar Rank: B to start it for a short time, the longer it lasts, the more of a rank.(Ex. B is stunned for two posts, A is four, S is 6 etc) The time that an opponent is stunned is twice that of how long the using Lycanthrope is stunned. (Ex: B is stunned for one post, A is two, S is 3) Limits: During the howl, the Lycan itself is vulnerable due the fact that the howl would hurt their ears as well. Only really useful after an attack that takes time to hit the opponent, or in a team of people. Skill description: The Lycan roars with a supernatural volume, paralyzing or even damaging their victim. It can be combined with wind elements as well, blasting the target back and such. Doesn't affect undead or Machines though.
Werewolf Transformation Rank: A Requires: either full moon or quest "moonlight" accomplished Description: This is done only during night time. Usually requiring the full moon some however have manifested the power to do it as long as it is night. This form lasts as long as the night lasts and is uncontrollable as soon as it is full moon you change, if you have done the quest moonlight then you will change as soon as it is night. the cost of regenerating is halved during this time and you have access to the strength and speed you possess.
Bushy Strike Rank: D Requirement: Werewolf Transformation Description: A transformed lycan uses their tail to make an unpredictable strike at an opponent's face which will stun and blind them before the user pulls a 180 degree turn to instantly strike them. This attack only works if the user is being attacked from behind, and opponent must be in close range for the tail to reach.
Needle Fur Barrage Rank: A Description: With this skill a lycan can fire all of their fur/hair at the foe, making them rocket through the air at dangerous speeds. Upon impact these needle like fur can puncture 3in deep into steel, making it a weapon even against steel walls and machines. The fur/hair will grow back, but in the process of two posts. During that time, the lycan is more sensative to physical strikes and even more so, the cold. A fine exchange for a skill that can mow through multiple enemies.
Leader of the Pack Rank: A Description: As it would work in a pack of wolves, the Lycan howls loudly which is heard throughout the nation. Depending on the area, different dogs/wolf like monsters can reach the leader and help them fight. These wolves/dogs can only be up to B rank, and at most only 3 can be brought forth. This can only be used once in a fight. During the time the wolves are out, the user is limited to lycan and hand to hand/weapon skills. Any magic or elemental skills will cause the allies to flee or turn on the user out of fear. (roll a dice 1-6. Even, they run. Odd, they attack)
Rampage Rank: S Description: A lycan can only use this if they are under the moon. In exchange for their senses from telling friend from foe, as well as a large drop in intelligence, a lycan's speed becomes that of a trickster (if trickster already one rank higher) and a strike from them can puncture 3in of steel. This lasts for six posts, but afterwards the lycan will collapse from exhaustion. (deform as well if in transformation mode). This skill can easily turn the tides in battle, but if used wrong can end a lycan's life. Only Lycan skills can be used during this state.
Deal with Cerberus Rank: SS Description: This can only be used during transformation mode. The lycan will grow in size to about three stories and will grow two more heads, becoming the beast cerberus themselves. Strength grows significantly, but speed drops alittle from growth. Regeneration becomes quicker, and overall a killing machine from hell. This transformation lasts ten posts, and costs A rank energy to keep it going. During this transformation, no class skills can be used.
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Posted: Thu Oct 06, 2011 7:23 pm
 The White Nightmare
The people with the white nightmare bloodine were the ones called upon by Narathos to be his army. They were also known as the Legendary Clothwarriors. Originally these people came at the thousands but Narathos either lead them to their deaths or killed them himself.
Their unique ability involves a roll of cloth.
Strengths - They have fast hands. - Unlike regular people they can see through their cloth - Their Bloodline related skills only cost half the energy cost. - The can walk clean through their OWN cloth but other's not really. - The cloth gives them incredible flexibility in their battles. - Though the skills are not powerful alone they are easily combined with other skills with some imagination.
Weaknesses - Even if they create a defense with the, cloth it can be set on fire. - Your cloth attacks can be ripped if hit in the right places. - Most skills are high ranked - Bloodline only activates at Novice rank
Skills
Cloth spear Rank: D Skill description: This technique is incredibly similar to the Bladed Cloth technique. This one though, creates a spear. This technique is more useful than the sword version in that nearly any piece of cloth can be used in this technique, as they are just rolled into a tube. Both ends of the spear are sharpened to the point where they can puncture flesh and pierce through wood.
Cloth Whip Rank: D Description: No folding is necessary for this skill, the user just has to insert their energy into the cloth and it will be ready to act as a normal 10 foot leather whip. It can bind, be set on fire, and you can even use it to wrap it around the legs of people and make them fall. >.<
Cloth Bugs Rank: C Description: The bugs vary to the users desire, this is done by simply inserting the users energy into the cloth and 'willing' it to change. They can summon 5 cloth bees which are very small and will sting the opponent, 20 mosquitoes that will fly toward the opponent and bite them, or two venomous jumping spiders that will bite the opponent and insert a weak venom made by the users energy, however this 'venom' is just a result of two energies clashing. The 'venom' will numb the hands of the opponent, making hand to hand combat difficult unless footwork is being used.
Snake Cloth Rank: C Description: Starts off with gripping the roll of cloth and fusing energy into it. You can make the cloth float around as much as you want for 3 posts. Use another C rank energy to make it move around for 3 more posts and so on. Use your imagination with this one. In this state the cloth is still cloth oh and you must at least be touching one end of the roll of cloth or a portion of it.
Growth Rank: C Description: This skill is extremely useful to the white nightmares in more ways than one. If, by chance, the user does not have enough cloth to fight, or their cloth simply isn't big enough, they can simply extend the size of their cloth with their energy and use it. Must have some cloth to extend. Maximum size is 10 by 10 feet.
Bladed Cloth Rank: C Description: For an entire post you make the edges and corners of the cloth as sharp as a sword though the flat wide portions are just like regular cloth the edges and corners will stop a sword or cut through wood.
Sub Portal Rank: B Description: You touch the cloth again and put energy into it and the cloth glows white. A square glowing spot the size of your entire fore arm will be racing around the cloth, you control this. There will be a second spot that glows and this is controlled by you. When something touches the glowing spot of the cloth it will sink into it and appear out the other glowing spot. The spots can only appear on flat sides of the cloth. Anything that fits can be inserted. Note: If you cloth's width is shorter than your forearm then it is as wide as your entire cloth but only as long as your forearm.
Cloth Multiplication Rank: S Requires: Master rank, Sub Portal Description: Its a less flexible advanced copy of sub portal. This time the glowing spots are only as wide and long as three inches and one of them glows blue. The blue is the entry and the white ones are the exit. Only the metal part swords can enter but here is the thing you can make up to ten exits. When an object enters it will exit if you have ten exits then even if you only drive one sword into the entrance ten ends of the swords will exit. Even if your entire sword is metal you cant let it all through only partially and how much of the sword you enter is how much comes out. If you only drive it in half way then it will exit half way in all of the exits.
