XXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXX" I cried for him, my baby. My one true love. My Dominus. I did not cry when I lost my wife but when I lost my baby nothing consoled me. Nothing but pain... and release. Now I have him... and he has more than I. We have our family now. " XXXK A L S H A R, Queen of Blades
Kal, the remnants of the once loved Maria, second known survivor of the mutation causing one to become one with the Swarm. With the destruction of her first kingdom and no one coming to her aid, the Queen of the Beasts and Beastfolk alike has made a solemn vow not to let Kranilla fall... at ANY cost... No threat or harm will come if Kal can help it. She has fallen from the graces of Solonor and Justor alike, and has chosen to forsake them as they have her. She has chosen to mark herself, to brand herself and her people by extension. This dossier will detail what happens with the hive mind is active.
XAraneae Spider like, and with a predilection for controlling monsters and closing distance, though her body is no longer what it was, or what it changed into once before, Maria and Kal do not fight that much differently. And though she herself has forgone her old ways, her old methods, her old way of thinking, Kal does still prefer to trample her foes herself, savoring being a warleader, a conqueror. She just has new toys to do it with.
xxxMark One PassiveR-Type Species At the first level of her Mark, Kal inscribing herself with the mark of a spider with the tail of a scorpion. She chooses to amplify her ability to create a brood and claim the land when she activates this stage of her mark, instead of boosting her combat ability differently. In addition, she trades her carapaces wings for four long appendages that are longer than her wings, though she can still use her energy to fly. She also gains a long, venomous tail with a sickly stinger upon it's end.
Some uses for this: 1 Swarm intensity - When she spawns anything, Kal spawns an extra two in the set for no extra cost. However, it costs an extra 25% of her energy to do this, which tends to cost a lot when the costs get higher. 2 My Territory - When Spawn Territory activates, Kal can sort of spit the gray matter up to twenty five yards away to create five yards of territory there.
xxxThe Skills Jumping Spider B Kal, in her fury and fervor, will leap onto a target so long as they are within twenty feet of them and on Spawn Territory. It is a gamey ability because it is guaranteed that the pounce will land if the target does not take direct action to stop it.
Blade God C Kal cannot fly with her spider legs using this skill, instead able to move faster on land and jump considerably with them. They are strong enough to puncture steel, at base. +3 speed on land, but cannot use at the same time as lord of the blades. In the case of the lord of the blades, she has her normal base +2.
Ensnare C-SSS An amount of webbing equal to the amount of energy paid by Kal can be released from her maw, her arms, her feet, her carcass. This web is incredibly sticky and surprisingly durable as well. It can only be destroyed by energy equal to it's rank. At SSS this webbing can cover an entire thread with ease, making travel difficult for all but the host. However, at S rank and above, the webbing is slightly thinner and easier to avoid. For all intents save for teleporting with Lapse, ambient webbing is treated like swarm territory until destroyed. xxxThe Appearance It is shaped like a Black Widow's red mark on her right cheek, with tendrils wriggling about the outside of it.
Spawn Overlord SS An Overlord is a rather large spawnling that cannot see, but floats through the air at a sizeable 10 meters, pumping a corrupting infection into the ground that spreads out by 10 meters per post, laying spawn territory down for the duration of the fight, or until the Overlord is destroyed. If left alone, it could convert an battlefield, slowly but surely. xxxThe Statistics +1 speed 550 additional energy when using the mark
- - -
XDiplopoda As the Queen of the swarm, Kal has decided she will lead by example, and as her second mark activates she gains a far more monstrous form. A new appendage presents itself here. Her skin turns black and her eyes become red as her body prepares to change. A second set of arms produces itself from her midsection, sharp claws on each finger. Even more frightening, her feet become hands as well, with carapace hardened claws.
xxxMark 2 Passive:The Uniter; The Divider When she moves, the very world around her is willed into action as well. She herself gains a stealth field when she activates this mark that allows her to move undetected until she takes actions like Spawning, attacking, or using flashy skills. She also gains the ability to buff her allies while they are on her territory, or debuff opponents. Some uses for this: 1 Uniter, Divider - Allies on swarm territory can move at +1 speed, and gain +1 strength. Divider - Foes get the opposite effect. 2 Stealth described above.
xxxThe Skills
Spikes Varies She can fire spikes at will, potentially across a thread if enough energy is paid.
Ferocity in Sight Passive She can see across all spectrums of light, allowing her to better hunt her prey.
xxxThe Statistics (Do still affect Kal but not Shar) + 1 speed, +1 strength (passively) 1300 additional energy when using the mark + 1 Additional Spawnling to Kal's spawnlings
- - -
X Vespea It is thought that Maria is, quite like a wasp or a hornet. A woman with an entire brood, a hive of workers and warriors that do her bidding while she directs from a safe location. Such men and women have, clearly, never seen her in action. She was once a dragoon, after all, and knows her way around not just her swarm but also her spear. She gains another new appendage here: a set of hornet wings on her back.
xxxMark Three Passive: Regal Influence on the Battlefield A Queen should always lead by example, and Kal is no exception to this rule. Amidst her brood she is seen swarming along with them. She seems to enjoy the idea of tearing through an enemy army or raze down a city, consuming all. As Queen of The Swarm, Queen of the Beastfolk, and the Queen of Blades, she is still very much a beast at heart, still that playful mer, still that dominating hybrid. She prepares her forces ahead of time, strategy her greatest ally alongside Shar, before going in at the tip of the spear. And of course, she adapts well to what is needed on the fly.
Some uses for this: 1 Regal Influece - Kal's stinger is 6 feet long and made of her carapace, and has an interesting ability. It can, once per post, spawn a small worker that has 0str but is incredibly fast, at 11spd. These will set about moving at top speed around a thread, tirelessly working to spread spawn territory for Kal. This may not seem strong, but if enough of these were set about a city, they would very quickly turn the entire city into a mass of organic grey tissue. They will kill civillians, but run away from people deemed threatening for dear life. 2 - Kal, while this mark is active, can harvest any of her spawnlings in order to spawn an equally ranked, different spawnling, though only to up to three in a single post.
xxxThe Skills
Sting A A quick jab with an appendage or her arms or legs will stab a foe and deposit her poison while doing harm to the enemy. This skill is lightning fast, and if you are in range avoiding it is very difficult. It can be done timely as long as the appendage was was poised for the strike. It will occur as soon as the subject enters attack range, and it is obvious when it is likely to occur. It is best to give her space while she is poised to strike.
Energy Blast A - SS Capable of producing free form lightning blasts at will from her body at any time. Only travels around 20 feet, however. Can be manipulated within this range, however.
Envenom SSS With the tail aimed at a target, it will fire a stinger at high velocity, suddenly. If it lodges itself within it's target they will have 5 posts before the venom claims their life. The poison works by, over the course, causing white hot pain to spread from the area of impact on the first post. The second post, the afflicted area will become numb and unusable if a limb, or labored if anywhere such as a lung or lower abdomen. On the third post, senses become dulled. On the fourth post, blood begins to pour from orifices along the body as internal organs fail and are liquified. Finally on the fifth post, the venom actually seems to truly activate and begin to dissolve away at the tissues, leaving nothing behind.
Spawn Mutalisk S-SS Similar to the Basilisk, but bigger, meaner and with a stronger bite force, Shar can spawn two of these. They have a special ability, however. They can, once every two posts of life beginning with their birth, choose to take no offensive or defensive action to seemingly birth a set of C rank Basillisk. This can only happen twice, with the second instance killing the Mutalisk.
xxxThe Statistics +1 speed +2 strength (passively) 2000 additional energy when using the mark + 1 Swarmling Spawned
- - -
X Mantodea The final mark, grants her a large pair of mantis like scythes on the ends of every one of her appendages that can extend and retract. huntress aspect to her psyche. She has determined, upon use of this mark, that all of her enemies have forfit themselves. But as a Queen she is merciful. Her opponents are afforded time to run from her final wrath.
xxxMark Four: Regancy
Determined now to slay all who would dare to stand against her, Kal will use a special arsenal of spawnlings to overwhelm and destroy her opponents, whoever they are. She simultaneously will protect her Queen's guard using this energy, giving them a second chance whenever possible. Her scythes become specialized to kill whatever she comes against in this form, meaning that should she or any of her spawnlings manage to land a blow upon her enemies, she will gain a rank of extra damage against them on her own attacks. This stacks up to three times.
Some uses of this: 1 Nirvana - If one of her pack is killed, his body with enter a rapid breakdown, his form filling with the necessary information to rebuild. With this, his carcass will be home to a small version of himself, which in five posts unless killed, will consume his entire old body and then reform again. However if he is killed while consuming himself or his body fully destroyed in one attack, this will not occur. 2 Adaptability - Her scythes become specialized to kill whatever she comes against in this form, meaning that should she or any of her spawnlings manage to land a blow upon her enemies, she will gain a rank of extra damage against them on her own attacks. This stacks up to three times.
xxxThe Skills
Kilean Lightning A A charged claw swipe. This can deal extra damage based on knowledge gained with her passive.
Evolve Varies With a Shriek that is echoed among the currently existing spawnlings, Shar can forcibly change their form, causing either widspread random changes or directly altering the DNA of each one itself. This change costs the rank of the highest ranked creature within the influence of this skill. Cannot create a mother or lich, but can mutate even a roach into a hydralisk.
Spawn Hydralisk S-SS Spawns two Hydralisks, which are serpant like at the bottom but are no less fast and strong. They are unstoppable unless hit by a rank lower damage, and will shrug off most attacks as they slam into, or through defenses. It's scythe-like, tri-bladed arms can tear through most things, especially organic tissues, and their jaws easily have over 5000 pounds of bite force.
Spawn Bombarder A-SS A Hellacious creature who's body is filed to the brim with volatile acids that only it can seem to survive in. It can launch globs of this as if spitting quite a distance, making ranged enemies need to think twice before ignoring them. The globs deal damage equal to the spawn's rank, but it can only spit twice in a single post. They are slow, and frail, but make up for this by raining hell upon their opponents. Spawns two at a time.