Full clothing control Rank: Cost S rank Limits: Expert Skill description: It's a mental state that the person has great control and focus onto the cloth in their surroundings. This skill can last through the whole battle. The person is able to bring any clothing within 95 Yards (not the clothing the other person has on) to rap around their body as protection and to be use. Any cloth acquired this way can be used like their normal nightmare cloth. Just like the Snake Cloth, the person can control the cloths move around in mid-air but without needing to hold them. So practically the person can control the cloth to move around like a ghost and can rap up their enemy, holding a person down all tie up. Even though this would be good to capturing the energy, the cloth is still cloth which mean it still can be cut or burn and the enemy can get free.
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Posted: Wed Nov 09, 2011 5:23 pm
Orks Stats7 Strength 4 Speed StrengthsOrks are masters of weaponry, range and close, as well as masters of machinery (-2 posts training for mechanist, melee, and range classes) Orks can be Necromancers and Alchemists (Note, these are caster classes) Orks can learn 2 range styles and 2 melee styles at the most. WeaknessesOrks are not the smartest creatures (element spells cost double energy and +3 posts for learning them) Orks cannot be Mages, Priests, Paladins, or Swordmasters, they do not have the devotion nor the patience to be these classes. The thought of following guidelines and principles is also a no go for them. SkillsBloodlust Passive Skill Information: If you are in a fight for more than 2 posts (meaning you post 2 attack posts in battle) you gain +1 strength, but cannot leave battle until your opponent runs or either character dies. Note: This skill's effect goes away after the battle has been concluded and does not activate until another battle begins under the same prerequisites. War cry! Rank C The ork lets out a massive, bone chilling roar that disorients his opponent. Same rank: Opponent is disoriented 1 rank lower: Opponent is disoriented. 2 ranks lower or below: Opponent is disoriented and cannot attack on his/her next post. Has the option to flee. Opponents 1 rank higher or more are not affected by this skill. Chomp Rank C Orks have massive teeth and have a powerful bite that can decapitate an arm and are strong enough to even bite through steel. Scrap Rank C When fighting against an opponent, if you break off a piece of armor, you can take that piece of metal and place it on your armor, gaining half of it's strength. This lasts for the entire battle. Note: The scrap becomes unusable after combat concludes. Note 2: Be realitistic, the armor is called scrap for a reason, it is not a brand new piece of steel plating. Buff-up Rank: C Info: For 2 posts, your strength is automatically increased by +1. Quake Stomp Rank B Using their massive bodies to their advantage, an Ork can slams his foot onto the ground and cause a small quake, causes the opponent to lose balance and become disoriented. Bigger, faster, stronger...louder! Rank A All weaponry, mechs, armor, and mechanical implants are 1 rank stronger than their original rank (custom and non-custom equipment). This skill needs to be used before construction of the new equipment. Note: This is non-combat skill and cannot be used during combat. WAAAAAAGH!!!! Rank S The WAAAAAGH! is the warcry of all orks and causes fear to almost all opponents. Allies recieve +1 strength and +1 speed when WAAAAGH! is used. Nearby ork allies get +2 strength and +2 speed, as well as an energy cut of 50% for every skills. For the user, for every ally effected by the WAAAAAAGH! he recieved +1 strength and +1 speed. This skill lasts for 6 posts. Repair! Rank Varies Orks are natural mechanics and tinkerers. If you find broken equipment or if anyone comes to you with broken armor or weapons, you can repair it. The rank of the weapon you can repair varies with your rank. Trainee: E Novice: D Adept: C Expert: B Master: A Sage: S+
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Posted: Fri Nov 11, 2011 9:27 am
YsariBound || in || Blood History:Centuries ago, a Vampire of immense power and knowledge sought the creation of a newer, more potent source of sustenance than human blood. Running countless experiments on thousands of test subjects, the Vampire tried to create this new food source, but to no avail. Until the Vampire happened upon the Selrir, a group of people born with amazing regenerative abilities. Stealing one of the Selrir away, the Vampire ran horrible experiments on the man, though because of his ability to heal he would always survive. And then one day, within the body of the Selrir man, Vitae was born.
The Vampire had succeeded in creating his superior source of sustenance, but what he hadn't counted on was that the Vitae would make the Selrir far more formidable. The Vitae gave the man strength and speed far beyond a normal humans, and he fought back against his captor. However, despite the man's great strength and speed, he had little experience using it, and he found himself outmatched. But as the Vampire moved to strike the man down, he tapped into the true power of Vitae, manipulating the Vitae itself and using it as a weapon, slaying the Vampire in his gluttony.
After the fight was through the man's body began to knit itself back together, and he felt as if he had been reborn into a new form. He took the name Ysaru, which meant to be reborn in his native toungue , and his people kept his name in remembrance of him.Description:The Ysari appear to be no different from any other human, save for their unique facial tattoos, and brighter than usual eyes. Though each tattoo is unique, they all are the same blood red color, and they all cover at least the left eye. Other than that anything goes.Rules for the Ysari: They cannot be heavily magic dependent classes (cannot be mage, cleric, paladin, shadowknight, psychomancer, bards, or necromancers) Have heightened senses due to the vitae flooding their system. (colors are more clear, can see roughly twice as far; can smell better than a human, but not better than a dog, can hear easily through most doors and walls) Have increased Strength and Speed (base speed of 6 and strength of 6) Can live for thousands of years theoretically, their natural healing keeping their bodies from aging as they normally would. Weaknesses: Cannot use any elemental or magical skills Acids and fire are much harder to heal than normal (decreases natural healing by 2 ranks) Over-reliance on their Vitae can cause them to enter a blood frenzy. Strengths: Ysaru posses amazing regenerative abilities, making them an incredibly tough opponent. (see below) Can use their vitae as an incredibly deadly and variable weapon. Gets +100 energy per rank (+100 at trainee, +200 at novice, etc...)
Ysaru Passive Abilities: Natural Regeneration/ Improved Regeneration Rank: E-S Description: Much like the regenerative properties of Vampires, Ysaru can heal themselves incredibly quickly. Trainees can only deal with cuts, at novice deep gashes. Adept rank you won't be bothered with a broken bone, and masters can deal with an entire sword going through a non vital organ. By Sage you can deal with a removed arm or leg. The energy cost is based on the wound, and all wounds must be healed at the beginning of the Ysaru's post, meaning that they cannot attack, heal themselves, and then perform some other action. The cost of this healing correlates with the wound healed, so if you are healing a simple cut, then it costs E-rank energy, but if your healing a broken bone then you pay C-rank energy. Ysari Abilities: Vitae Rank: E Description: The blood which flows through the veins of every Ysaru, is in fact essence of life itself, pure life-giving energy. And because of their inherent connection with the vitae, the Ysaru are able to create and manipulate their vitae as a tool or weapon. As Ysaru grow stronger their ability to manipulate their Vitae improves.