Spawn Hatchery SSS This creates a small creature, one with an infinite mass of dna in it's body, from Shar. This will then burrow into the ground in a suitable area, one infected by Spawn territory, and then "die" bursting in a huge mass of reddish grey muk, bursting from the ground and pooling like a digusting and vile bubble. Inside this bubble is filled with gasses, volatile juices, and most importantly the material for the creation of life. After five posts of survival, whereever the Hatchery was created, it will begin a hellacious spawning of Roaches, Mutalisks, Bombarder, Hydralisks, and Ultralisks of S rank. Every two posts after, a brood of four of whatever was chosen (by necessity determined by the Hive Mind) will emerge.
xxxThe Statistics +1 speed, +2 strength (passively) 3000 additional energy when using the mark +1 Additional Spawnling for Kal's Spawning
XXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXX" I cried for him, my baby. My one true love. My Dominus. I did not cry when I lost my wife but when I lost my baby nothing consoled me. Nothing but pain... and release. Now I have him... and he has more than I. We have our family now. " XXXK A L S H A R, Queen of Blades
Kal, the remnants of the once loved Maria, second known survivor of the mutation causing one to become one with the Swarm. With the destruction of her first kingdom and no one coming to her aid, the Queen of the Beasts and Beastfolk alike has made a solemn vow not to let Kranilla fall... at ANY cost... No threat or harm will come if Kal can help it. She has fallen from the graces of Solonor and Justor alike, and has chosen to forsake them as they have her. She has chosen to mark herself, to brand herself and her people by extension. This dossier will detail what happens with the hive mind is active.
XAraneae Spider like, and with a predilection for controlling monsters and closing distance, though her body is no longer what it was, or what it changed into once before, Maria and Kal do not fight that much differently. And though she herself has forgone her old ways, her old methods, her old way of thinking, Kal does still prefer to trample her foes herself, savoring being a warleader, a conqueror. She just has new toys to do it with.
xxxMark One PassiveR-Type Species At the first level of her Mark, Kal inscribing herself with the mark of a spider with the tail of a scorpion. She chooses to amplify her ability to create a brood and claim the land when she activates this stage of her mark, instead of boosting her combat ability differently. In addition, she trades her carapaces wings for four long appendages that are longer than her wings, though she can still use her energy to fly. She also gains a long, venomous tail with a sickly stinger upon it's end.
Some uses for this: 1 Swarm intensity - When she spawns anything, Kal spawns an extra two in the set for no extra cost. However, it costs an extra 25% of her energy to do this, which tends to cost a lot when the costs get higher. 2 My Territory - When Spawn Territory activates, Kal can sort of spit the gray matter up to twenty five yards away to create five yards of territory there.
xxxThe Skills Jumping Spider B Kal, in her fury and fervor, will leap onto a target so long as they are within twenty feet of them and on Spawn Territory. It is a gamey ability because it is guaranteed that the pounce will land if the target does not take direct action to stop it.
Blade God C Kal cannot fly with her spider legs using this skill, instead able to move faster on land and jump considerably with them. They are strong enough to puncture steel, at base. +3 speed on land, but cannot use at the same time as lord of the blades. In the case of the lord of the blades, she has her normal base +2.
Ensnare C-SSS An amount of webbing equal to the amount of energy paid by Kal can be released from her maw, her arms, her feet, her carcass. This web is incredibly sticky and surprisingly durable as well. It can only be destroyed by energy equal to it's rank. At SSS this webbing can cover an entire thread with ease, making travel difficult for all but the host. However, at S rank and above, the webbing is slightly thinner and easier to avoid. For all intents save for teleporting with Lapse, ambient webbing is treated like swarm territory until destroyed. xxxThe Appearance It is shaped like a Black Widow's red mark on her right cheek, with tendrils wriggling about the outside of it.
Spawn Overlord SS An Overlord is a rather large spawnling that cannot see, but floats through the air at a sizeable 10 meters, pumping a corrupting infection into the ground that spreads out by 10 meters per post, laying spawn territory down for the duration of the fight, or until the Overlord is destroyed. If left alone, it could convert an battlefield, slowly but surely. xxxThe Statistics +1 speed 550 additional energy when using the mark
- - -
XDiplopoda As the Queen of the swarm, Kal has decided she will lead by example, and as her second mark activates she gains a far more monstrous form. A new appendage presents itself here. Her skin turns black and her eyes become red as her body prepares to change. A second set of arms produces itself from her midsection, sharp claws on each finger. Even more frightening, her feet become hands as well, with carapace hardened claws.
xxxMark 2 Passive:The Uniter; The Divider When she moves, the very world around her is willed into action as well. She herself gains a stealth field when she activates this mark that allows her to move undetected until she takes actions like Spawning, attacking, or using flashy skills. She also gains the ability to buff her allies while they are on her territory, or debuff opponents. Some uses for this: 1 Uniter, Divider - Allies on swarm territory can move at +1 speed, and gain +1 strength. Divider - Foes get the opposite effect. 2 Stealth described above.
xxxThe Skills
Spikes Varies She can fire spikes at will, potentially across a thread if enough energy is paid.
Ferocity in Sight Passive She can see across all spectrums of light, allowing her to better hunt her prey.
xxxThe Statistics (Do still affect Kal but not Shar) + 1 speed, +1 strength (passively) 1300 additional energy when using the mark + 1 Additional Spawnling to Kal's spawnlings
- - -
X Vespea It is thought that Maria is, quite like a wasp or a hornet. A woman with an entire brood, a hive of workers and warriors that do her bidding while she directs from a safe location. Such men and women have, clearly, never seen her in action. She was once a dragoon, after all, and knows her way around not just her swarm but also her spear. She gains another new appendage here: a set of hornet wings on her back.
xxxMark Three Passive: Regal Influence on the Battlefield A Queen should always lead by example, and Kal is no exception to this rule. Amidst her brood she is seen swarming along with them. She seems to enjoy the idea of tearing through an enemy army or raze down a city, consuming all. As Queen of The Swarm, Queen of the Beastfolk, and the Queen of Blades, she is still very much a beast at heart, still that playful mer, still that dominating hybrid. She prepares her forces ahead of time, strategy her greatest ally alongside Shar, before going in at the tip of the spear. And of course, she adapts well to what is needed on the fly.