Trainee: Can create Vitae and manipulate its shape. Can create and manipulate up to 20 gallons of Vitae. [E-rank Cost] Novice: Can control up to 35 gallons of Vitae. [E-rank Cost] Adept: Can change the density of the Vitae, making it as viscous as water, or as hard as steel. Can control up to 45 gallons of Vitae. [D-rank Cost] Expert: Can use the Vitae itself as a weapon, manipulating it outside of the body in mass quantities. The Vitae can move roughly as fast as the average Adept. Can control up to 60 gallons of Vitae. [C-rank Cost] Master: At this point the Ysaru has gained mastery over his Vitae, able to perform amazing feats with it. Can control up to 75 gallons of Vitae [B-rank Cost]
Blood Frenzy Rank: N/A Description: In this state, the Ysaru loses themselves to the flow of the Vitae, becoming little more than a rampaging monster. In this state, the Ysaru's left eye will become blood-red, and their speed and strength are increased by two ranks. In this state, the Ysaru cannot determine the difference between friend and foe, striking out at the nearest possible target. Blood Frenzy lasts until, the Ysaru is killed, or runs out of energy.
Once the energy reserves of the Ysaru drop below 25%, the Ysaru must roll a 10 sided die, if a 1, 3, or 7 is rolled, then the Ysaru enters Blood Frenzy. Once the energy reserves of the Ysaru drop to 10% or lower, then they must roll a 10 sided die every post, if the result is five or higher the Ysaru enters Blood Frenzy.
Ysari Techniques: Blades of Blood Rank: D Type: Offensive Description: Flinging a hand full of vitae at the enemy, the Ysaru turns the vitae into sharp, scythe like projectiles, meant to slice and rend flesh.
Surge Rank: C Type: Supplementary Description: By forcing Vitae to pool to a certain area, the Ysaru can empower their bodies using the live giving power of Vitae to increase their strength and speed temporarily. However the sudden rush of Vitae to the area drains the user of energy, and if used too many times can cause Blood Frenzy. (The user picks a limb to empower, legs increase speed, arms increase strength. Each limb empowered increases their related stat by 1, so if two legs and one arm is empowered, then the user's speed is increased by 2 ranks, and their strength is increased by 1.)
Trainee: Can use Surge up to two times per limb Adept: Can use Surge up to three times per limb Expert: 4 times Master: 5 times
(If two or more limbs have used their full number of charges, then the Ysaru will fall into blood frenzy in the next post)
Blood Spear Rank: C Type: Offensive Description Pointing their hand at their target, the Ysaru gathers Vitae into his palm and then shoots one end towards their target at incredibly high speeds, aiming to impale them. The range is roughly twenty feet.
Blood Trap Rank:C Type: Supplementary Description: A very useful technique for catching an opponent off guard, the Ysaru simply allows some of his blood to be shed, whether by himself or another, and by storing energy within the blood, the Ysaru can set the blood to wrap around an opponents leg, and hold them in place.
Blood Wings Rank: B Description: Using their Vitae, the Ysaru can create a pair of massive wings which it can use to transport itself.(In battle the wings will last up to 3 posts before dissipating)
Track Rank: B Type: Supplementary Description: Focusing Vitae towards their nose, the Ysaru greatly increases their olfactory senses, giving them the ability to track by scent. (lasts for four posts)
Heat Vision/ Hawk Eye Rank: B Description: By focusing Vitae around their left eye, the Ysaru can temporarily increase their visual sense, either making their sight sharper, or giving them the ability to see in the heat spectrum. Just as with the Surge ability, over-use of this ability can result in Blood Frenzy. (The sight only applies to the left eye, and in order to see clearly, the user may only have one eye open, either his right to see normally, or his left to utilize his new vision; lasts for three posts)
Adept: 2 times Expert: 3 times Master: 4 times
Harden Rank: A Type: Defensive Description: Focusing Vitae towards the surface of the skin, the Ysaru can protect their bodies from incoming attacks, making their bodies tougher than strongest armor. Can protect the Ysaru from attacks of A rank or lower. Over utilization of this technique can lead to Blood Frenzy, but the Vitae can be focused to specific areas rather than the whole body if defending against more focused attacks.
Head and Torso Charges Expert: 2 Master: 3
Blood Spheres Rank: A Type: Offensive Description: Pooling Vitae into their hand, the Ysaru create ten small orbs of blood in his hand, each no bigger than a ping-pong ball, and then scatters them into the air. The orbs will stay there and essentially act as proximity mines, waiting until a foreign presence approaches, and then bursting into viciously sharp tendrils of blood, twisting and turning nearly five feet from the center of the sphere.
Blood Beast Rank: S Type: Offensive Description: The Ysaru gathers Vitae and shapes it into a monstrous creature which will serve and protect the Ysaru for 5 posts. The Form of the Blood Beast depends on the user, but it can be no larger than an elephant. Additional Comments Because Vitae was created with the intention of sustaining Vampire, and in fact empowering them, the smell of it is incredibly enticing to all Vampires. If a Vampire is within 30 feet of an Ysaru, they will immediately be aware of the scent of Vitae, though they may not know what it is. If a Vampire consumes the Vitae of an Ysaru they will gain a temporary +1 strength and speed bonus for three days in the rp. In addition their natural healing ability is made more potent, reducing the cost of all natural healing by one rank, and allowing the Vampire to heal wounds as if they were one rank higher.Restrictions: No more than one Ysaru per nation, to a maximum of 5. The Ysari simply do not produce offspring as often as most, and their natural tendency to wander make them very spread out and rare.