Some uses for this: 1 Regal Influece - Kal's stinger is 6 feet long and made of her carapace, and has an interesting ability. It can, once per post, spawn a small worker that has 0str but is incredibly fast, at 11spd. These will set about moving at top speed around a thread, tirelessly working to spread spawn territory for Kal. This may not seem strong, but if enough of these were set about a city, they would very quickly turn the entire city into a mass of organic grey tissue. They will kill civillians, but run away from people deemed threatening for dear life. 2 - Kal, while this mark is active, can harvest any of her spawnlings in order to spawn an equally ranked, different spawnling, though only to up to three in a single post.
xxxThe Skills
Sting A A quick jab with an appendage or her arms or legs will stab a foe and deposit her poison while doing harm to the enemy. This skill is lightning fast, and if you are in range avoiding it is very difficult. It can be done timely as long as the appendage was was poised for the strike. It will occur as soon as the subject enters attack range, and it is obvious when it is likely to occur. It is best to give her space while she is poised to strike.
Energy Blast A - SS Capable of producing free form lightning blasts at will from her body at any time. Only travels around 20 feet, however. Can be manipulated within this range, however.
Envenom SSS With the tail aimed at a target, it will fire a stinger at high velocity, suddenly. If it lodges itself within it's target they will have 5 posts before the venom claims their life. The poison works by, over the course, causing white hot pain to spread from the area of impact on the first post. The second post, the afflicted area will become numb and unusable if a limb, or labored if anywhere such as a lung or lower abdomen. On the third post, senses become dulled. On the fourth post, blood begins to pour from orifices along the body as internal organs fail and are liquified. Finally on the fifth post, the venom actually seems to truly activate and begin to dissolve away at the tissues, leaving nothing behind.
Spawn Mutalisk S-SS Similar to the Basilisk, but bigger, meaner and with a stronger bite force, Shar can spawn two of these. They have a special ability, however. They can, once every two posts of life beginning with their birth, choose to take no offensive or defensive action to seemingly birth a set of C rank Basillisk. This can only happen twice, with the second instance killing the Mutalisk.
xxxThe Statistics +1 speed +2 strength (passively) 2000 additional energy when using the mark + 1 Swarmling Spawned
- - -
X Mantodea The final mark, grants her a large pair of mantis like scythes on the ends of every one of her appendages that can extend and retract. huntress aspect to her psyche. She has determined, upon use of this mark, that all of her enemies have forfit themselves. But as a Queen she is merciful. Her opponents are afforded time to run from her final wrath.
xxxMark Four: Regancy
Determined now to slay all who would dare to stand against her, Kal will use a special arsenal of spawnlings to overwhelm and destroy her opponents, whoever they are. She simultaneously will protect her Queen's guard using this energy, giving them a second chance whenever possible. Her scythes become specialized to kill whatever she comes against in this form, meaning that should she or any of her spawnlings manage to land a blow upon her enemies, she will gain a rank of extra damage against them on her own attacks. This stacks up to three times.
Some uses of this: 1 Nirvana - If one of her pack is killed, his body with enter a rapid breakdown, his form filling with the necessary information to rebuild. With this, his carcass will be home to a small version of himself, which in five posts unless killed, will consume his entire old body and then reform again. However if he is killed while consuming himself or his body fully destroyed in one attack, this will not occur. 2 Adaptability - Her scythes become specialized to kill whatever she comes against in this form, meaning that should she or any of her spawnlings manage to land a blow upon her enemies, she will gain a rank of extra damage against them on her own attacks. This stacks up to three times.
xxxThe Skills
Kilean Lightning A A charged claw swipe. This can deal extra damage based on knowledge gained with her passive.
Evolve Varies With a Shriek that is echoed among the currently existing spawnlings, Shar can forcibly change their form, causing either widspread random changes or directly altering the DNA of each one itself. This change costs the rank of the highest ranked creature within the influence of this skill. Cannot create a mother or lich, but can mutate even a roach into a hydralisk.
Spawn Hydralisk S-SS Spawns two Hydralisks, which are serpant like at the bottom but are no less fast and strong. They are unstoppable unless hit by a rank lower damage, and will shrug off most attacks as they slam into, or through defenses. It's scythe-like, tri-bladed arms can tear through most things, especially organic tissues, and their jaws easily have over 5000 pounds of bite force.
Spawn Bombarder A-SS A Hellacious creature who's body is filed to the brim with volatile acids that only it can seem to survive in. It can launch globs of this as if spitting quite a distance, making ranged enemies need to think twice before ignoring them. The globs deal damage equal to the spawn's rank, but it can only spit twice in a single post. They are slow, and frail, but make up for this by raining hell upon their opponents. Spawns two at a time.
Spawn Hatchery SSS This creates a small creature, one with an infinite mass of dna in it's body, from Shar. This will then burrow into the ground in a suitable area, one infected by Spawn territory, and then "die" bursting in a huge mass of reddish grey muk, bursting from the ground and pooling like a digusting and vile bubble. Inside this bubble is filled with gasses, volatile juices, and most importantly the material for the creation of life. After five posts of survival, whereever the Hatchery was created, it will begin a hellacious spawning of Roaches, Mutalisks, Bombarder, Hydralisks, and Ultralisks of S rank. Every two posts after, a brood of four of whatever was chosen (by necessity determined by the Hive Mind) will emerge.
xxxThe Statistics +1 speed, +2 strength (passively) 3000 additional energy when using the mark +1 Additional Spawnling for Kal's Spawning
This is... actually okay. I mean, the spawns in stage 4 are a bit strong, but passable. Approved.
Posted: Sun Dec 20, 2015 9:47 pm
xxxxxxxxxxGolem "Stone sentinels. Crafted by the strongest men, brought to life with long forgotten magics. Woe betide those who stand between a golem and it's charge."
xxxxxHISTORY It would be difficult for any adventurer or scholar to explore the old ruins of the world and not encounter a golem. These creates of stone and clay have existed since ancient days, protecting the treasures their creators have charged them with. Since most golems were created simply to guard or kill, there is little history can tell of a golem possessing it's own will. Yet, there are snippets of golems turning on their masters, or grieving the loss of a charge. It is unknown how a simple being like that could have the capacity for such complex things as emotions.
xxxxxDESCRIPTION Though all are made of stone, golems can vary in design. They can be beautifully carved and ornate, or just roughly molded to resemble a humanoid shape. It depends entirely on what the creator wants.
xxxxxSTRENGTHS • High physical strength • High base energy (Novice - 700) (Adept- 1200) (Expert- 1700) (Master- 2200) (Sage- 3000) • Resilient to elemental magic (damage is reduced by 25%) • Don't need to breathe
xxxxxWEAKNESS • Can't swim • Slow • Can not be Templars or Shadow Knights as Golems are loyal only to their charge • Can not wear armor with the exception of gauntlets
xxxxxPASSIVE ABILITIES • Immunity Being made of stone, Golems can not be poisoned, burned, or otherwise debuffed by status afflictions
• Stone Skin Decreases all damage by
xxxxxTECHNIQUES • StompE Stomps the ground, releasing a shockwave that decreases the speed of nearby opponents by 3
• Stone ThrowE Tosses a bolder at a target up to 50 feet
• Fastball SpecialE Tosses a character at a target, adding +4 to speed during airtime
• Geolocation E The Golem slaps the ground, sending out kinetic waves that allow it to track the movement of anything within a 30 meter radius, as long as they're touching the ground.
• Double SlamD The Golem slams both fists down at an opponent. The resulting damage counts as two basic attacks while still allowing the golem to attack again.
• Shattering BlowD A powerful energized punch that ignores 3 points of of the target's armor
• LodestoneD Uses magnetism to pull opponents equipped with metal armor or weapons toward the golem with a range of 15 meters.
• Atomic BodyslamC The golem jumps into the air and attempts to bodyslam an opponent. 20% of the golem's weight is added to the damage.
• GuardianC Blocks an attack aimed at a nearby ally, ignores half of the damage
• StalagmiteD Punches the ground so hard that large stone spikes shoot up from the ground under an opponent
• Unstoppable ForceB Rushes an opponent at full speed. 40% of the golem's weight is added to the damage and the golem takes 10% of said damage.
• JuggernautC The golem draws in nearby dirt and rock to increase it's size. Strength increases by 6 and weight increases by 40%
xxxxxADDITIONAL COMMENTS Golems can only be made out of stone or metal.
STATS
8 Strength 4 Speed
xxxxxRESTRICTIONS • Golems are restricted to Earth elemental magic • Golems can not carry ranged weapons like a bow or crossbow
xxxxxxxxxxGolem "Stone sentinels. Crafted by the strongest men, brought to life with long forgotten magics. Woe betide those who stand between a golem and it's charge."
xxxxxHISTORY It would be difficult for any adventurer or scholar to explore the old ruins of the world and not encounter a golem. These creates of stone and clay have existed since ancient days, protecting the treasures their creators have charged them with. Since most golems were created simply to guard or kill, there is little history can tell of a golem possessing it's own will. Yet, there are snippets of golems turning on their masters, or grieving the loss of a charge. It is unknown how a simple being like that could have the capacity for such complex things as emotions.
xxxxxDESCRIPTION Though all are made of stone, golems can vary in design. They can be beautifully carved and ornate, or just roughly molded to resemble a humanoid shape. It depends entirely on what the creator wants.
xxxxxSTRENGTHS • High physical strength • High base energy (Novice - 650) (Adept- 1100) (Expert- 1500) (Master- 2000) (Sage- 2600) • Resilient to elemental magic (damage is reduced by 25%) • Don't need to breathe
xxxxxWEAKNESS • Can't swim • Slow • Can not be Templars or Shadow Knights as Golems are loyal only to their charge • Can not wear armor with the exception of gauntlets
xxxxxPASSIVE ABILITIES • Immunity Being made of stone, Golems can not be poisoned, burned, or otherwise debuffed by status afflictions
• Stone Skin Decreases all damage by 50%
xxxxxTECHNIQUES • StompE Stomps the ground, releasing a shockwave that decreases the speed of nearby opponents by 30%
• Stone ThrowE Tosses a bolder at a target up to 50 feet
• Fastball SpecialE Tosses a character at a target, adding +4 to speed during airtime
• Geolocation E The Golem slaps the ground, sending out kinetic waves that allow it to track the movement of anything within a 30 meter radius, as long as they're touching the ground.
• Double SlamD The Golem slams both fists down at an opponent. The resulting damage counts as two basic attacks while still allowing the golem to attack again.
• Shattering BlowD A powerful energized punch that ignores 30% of the target's armor
• LodestoneD Uses magnetism to pull opponents equipped with metal armor or weapons toward the golem with a range of 15 meters.