- Antonius Cornelius Russo - - - - Bloodline created by Lance Fulgurant
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Posted: Fri Nov 11, 2011 9:28 am
Silver Eyed Witches/WarlocksThe Silver Eyed Witches/Warlocks are not actually witches, but have learned to use their energy to manipulate their bodies and the world around them. Silver Eyed Witches/Warlocks are all either Knights or Weapon Masters, and deal with weapons such as Claymores and Greatswords. Each one of them has silver eyes, giving them an extremely cold look. When they use the techniques of their bloodlines, their pupils turn to slits and the silver of their eyes turn yellow. All of them are rather tall, though not to the extent of giants. Perhaps due to a fluke of the genes, Silver Eyed Witches/Warlocks cannot use their energy for any magic outside of the techniques in their bloodline or classes. The S.E.W.s were once normal humans, but were genetically altered to be super soldiers. They have a heightened speed and strength compared to normal humans. Not only that, their senses are sharper. As a drawback to their increased stats, S.E.W. are always at risk of driving themselves to their breakdown point. The breakdown point is the very last limit of an S.E.W. When it is reached, their body begins to deteriorate. Their bones will be incredibly easy to break, they will loose loads more of blood than regularly, and they may even be driven to insanity. Stats:7/8 Rules:• Cannot use any other magical abilities outside of the bloodline techniques/Class techniques • Must be either a Knight or Weapon Master Strengths:• Weapon Combat • Close Range Battling • Increased Senses/Physical abilities Weaknesses:• Limited use of energies • Breakdown Bar Breakdown BarEach Silver Eyed Witch/Warlock has a Breakdown Bar going from 0% to 100%, starting at 0%. Every technique in the bloodline adds a certain percentage to that bar. When the Breakdown Bar is maxed out, the S.E.W. has reached their limit. They will experience a stat reduction leaving their strength and speed at 1/1. After the Breakdown Bar is maxed, they cannot us any of the Bloodline Abilities until they rest for two whole full RP days. This means their character cannot train or fight for those two days. For each post outside of battle and training, the Breakdown Bar decreases by 10% as long as the user does not use their energy. TechniquesPhysical Manipulation: Strength IncreaseBreakdown %: 10% Energy Rank: D The user will concentrate their energy to their arms, giving them a strength increase of 1. For the first 3 posts this technique is kept active, it adds 1% to the Breakdown Bar. From the 4th post and on, it adds 2% to the Breakdown Bar and another stat increase of 1. Physical Manipulation: Speed IncreaseBreakdown %: 10% Energy Rank: D The user will concentrate their energy to their legs, giving them a speed increase of 1. For the first 3 posts this technique is kept active, it adds 1% to the Breakdown Bar. From the 4th post and on, it adds 2% to the Breakdown Bar, and another stat increase of 1. Physical Manipulation: RibbonBreakdown %: 5% Energy Rank: C By concentrating energy into their limbs, the user is able to extend them, though not indefinitely. Their limbs will be able to stretch for about 5 meters before reaching their limits. Physical Manipulation: HealBreakdown %: 15%, 30%, 45%, 60%, 80% Energy Rank: D, C, B, A, S Whenever the S.E.W is wounded, they have the chance to heal themselves. This ability does not extend to anyone else at all, as in it only affects the user. The healing is done by directing their energy to the specified wound. For the first two levels of healing, it takes 1 posts to completely do. For the rest of the levels, it takes 2 posts, and 3 to regrow limbs/organs. 15%A normal cut, not too deep or large 30%A deep cut, fractured bones 45%Light internal damage, broken bones 60%Shattered bones, heavy internal damage 80%Regenerating a limb Physical Manipulation: Armored SkinBreakdown %: 10%, 15%, 20%, 25%, 30% Energy Rank: D, C, B, A, S Depending on how strong the attack that the user is defending from, they may harden their skin for that one post. This has a cool down of two posts as well. The skin will be hard enough to defend from the attack, resulting in a minor cut or bruise. Physical Manipulation: Quick DrawBreakdown %: 2% (increases exponentially) Energy Rank: C The Quick Draw skill is one of the signature skills of the Silver Eyed Witches and Warlocks. By channeling the energy to their sword-wielding arm, the user is able to swing their blade at an amazing speed. It has been said that it looks as if the user has not even moved their arm. This allows the user to swing their sword faster by 3 Stat Points. The downside to this technique is that it cannot be used too many times in battle. Each time the user activates the Quick Draw, the Breakdown Bar % increases exponentially. First it is 2%, and then 4%, and so forth. The energy cost remains the same. Another downside is that the user is left open to attacks, as the Quick Draw is a continuous stream of attacks used to pressure the opponent into defense. If someone is unlucky enough to be caught in the attack, they will suffer 9 heavy cuts. Area Manipulation: Mirage StepBreakdown %: 2% Energy Rank: D The Mirage step seems to be a physical manipulation skill, but it actually affects the area immediately near the user. Their energy is shot out around them, making the area blurry. When one looks into the blurred area, they cannot pinpoint the user. It looks as if the user is constantly shifting position, much like an after image. This affects a 5 foot radius around the user. Area Manipulation: Energy BarrierBreakdown %: 20% (2% for every post active) Energy Rank: B The Energy Barrier is another signature skill of the S.E.W. During the usage of this technique, the user may not use any other energy related skills. They will cast their energy out in a 10 foot radius around them. Anything that has energy that enters this area will be able to be sensed by the user. This makes them able to see and comprehend their movements, no matter how fast, or even invisible the enemy is. This doesn't make the user able to react fast enough to someone who is faster though. Created by iJwlz-kun
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Posted: Sun Jul 07, 2013 9:13 am
xxxxxxxxxxKIRANU [ Ooh. Shiny! ] xxxxxHISTORYMany, many years ago, Kiranu were considered as beast-folk and were registered into the codex of men. They were vicious and territorial, and attacked all but their own. They would pounce similarly as any other lion or tiger, and people were quite frankly scared shitless of them. It was the Elves, partnered with the Sirens, that changed this, and brought the reins on the race, turning them into docile and friendly creatures. The Elves and Sirens, with their connection to the animals and the land, were very peaceful and recreational; they had a strong partnership with each other, and they enjoyed the prospect of adding the Kiranu to their list of friends. In order to secure Kusana (back then Kuladhan) as a safe empire, they engaged in many songs and spells that changed the mentality of these beast-folk.
The Kiranu, for a long time after that, were some of the most prominent residents of Kuladhan. Their friendship with the other races (eventually including the shapeshifters, draconian and waktu) and the growing strength of the Empire they gave their loyalties to brought forth a time of great growth and prosperity for the people. However, an event occurred that not only almost completely annihilated the elven race, but also threw the Kiranu into anarchy and endangerment: Narathos' first visit to Kuladhan. As if solely to destroy the peace and harmony of the forest-based races, he completely obliterated the central cities of the Empire, and left all of the species left standing over smoking ruins. During this time, the Kiranu, spiritually guided by the Waktu, decided that the elves were a cursed race, and many of them moved for Fraxen. This began a long and prosperous history between Kiranu and man, although there were many hiccups along the road (such as the Kiranu Wars).
Today, the race has sort of integrated into society to the point where people barely notice them. They fight for whichever nation they fall under, and people rarely ever have problems with them, but almost never are they considered for a royal position; their ambitions have been washed away, along with the culture the elves once helped thrive. xxxxxDESCRIPTIONFeline creatures in a mostly human form, the Kiranu have often been regarded aseccentric due to their personalities. Most of them are cheerful and fun loving. However there are some that can be just as cruel as a vampire or lycan. Though these are few and far between. The Kiranu are naturally graceful and with claws made of metal they are a force to be reckoned with. However, they can be distracted by simple things such as a falling feather or a piece of string. They are also lovers of music so putting them up against a Siren bloodline, or Bard/Minstrel class would prove useless as they would just sit and listen. Despite all this they are quick to mood swings which makes them unpredictable at times and a race highly looked down upon. If they aren't having fun, they more than likely will get bored and just leave the scene. xxxxxSTRENGTHS• Very agile and fast. • All skills take half the time to learn. • Hearing and smell. They are not as good as werewolves, but still quite powerful. Screaming in their ears won’t hurt them, just daze them a little. • Can see in the dark. • Cat-like grace. They can balance on just about anything, and with their claws they can climb up just about anything fairly quickly. They can hop from building to building as if it were Childs play and when falling from great heights will not be hurt, due to how their leg bones are placed. xxxxxWEAKNESS• Prone to quick mood swings making them unpredictable at times. • They can be distracted by something as simple as a string. Their natural instinct to hunt can cause them to get into trouble. It takes a lot of training to withstand such easy distractions. • Normally a pretty loud creature, although when trying to hide they can completely muffle their footsteps and be quiet and quick. • You stand out because of your ears and tail. • No shields can be used, nor any other universal weapons. Only the natural claws. However, they are still allowed to learn ONE ranged weapon. • When near water you will do your best to avoid it. And despite your ability to swim, if you get dragged down you'll have a hard time making it back to the surface. • Since they are entranced by music, you're useless against any character that sings such as bards/minstrels and the Siren bloodline. xxxxxPASSIVE ABILITIES• Claws All Kiranu are born with claws, just like regular cats. These claws are slightly stronger than normal claws, and can hold up against impacts from things such as wood. The claws are about six inches long, but can be released only partially if the user desires them to be shorter. They originate from the fingertips, directly beneath the fingernail.