• Atomic BodyslamC The golem jumps into the air and attempts to bodyslam an opponent. 20% of the golem's weight is added to the damage.
• GuardianC Blocks an attack aimed at a nearby ally, ignores 50% of the damage
• StalagmiteD Punches the ground so hard that large stone spikes shoot up from the ground under an opponent
• Unstoppable ForceB Rushes an opponent at full speed. 40% of the golem's weight is added to the damage and the golem takes 10% of said damage.
• JuggernautC The golem draws in nearby dirt and rock to increase it's size. Strength increases by 6 and weight increases by 40%
xxxxxADDITIONAL COMMENTS Golems can only be made out of stone or metal.
STATS
8 Strength 4 Speed
xxxxxRESTRICTIONS • Golems are restricted to Earth elemental magic • Golems can not carry ranged weapons like a bow or crossbow
[ Bloodline/Clan created by Born-of-Shadow ]
We actually have a system for damage reduction, so if you want DR, you should do it by base numbers. The way it works is with the knight class you get, for instance, a -2 to dr. With this bloodline, you say 50%, but instead you should say minus 1 or 2, which reduces the rank of damage used against you by that many ranks. Also, is it possible for them to learn to use guns? Lastly you should add some stronger, more endgame ish techs, or some higher level skill that is defense oriented maybe?
xxxxxHISTORY Originating in Val'Ghast at a time where Pagans ruled, there were many figures, envious of the gods before them, sought a chance to claim some of the glory for themselves. While many did not know what the Pagan god that they worshiped looked like, impostors always fell short. There was always magic that changed someone's appearance, but nothing was ever absolute. A pagan, only known as Daemon the Tamer, rose in the lands that would eventually known as Val'Ghast. The Pagan claimed to be the God of Obscurity. Many had no idea what it meant, but they followed him. Many historians now claim that this may have been Achaemid, before he drifted to Nev Lumae, though it is not proven; however, paintings of the Pagan resemble those of Achaemid. In fact, it hadn't been a Pagan at all. Though his name was true, as was his title, Daemon wasn't a Pagan. After figuring out a way to steal bits of energy just from a single touch, Daemon figured out Skincrawling long before the first documented Shapeshifter. He first learned how to change into other people, though did little to affect the other parts of the world. Instead, he never left his home. When he learned how to transform into the monsters he tamed, many of his followers began to notice his absence. It wasn't long until he was officially challenged by Kamilla. Daemon lost, as he was ultimately no match for Kamilla. Daemon was officially never heard from again. His teachings went on, and the first reported Shapeshifter was named Archelaus, a refugee who lived in Kuladhan. As time has gone by, Shifters have stayed few in numbers, and many have developed many skills to stay as elusive as possible.
xxxxxDESCRIPTION Rooted in envy, Shapeshifters don't have a set form. In fact, they have adopted so many forms that they don't even remember what they looked like. Instead, their permanent form is a mixture of the many forms they have taken on, and it explains their androgynous features. Shapeshifters are hardly all male, or all female. It is strange to say they resemble both sexes, in terms of features. Though, ultimately, it is up to the Shapeshifter to determine both their sex and gender. They adopt new features though a complex genetic matrix that allows them to change their genetic makeup as they see fit at the molecular level. All Shapeshifters have a connection of some sort to Daniel, and their only true faith belongs to him.
xxxxxSTRENGTHS • Shapeshifters are awfully good at close ranged combat. In fact, if they use a physical class, their class skills are boosted by one rank in power. They are also amazingly flexible, though surprisingly not vascularly strong. • Transform into animals and monsters in the codex. • Allows the user to transform into RPCs that they have met and copy their skills and traits from their classes and bloodlines. At higher ranks, they do not have to transform to use skills and bloodlines of those you have met. Though the skill usage is very limited. • Upon touch, you gain the early memories of those you come in contact with. Many Shapeshifters use this to perfect their form, often trying to replace the person they have shifted to. Most use it to simply extract information. You do not gain any recent memories. • Skills copied are not penalized in energy costs as long as the user takes the form of the person/creature they are copying the skills from. • There is absolutely no way of telling someone apart from a Shapeshifter. The Shifter adopts the energy signature of the person they are copying. With them taking on so many energy traces, it is impossible to track them by any means. Instead, their energy will reflect any type of energy sensing to the origins of the signature. If being tracked (even with long distance tracking) by their energy, the trail will take the tracker to the person that the shifter has taken the form from. If they aren't in the area, then the user can not be sensed.
xxxxxWEAKNESS • Shapeshifters are incapable of forming any real bonds, as their friends will forget what they looked like as soon as they leave the area. • In order to use their skills, you have to have touched them, anywhere is fine. • Copying forms and attempting to become another creature can come back to haunt you when the RPC finds out. • While you may copy abilities, they will never be as strong as the original user. • Silver. Lycans were said to originally be shapeshifters and were often mistaken for them; though it is not true, both seem to have a weakness to silver. (-1/-1 to stats when struck by silver) • While their transformations are capable of fooling many, they are incapable of fooling Lycans of equal rank and Sage Ranked Reds. With their enhanced energy perceptions, both of these races are capable of remembering the energy trace left by Shapeshifters, and will not forget the Shifter once they have left the area. • Cannot copy the abilities of Sins, gain mark abilities, or use talent abilities.
xxxxxPASSIVE ABILITIES • Skin Walk This skill allows the Shapeshifter to transform their physical appearance. This can be as little as the color of their eyes, to the tone of their skin. A shapeshifter is free to change as many things about their physical appearance with this technique as they see fit, even transforming into a person that they know, though using this passive is no substitution to using Skill Mimic. This is done quickly and effortlessly.
• Memento Bonds are hard to form for the Shifter, and yet it is not impossible. Three individuals spread across the last lifetime of the Shifter may remember him. After being given a trinket of some kind that belonged to the Shifter, the person may simply hold it and their memories of the Shifter will never fade.
• Me? I'm No One The face of a Shapeshifter is incredibly forgettable. Anyone who has seen their actual face will forget what the Shapeshifter looks like once they've left the area. Nothing will allow anyone to recall what the shifter looks like. When they recall memories with the shifter in them, the shifter is replaced by a faceless, colorless person in bland clothing. Everytime the shifter meets someone, he has to reintroduce himself.
• Culturally Correct A Shapeshifter is only as believable as his form. Often, to maintain their roles, the shapeshifter needs to have every language accessible to him. Through a variation of the memory mimic, the Shapeshifter has learned every known language and may easily recall specifics of every known culture.
• Morphic Healing While Shapeshifters do not regenerate per se, every time they change forms, they heal themselves of almost any wound. Though poisons that run through the bloodstream are not cured. This can be solved by shifting into a creature that is resistant to poison. The only injury that can't be healed by shifting is a decapitation, for obvious reasons.
xxxxxTECHNIQUES • Skill MimicE-S After transforming their bodies to look like their opponent, the Shapeshifter can copy all of their known skills and use them as his own. All it takes is a simple touch, and the Shapeshifter now knows all the skills that their opponent knows. The best way to describe this is that you are copying their energy, letting your energy transform into theirs, which gives you the ability to use their skills. At this time, the user can choose to change their class to that of their opponent. Should they choose to not change their class, then the copycat cannot use their opponent’s class skills. Should they choose to change their class, they must take their strengths and weaknesses. At Expert Rank, the Shapeshifter may forego the need to transform into the person they are copying skills from. When this happens, they need to pay 1.25x the energy in order to keep their original strengths and weaknesses, while temporarily adopting two strengths and two weaknesses from the person they are copying. The Shifter is not capable of gaining passive benefits from the other person, so if they have a +1 to magic, the Shifter does not get it.
Duration Because this skill takes up energy, you must state how much energy you’re using when you first use this skill. Depending on how much energy you wish to risk, the duration of this skill changes.
S Ranked energy cost: 40 posts A Ranked energy cost: 34 posts B Ranked energy cost: 26 posts C Ranked energy cost: 15 posts D Ranked energy cost: 7 posts E Ranked energy cost: 3 posts
• AnimorphE-S This skill allows the shapeshifter to transform into any creature that they have ever encountered. This can range from a common house cat, to a gargoyle, or even an Emerald Ent. The user takes their form, strengths, weaknesses and skills. Though there are rules to using this technique:
- The shapeshifter must have encountered the creature at least once in their lifetime and have touched it. This only applies of course to regular animals. For codex monsters, the Shapeshifter must have defeated the creature they wish to transform into. - The shapeshifter can only transform into a creature of up to two ranks above them. Codex monsters are grossly ill-ranked. - The shapeshifter can only retain their shape for 10 posts at a time before they are forced to transform back or pay the energy cost.
• I'm the Perfect YouA This ability is quite unique, and very creepy. After taking the form of someone, and that person happens to walk into the same area, the Shapeshifter can invade the minds of everyone around them to an extent. This will convince everyone in the area that the Shapeshifter is actually the real one, and that the actual RPC is the impostor. Agitation soon follows, and threats may very well be sent to the 'impostor'. While the vst majority of their being truly believes the shapeshifter is the real one, the affected people are still reluctant to attack the original. It is a piece of the mind that shapeshifter just aren't skilled enough to affect.
• Chimera S The absolute ******** of forms, and is the direct result of mixing up multiple genetic makeups into a single form. While this is not to be confused with the Skincrawling ability of using the skills of those you have touched, the Chimera skill is very similar. This form completely alienates the Shifter, and should only be used once combat is initiated and their cover is blown. The user may take the form of up to three different monsters from the codex that they have copied, taking the highest stats of the three creatures. While in this form, the user will adopt the most prominent features, often growing in size. This will give them all of the abilities of the monsters. Should the user want to take a different path, they can use two different forms taken from RPCs they have copied, though this does not give them access to mutiple bloodlines. Instead, they pick and choose the class, bloodline, and element they want to copy from the two people they have chosen to imitate. This form only lasts for five posts before it needs to be reset.
xxxxxRESTRICTIONS • Listed throughout the bloodline.
[ Bloodline reconditioned by Hiro, and again by Hiro. ]
Gluttony would like to just eat all day. He is a simple Sin with incomprehensible wants. If he had the power to, he would devour all of Axiom. As it stands, he will just eat what he can, and should any oppose him, he'll just eat them with everything else. He doesn't care about what he eats so long as it's everything.
Gluttony aims for those large of body. The larger, the better. Why? Because they naturally have the biggest mouths and body surface area. This means that they are the best suited to both eat the most things without his help and the best suited at grappling away energy. Holding great physical power, which usually comes hand-in-hand with size, just further guarantees that Gluttony can hold onto his food. The most ideal host would be someone who also specializes in hand-to-hand combat. However, Gluttony can't be bothered to narrow it down too much. There's so much of the world to eat, after all. Many times, he's forced weapon masters to change their fighting styles entirely simply to suit his selfishness.