• My Other Self The user can freely transform themselves into a small housecat. In this form the user doesn't have the ability to attack as this skill is mostly to be used for escaping tight situations and missions where silence is key. Users strength rating will automatically go to 2 when in this form. xxxxxTECHNIQUES• Cat's Eye D Opening their feline eyes the user can cause the opponent to stop moving for one post if they gaze into their eyes. The Kiranu cannot kill their opponent when using Cat's eye.
• Licking Wounds D Cats normally lick their fur to clean themselves, kiranu can lick wounds to cleanse them. This skill can heal small wounds like cuts and bruises if the kiranu's tounge makes contact with it. This can be done in one post, making it good for healing during sparring or an easy battle. It does not work on broken bones or huge slashes that would kill the normal man. The most this skill can heal is a deep gash, nothing that can kill somebody. Note: There is no chance of infection so don't ask.
• Claw Enhancement D-A By adding energy to the user’s claws, they are able to strengthen them significantly. The claws gain in strength according to how much power is put into them. The enhancement lasts until the end of the battle. Enhancements can only be done at or below your rank, meaning a C rank user cannot use B rank enhancements, but can use C and D rank.
D: Can cut through bone. Can block bronze. C: Can cut through bronze. Can block iron. B: Can cut through iron. Can block steel. A: Can cut through steel. S: Unattainable.
• Claw Extension D By adding energy to the claws, the user is able to force them to extend much longer than normal, to a maximum of two feet. Using this skill without the claw enhancement active is possible, but not recommended as they could be easily broken without it. Lasts until the end of the battle, or the user wishes to end it.
• Double Slash D The user runs towards their opponent and unleashes a double slashing strike to their body.
• Static Roller D An odd skill of the Kiranu, in their cat form, they are able to build up a large amount of static in their fur. Rolling into a ball, they are able to use this static to practically glide across any smooth surface at a surprisingly high speed. While rolling around, they are able to evade almost any attack simply by changing direction, and seem to bounce right off of solid obstacles. As the Kiranu rolls, they build up even more static, and after three posts they are able to ram into a target, transferring all of that energy into the target in one burst.
• Energy Claw C Requirement: Claw Enhancement Following the principle learned in the claw enhancement technique, the Kiranu wraps their energy around their released claws for this technique, but not to strengthen them. In this technique, the claws become surrounded in energy, allowing them to cut though things much easier, but without the added durability of the enhancement technique. Of particular interest is that this technique is capable of hitting intangible targets, such as ghosts. C: Can cut through bronze. B: Can cut through iron. A: Can cut through steel. S: Unattainable.
• Bladed Tornado C Requirement: Adept Rank The user unleashes their claws and spins rapidly, moving quickly towards their foe win a tornado-like fashion to cut them up.
• Cat Scratch Fever C The user goes into a frenzy, swiping their claws left and right. In this mode the feline depends on their speed and agility to get close enough to the opponent to unleash this attack. A total of six swipes will be unleashed at the opponent by the end of the post.
• Cheshire Smile C This skill allows the user to blend in to their surroundings. In two posts the Kiranu begins to fade away and by the third post they are pretty much invisible to the human eye. However, one could still detect their heat source or pick them out by smell. However, if the Kiranu opens up their mouth, the opponent will be able to see their teeth.
• Nyan Cat C This skill creates the illusion of a strange cat-like creature that stays in the peripheral vision of the target it's cast on. For the duration of 5 posts, that target will repeatedly think they're seeing a gray cat flying around just out of the center field of their vision, that is constantly meowing in the tune of a very odd song.
Sample: Something like this http://nyan.cat/
• Burst Claw B For this technique, the Kiranu forces a large amount of their elemental energy into the claws of one hand, until they gain a slight aura. Once the aura has been formed, they stab the claws into the target, and release the energy, causing a large burst of the elemental power to expand from the claws.
Fire - If the user’s element is fire, their claws will glow a dull red. Upon releasing the burst, flames will shoot out of the claws in all directions, closely mimicking a fireball. The flames will basically cook the opponent from the inside. Not necessarily fatal, but extremely close to it. Flames will also escape the entry holes around the claws, creating an interesting theatrical effect.
Wind - If the user’s element is wind, their claws glow a bluish white. Upon releasing the bust, a cyclone of cutting winds forms around the claws, raveling outwards. This can very well be deadly, as the blades of wind slice through flesh, going outwards from the claws for about a foot before stopping.
Earth - If the user’s element is earth, their claws glow a dark brown. Upon releasing the burst, the energy travels outward for several feet around the claws, much differently than the other elements. The effect of the earth energy traveling through the opponent will begin to transform their flesh, into stone. The effect is slow, starting quickly from the immediate point of impact, and traveling outwards. It would take five posts to fully turn the opponent to stone, and the effect stops as soon as the Kiranu removes their claws.
Water - If the user’s element is water, their claws will glow blue. Upon releasing the burst, water gushes out of the wounds caused by the claws. The water then begins to freeze, and becomes a sheet of ice making it’s way along the opponent’s skin and trying to encase them. In five posts, the opponent will be completely encased in ice. However, that is only the visible outward effect. Much the same is happening inside, as from the start the opponent will feel a harsh chill form at the point of impact. The chill slowly expands throughout the body, making it difficult to control as the opponent’s flesh is frozen. In five posts, the opponent will be unable to move, and will have to be heated somehow to regain freedom of movement.
Lightning - If the user’s element is lightning, their claws will glow bright yellow. Upon releasing the burst, electricity blasts out of the claws, traveling through the opponent’s body directly. This will not only burn the body out from the inside, but also fry the opponent’s nerves, quickly reducing them to a quivering pile of flesh from the electricity running through their body. While not inherently fatal, the victim will not be able to control their body for some time, and continued exposure could mean death. Works particularly well on armored opponents, as the electricity is trapped in their armor, keeping up the electrocution much longer than normal.
• Lethal Image B Requirement: Cat's Eye The Kiranu uses their eyes to manipulate what the opponent see's. The opponent will see the Kiranu split into five clones which surround him. Each clone attacks at once with their claws, creating a devastating attack. Due to these clones being made of energy, the attack will harm paranormals. These clones are only good for one attack per energy use and due to the devastating nature of this skill, a three post cool down is needed before attempting to use it again.
• Blood Claws A The user pushes Chi into their claws which causes them to glow a color corresponding to the user. When the user attacks a wave of Ki will shoot out with slightly less force than an average attack. The user can choose how much Ki to put into the attack and depending on the rank is how destructive it is.
• Distortion Drive S Requirement: Master Rank The user’s claws become twice their average size and the user thrusts them towards the opponent. If their claws get within 10 inches of the opponent, their Ki will drag them into the claws. The user will then lift them up and imbue their free hand with S ranked Ki energy and continuously stab and beat the trapped opponent. The Ki prevents the wounds from healing naturally and without the aid of a cleric the opponent will die. Regenerative abilities take three times as long to work. xxxxxADDITIONAL COMMENTSI am an actual real housecat. After I sniff glue I SWEAR I can type in English for about 30 secmeow meow meow meow meow meowxxxxxRESTRICTIONS• All Kiranu have cat ears and a tail. They are non-retractable. [ Bloodline created by Enslaved Neko ]
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Posted: Sun Mar 29, 2015 10:29 pm
xxxxxxxxxxNEPHILIM [ Protect the innocent; destroy the corrupt. ] xxxxxHISTORY The Nephilim are a race of human which contain a lineage of angelic ancestry. For many centuries the Nephilim were known as Shadowhunters for their aim was to keep the world within balance by eliminating demonic presence upon earth. Their job, given by God himself, was to hunt those who threatened human existence as well as those whose bloodlines descended from demonic origin, such as werewolves and vampires, etc. They are humans who bathe in Holiness.
xxxxxDESCRIPTION They are men, and woman, who are slightly more capable than the average human but, in comparison to other species, they might as well be human. However angelic, golden blood runs through their veins creating a single singularity throughout the vast majority of them. Regardless of other physical aspects their eye color will always maintain a golden color, some lighter than others. Being that angelic blood runs through them they are capable of excelling slightly beyond the limits of humans in order to catch and defeat their prey with weapons of God. Being that they were once created for the protection of humans the Nephilim almost have taken up a resentment to the human race, acting far more superior as if they were a god themselves within the presence of a human. Nephilim, unlike their sister race, age at very slow rate and will never seem to age beyond their fiftieth year.
xxxxxSTRENGTHS • They Nephilim are capable of seemingly levitating with elongated strides in runs and jumps for their angelic heritage allows them to experience the sensation of flying without baring wings. Acrobatically more capable than most. • Physically the Nephilim are equivalent within strength to a human but they are slightly more faster a precise. Their reflexes being on par with even that of a vampire. (Str.6/Spd.6) • No matter the weapon or the class when a Nephilim strikes, those who cannot resist the power of the Holy - like werewolves/vampires with silver - will experience the same effect as they would if struck by a weapon created to cut them down when a Nephilim strikes them. • Parabatai - or battle partners - is how Nephilim usually fight. Though not required, when a Nephilim establishes the bond their strength and speed will raise by +1/+1. • Being of angelic descendant the Nephilim are tougher and more durable than the natural human. If struck by "normal" attacks (something not backed by dark energy) the attack will inflict less harm upon them. Reducing the strength of the attack by a single rank. This applies to physical, holy, and basic elemental. • The Nephilim are also capable of slight regeneration. Though not as extreme as any others, wounds as far as third degree burns and deep lacerations will begin to heal as soon as injured. • Being of holy descent, the Nephilim is more resilient than other races when it comes to passives and auras of unholy creatures. It is for this reason that they are affected by skills like Seduction one rank less than normal.
xxxxxWEAKNESS • The Nephilim are weak against what they fight. For dark energy attacks produced by those such as Shadowknights and Necromancers are much more powerful against them. (+1 Str. to any dark attack casted upon them. +1 to any advanced, non-elemental magic casted upon them) When struck with such attacks their healing takes twice as long to recover. If strong enough (if the attack is ranked two ranks stronger than the Nephilim) the wound inflicted will not heal for the duration of the battle. • Healing techniques of any form do no do anything for the Nephilim. Only one of their own, that casts a form of healing, can treat their wounds. Otherwise the Nephilim regenerate their own wounds, which can be lethal if struck with a blow too great. • Extremely cocky. Even with other Nephilim they are seemingly severely competitive. It is hard to get along with nearly any other besides their Parabatai. They are not the type to stay attentive to even their own wounds and will continue forth fighting, even after fatally injured. • Their range of combative disciplines are limited to only those that focus upon the blade(Archery included).
xxxxxPASSIVE ABILITIES • The Hand Of God E Whenever a weapon is in their grasp the weapon immediately becomes endowed with the Nephilim's energy turning it into seemingly the utmost of Holiest weapons. (Does not do harm to those not weak to Holy attacks).
• The Sight Being of God's blood, like God, they can see the world for what it truly is. They can see through ''the Mist" and see those for what they are. Instantly recognizing creatures of the night on spot or those who can use dark magic for they can read the aura's about them. Also giving them a general idea of how strong another is regardless of race. (Rank-wise, not as precise to be know the exact amount in the other energy pool.)
• The Wings of an Angel The Nephilim can natural 'soar'. Even in running their strides are immense, allowing them to clear ground easily skipping over ten feet with one stride at a full sprint. Just naturally jumping they can leap to heights of fifteen feet and drop from heights even reaching sixty feet. Their touchdown, whether walking/falling/jumping, upon the ground is always light while landing upon their feet. Giving them the natural knack for acrobatic-movements.
• The Bond of Blood (Parabatai) Within battle if another Nephilim initiates within the fight alongside the warrior the strength of the two grow.
• The Blood of the Angel The Nephilim's blood is highly acidic to those of the dark. Vampires will not be able to feed upon the blood of the Nephilim unless they risked death. To those such as humans their blood is seen a antidote of sorts for it can heal others as well. (Can heal equivalent to that of an Adept)
• The Blood of the Angel (Regeneration) E-A The Nephilim, in comparison to others, are capable of slight regeneration which begins just as soon as the blow was taken. Bruises and scraps won't even appear making it seem as if their skin is tougher than others. Trainees can deal with simple cuts. Novice can deal with simple cuts and first degree burns. Adept can deal with cuts, second degree burns, and fractured bones. Experts can deal with deep lacerations and broken bones. Masters can heal third degree burns, wounds such as stabs(only on surface, not internal damage), and crushed bones. E-Trainee, D-Novice, C-Adept, B-Expert, A-Master
xxxxxTECHNIQUES • Prayer - In times of need the Nephilim will pray to God. In doing so it creates a form of meditation which regenerates lost energy. Though this "technique" does not cost anything it is a highly risky one. A last resort of sorts. For one post the Nephilim pray. Calling to their God to aid them and insure their victory. In doing so energy, equivalent to 15% of the Nephilim's max energy, is restored. (Can only use once per fight.)
• Illuminating Aura D This technique is very simple. A burst of energy forced out of the Nephilim results in a rather blinding flash of resulting in the equivalent effects of a modern-day flashbang grenade, producing a "white-out" effect. The closer one is the more incapacitating the light becomes. (If right beside the Nephilim it will disorientate the other for a post).
• Superior Presence D The one technique which the Nephilim created is actually uses to fend off those of the human race and other races which they do not hunt. The Nephilim will begin to emit their energy about them. In doing so they create a form of presence which makes them more than frightening. The pressure within the air almost seems to become heavier. Though it is a technique meant to, essentially, scare another if the Nephilim is of higher rank the stronger their presence seems. Almost Godlike at merely two ranks above the other. At three ranks the one they stand before will feel as if they are almost suffocating whilst they stand before the Nephilim.
• The Angel's Flight C After using their holy energy, compressing it to tightly that it forms a pair of large, majestic wings on their back, the user will now be capable of flight, gaining a boost of 1 speed in the process. Lasts for 10 posts.
• God's Will B This technique is one in which the Nephilim bypass their sense of pain. By emitting their angelic energy throughout their body they essentially numb themselves to continue fighting without the hindrance of pain. (Lasts five posts. Can only be used twice per battle.)
• Protection of God A This technique is one meant for purely defense by creating a barrier of energy about the Nephilim. Their golden energy protrudes from their body in the form of angelic wings and wraps them within a cocoon of energy. This technique is meant for defense against energy based attacks. If the attack is below the rank of the Nephilim it will be recoiled back at the caster. If the attack is on par with the rank of the Nephilim it will be halted. If it beyond the rank of the Nephilim their defense will be ruptured.
• Gift of God S This is a technique in which the Nephilim undergoes a form of transformation. Becoming the physical reincarnation of the true angels before them. The latent power of angels which reside within them is freely expressed as a golden aura protrudes about them producing physical wings grow from their back, a golden halo of energy forming above their head and they experience a boost within speed(+2) and strength(+2). Wings will grow, making them capable of flight, and all of the skills in their arsenal become infused with holy energy for no extra cost. A fireball can be used and it will be one rank more effective on any unholy creature. Works with element, class and subclass skills. If the user is a cleric or paladin, the user's skills are boosted by a rank in power. Bloodline skills are also boosted by a rank. Lasts 5 posts, at which point, the wings, halo, and stat boosts will vanish.
xxxxxADDITIONAL COMMENTS The Nephilim are human. Demigods of sorts if you'd prefer to say as such. They demonstrate extreme Holy faith and can be found either praying or training most of the time. If it's not one it's the other. They have no true interest in things such as government or becoming king or anything like that. Their aim is to hunt not necessarily the abnormal, but the demonic. Those, no matter how morally good, who are deemed by their faith as monstrous, evil demons.
xxxxxRESTRICTIONS • Can Only Be: Paladin, Cleric, Mage, Weapons Master, Ranger, or Knight. • Energy Color Must Be Golden As Well As Eye Color • Must Begin In Yuran • Natural Dislike Towards All Other Races (Excluding: Sirens & Humans) • At Higher Ranks[Expert+](so you don't get your RPC killed off in a heartbeat) You Will Not Hesitate To Chase Down And Kill Those Such As: Chimera, Dreadnought, Ferals, Orcs, Succubus/Incubus, Vampires, Werewolves, Necromancers, Diabolus, Shadowknights, Etc. • Will Never Have A Title
[ Bloodline created by Black Flash ]
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Posted: Sun Jun 12, 2016 11:31 am
xxxxxxxxxxTHE SWARM [ This world is mine. ]
xxxxxHISTORY When I awoke, the walls were all red. The faces that surrounded me in awe now lay slack-jawed and silent. At first, indeed, my mind wandered the walls. The simple mind might think that the red was due to the material, but it was so splattered. It was a violent red, as if something horrible had happened here. Then I looked deeper at the faces, now that the blur from my eyes had gone - their faces were filled with terror, a final terror, as their lives had obviously been laid away. The question I had for myself was . . . if they were all dead, and I was still alive, what sort of intention did the creature that did this possess?
Self-preservation. You see, this agent of carnage was . . . me, and far beyond my imagination I had changed from who I was before I entered that room. The final genetic modification had resulted in a cataclysm that awakened a new lifeform. Before I was "me", and now I am The Swarm. The people in that room did not favor the visage of my children that were growing from my flesh. They wished to exterminate them - and so I fought for my ilk. It is, of course, what any good parent would do.
The room I left behind now lies as the heart of my great Horde - I built walls of their flesh, tempered with sacs and piles of silk. I no longer need the chaos of my own humanity. I crave what comes with the order of the Swarm.
xxxxxDESCRIPTION A Swarm's King or Queen can be born one of two ways: by being birthed by a Swarm King/Queen and a humanoid or due to a genetic modification going awry and corrupting a humanoid entity's system. Normally such a corruption would kill the creature involved - but due to the spikes of celestial and Axiom-based energy in the earth's surroundings, energy itself has become active enough to yet again birth more races into Axiom. This race comes from the failures of the Old World's technology - and seeks to bring forth the New.
A Swarmhost can come from a current RPC Master rank or higher. Upon achieving this rank, if you possess gene modifications, your cataclysm may occur at any time. With Captain (Juli or Shane's) approval, you can awaken the Swarm from within you and begin your Host. The reason you must be Master in order to awaken this bloodline is that it requires someone with an extreme amount of power. Swarmhosts quite literally create new life, almost entirely by their own will. They are vessels of self-reproducing energy.
Swarmhosts appear as their old bloodline until they dawn their armor. At this point, they will begin to produce their Swarmlings and they'll manifest their vastly distinctive form.
xxxxxSWARMHOST POLITICS • The Swarm Kings and Queens generally compete for leadership of the entirety of the Swarm. If they ever encounter each other, bloodshed almost always follows. • The Swarm speaks its own language, but it is communicated by brainwaves rather than words. The entirety of a King or Queen's swarm is a hive-mind entity. • The King or Queen retains their old identity and their memories, but their feelings change. They become territorial and begin to prioritize their Swarm over much of their old priorities. Many of them even manifest hatred towards the people from their past. The majority of Swarmhosts become chaotic and evil.
xxxxxSTRENGTHS • 1.5X Energy - As you feed the swarmlings, they also feed you. • Like the Vaet Diabolos, you self-mark. This mark is completely custom. You begin with all four marks, and they give you a total of 3,000 energy (not multiplied by the 1.5x). These marks entail eight abilities, four modified appendages, and one super-passive to make up for the lack of a mark weapon. This chosen passive is the defining element of the Swarmhost, so engineer it wisely. • You still possess your old gene mods, and also may make customs. The slots remain the same however. • The Swarm is incapable of hurting its host, and vice-versa. They are engineered for total clarity and efficiency: none of them can damage one another with abilities. • Retain your old racial stats.
xxxxxWEAKNESS • Lose your old bloodlines, marks, sins. You are born anew. You may keep your talent but odds are it should probably be changed with your transformation. • Reliant on proper use of your swarmlings. All abilities cost flat energy and usually take place over time. This is a strategic bloodline. • 1 Rank Weakness to Fire • 1 Rank Weakness to Lasers, Explosions and other similar technology. • Retain your old racial stats.
xxxxxPASSIVE ABILITIES • Harvest The Swarmlings do not mind returning to their roots. It is like Nirvana, and returning to the cycle of rebirth. The Swarmhost may instantly harvest the blood of any of their Swarmlings to regenerate damage. Depending on the rank of the Swarmlings (determined by the skill), they will regenerate X amount.
C - Minor wounds B - Deep wounds A - Major wounds (arteries/blah) S - Lost limbs SS - Can set up to bring back from near complete destruction after impact.
• Swarmhost The Swarmhost will don an armor when they enter combat, similar in appearance to the one in the bloodline picture. While they wield this armor, their eyes turn gold, their skin changes color and an organic carcass-like shell grows from them. They grow spiky wings on their back and they begin to generate Swarmlings from their body, depending on their energy used. The armor can be given energy to defend up to X rank depending on the amount of energy. It will defend against attacks of its rank. The wings are considered to be a part of the armor, but may be used offensively as well.
• Quarantine If any attack hits via the Swarmhost or his/her Spawn, the opponent will be injected with a poison that will weaken their body for the duration of the fight. They will eventually have their blood replaced by Swarmhost-infected blood and become so ill and deranged that they'll no longer be able to battle effectively. The effects progress until this, which takes place after 8 posts.
Not all attacks apply Quarantine - only ones that aren't pure magic.
xxxxxTECHNIQUES • Lord of Blades C The Swarmhost can use their bladed wings to enter a state of flight for six posts. +2 Speed during flight.
• Metamorphis C-SS This is the ability listed in the passives; the ability to innervate the carcass with energy.
• Swarm Territory B This ability morphs the ground beneath the Swarm. Everywhere 5 yards around a Swarmling or the Swarmhost will become almost organic and gray - this environment is perfect for the Swarm, and on or above this environment they feel invigorated. Their stats are improved by +1/+1, and they are capable of performing their special features (Mothers digging, Liches burrowing, etc). The Swarmhost can also birth free unranked Swarmlings from their body while on or above Swarm Territory.
• Territorial Lapse A The Swarmhost may quickly warp to any spot covered by Swarm Territory.
• Spawn Roaches C-A This ability creates six individual "roaches", or Spawnlings that look like extremely large alien roaches. These creatures are all considered C-A rank, but cannot destroy C-A rank techniques or be destroyed by them. These swarmlings are simply attack dogs and will chase after foes, running very quickly and striking with bitter determination. They may be harvested by the Swarmhost and focused into a C-A ranked blast of green acidic energy.
• Spawn Basilisks A-S The Swarmhost creates four "Basilisks", bat-like insects that zip through the skies. These basilisks follow the same rules as the Roaches, but instead of attacking by melee, will assault the enemy with corrosive bombs that explode through flung sacs. The Basilisks may be harvested for a corrosive wing blast that will target the opponent, fling at absurdly high speeds, and melt through them and their surroundings for fifty feet. This blast is A-S ranked, depending on the energy used to spawn the Basilisks.
• Spawn Ultralisks A-S This ability engineers three large beasts with tusk-like pincers that close inward to rend targets. The Ultralisks are extremely durable and very fast. Their attacks are all magically charged to break through defenses of equal rank. They may be harvested by the Swarmhost to send a rain of A-S ranked tusks at the foe with the same effect. All spawned creatures follow the same rules as the roaches.
• Spawn Mothers A-S Mothers are an entity that create small creatures from their bodies, two ranks below them. These creatures can be basilisks, roaches or ultralisks. The mothers will burrow into the ground and generate these entities from large holes covering their back. They look like beetles. Another thing the mothers may do is release toxic clouds from its holes as a self-defense mechanism. The Swarm is immune to these clouds, but enemies and allies won't be.
• Spawn Liches A-S This ability creates giant tendril-like monstrosities from the ground that can only move by digging into the ground and then rising elsewhere, usually by means of Swarm Territory. These "Liches" can lengthen to extreme proportions of nearly one hundred feet, and will lash out at targets or fling massive splinter bombs at enemies. Usually these are meant to protect the Swarmhost or Mothers. They may be harvested to cast another Spawn ability of the same rank.
• Spawn Psychic S-SS This ability creates a black and feeble Swarmling that will not move very much from its position, and if it wishes to, it must slowly slither across the ground. What the Psychic lacks however is made up for with its pure energy. It always possesses a barrier around itself and can channel power through this to send psionic waves at the foe, assaulting them from afar. The Psychic may be harvested for a pure and massive blast of telekinetic energy.
• Cloverfield SS This is the strongest Swarmling a host may create. This entity is so absolutely colossal that it will shadow over large towns. It is around three hundred feet tall and possesses four sharp legs with which it attacks foes. Cloverfield has the same characteristics as some other Swarmlings - it can create smaller Swarmlings like the Mother, shoot splinter bombs like the Liches, and pierce foes like the Basilisks. It's very protective of the Swarmhost, and it actually possesses a spot near its brain that the host may rest in while it rampages across the battlefield. It may be harvested only for the purpose of a gigantic Heart of the Swarm lightning assault.
• Heart of the Swarm Varies entirely This ability can be anything electric, from a lightning bolt to a storm that will raze a city to the ground. Heart of the Swarm is awakened in your body by harvesting a Swarmling and using its energy to cast a storm. Then, for the rest of the battle you will be in this electric state, with your hands volting and the field around you super-charged. You may then sacrifice more and more of your Swarm, sending down more and more electric assaults on a designated area or foe. The storm is equivalent exchange, sacrificing a Swarmling for lightning of the same rank. Each Swarmling you sacrifice will add more radius to the next lightning-based assault. If you were to exhaust a horde of Swarmlings, you could produce attacks that would annihilate massive areas with ease. Roaches are the best sacrifice for the Heart of the Swarm, considering there are more of them.
Heart of the Swarm does not sacrifice more than one group of Spawnlings (one technique) at a time. You cannot add a C rank roach swarm and a B rank basilisk swarm to make an A rank Heart of the Swarm.
xxxxxADDITIONAL COMMENTS "You seem overconfident of your abilities, dark one. I am no helpless Cerebrate to be assailed under cover of darkness. I am the Queen of Blades, and my stare alone would reduce you to ashes. You and your ilk cease to amuse me. Prepare yourself for oblivion's embrace."
The Swarm are capable of semi-asexually reproducing. By absorbing genital fluids, they can fertilize themselves and birth a Swarmhost child via a green birthing and evolution chamber imbued in the back of their carapace, while in Swarmhost form. The child grows quickly, and once ready will absorb the fluid of the chamber, then crawl through the Swarmhost's carapace skin until it will emerge through the armor near their pelvic area.
xxxxxRESTRICTIONS • Only 3 Swarm Hosts may exist.
[ Bloodline made by Shane ]
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