Gluttony is very present-minded. He has no grand, world-changing plans nor does he have any long-term of any other kind. Eating hasn't changed since it's been introduced. At least, not in ways Gluttony cares for. Although, he has become more willing to stifle his hunger when it comes to consuming sentient creatures, the death of past hosts at the hands of disgusted heroes having taught him that cannibalism is a much too fast way to lose a host. Now, when he cannibalizes, he always makes sure he has a good excuse. Not that it's always a brilliant excuse. ▰ ▰ ▰ [Abilities]
• InsatiableDrawback Hunger wracks the body of Gluttony, taking its toll. Gluttony starts all scenes and fights with only half of his energy/stamina pool and takes a -2 penalty to both strength and speed.
• HungerPassive All things Gluttony's body touches, including temporary appendages he grows on a whim, can "eat" to a certain extent. Instead of inefficiently creating mouths all over the body, Gluttony can devour energy with a prolonged touch. For every full post (start to finish) that Gluttony is in contact with somebody, he drains 50 energy from each victim, adding the full amount to his own energy pool. Activating Devour also gives Gluttony a temporary Satiated buff, which gives him +2 to both speed and strength for 2 posts.
• Never Gonna Let You GoPassive Obsessed with eating, Gluttony is very good at holding onto his food. He has a +1 to his effective strength when grappling. This bonus only applies to his grapples. It does not mean that, for instance, his punches are stronger when he's wrestling with something.
• Stomach of SteelPassive Gluttony's insides are an indispensable tool when it comes to eating. He is as tough inside as he is outside, effectively doubling any defense bonuses he gains from natural armor. Natural armor includes tough skin, scales, and other forms of toughened body parts. This does not include passive defense bonuses given because the character is assumed to be wearing heavy armor. This can include active defense buffs gained by suddenly growing or improving scales, etc. Because the armored inside only protects Gluttony once the outer armor has been pierced, the doubled defenses can only negate down to D-rank damage if the damage could not have been negated without Stomach of Steel's passive buff.
• Juli Don't Read This SkillE-SS Gluttony's body sprouts tentacles. Anywhere. Anytime. The strength of the tentacles are determined by the rank of energy used to grow them. After five posts, the tentacles dry up, shrivel, and detach from the body. They cannot be regenerated or recharged, but there can always be more tentacles. In fact, there is no limit to the number of tentacles, not even the number that can be grown in one post or over several post. Tentacles have a natural maximum length of 3 meters and are about as wide as an arm.
• I Swear Juli, You Really Don't Want to Know What this Skill DoesD For one post, Gluttony's tentacles spring in length, growing twice as long. When they grow shorter the previous post, whatever they've grabbed hold of is dragged back with them.
• Feeding FrenzyC Gluttony gains a sudden burst of speed, gaining +2 to both strength and speed for one post. Feeding Frenzy does not stack with the Satiated buff.
• More Mouths to FeedB Mouths filled with rows of sharp teeth form all over Gluttony's body, including on any tentacles he may have. The mouths are fully able to bite, chew, and eat whatever may come their way. The mouths constantly emit a disgusting, gargling noise and smell. The mouths give Gluttony's body and each of his appendages a C-rank bite attack in addition to any normal damage and make it 1 rank harder to escape any of Gluttony's grapples.
• Ready for SecondsA Gluttony heals himself with the power of food, getting back into shape so he can continue eating but at the cost of deepening his hunger. Gluttony can regrow bones and limbs along with closing up severed arteries and veins. Major organs except for the brain and heart can easily be brought back like new or just regrown if they're completely missing. Consume is auto-activated whenever Gluttony needs to be healed. For two rounds after healing, Gluttony suffers a -1 penalty to both speed and strength.
• ConsumeSS Gluttony's mouth stretches to impossible size and swallows anything in front of him. Literally anything. Rank, size, danger, weight. Nothing matters. Like a black hole, there's even an event horizon of sorts. Anything within 1 meter of Gluttony's overstretched mouth cannot escape. The energy needed to break the rules of reality to make Consume a possibility means no energy is restored for eating… whatever. However, the Satiated buff does activate. Consume can only be used once every three posts.
Posted: Sat Jun 25, 2016 8:30 pm
[GREED]
Where there is something, Greed wants it. Greed covets all and no rules, ethics, or morals will stop her. She is an incurable kleptomaniac. The material plane that is Axiom holds the material wealth that Greed so desires as the Sin the embodies the stronger material desires of the people. She doesn't care about people or monsters or what the world comes to so long as she gets everything she wants. If she could turn people into gold, then she would do just that. It's such a pity that she can't.
There are very few people in this world that can't be tempted into material desires. The variety of different forms greed can take is so large that Greed can work with nearly any type of material. Therefore, she isn't all too picky about the host she picks. Her progress, Treasure Island, travels with her wherever she goes, so she is completely content with tackling her problem little by little over successive hosts. However, she generally avoids those who frequently use their possessions in freakishly large amounts, basically bullets and arrows. Archers and gun users are on the bottom of Greed's list for hosts.
Greed has no grand, world-shaking plans for Axiom. She just wants to own everything in it. Over countless previous hosts, she has failed numerous times to have it all. However, that hasn't stopped her. It's slow going, but with each successive host, she desires to grow her already monstrously large hoard even more. Want, want, and more want. It's all hers and will stay all hers. ▰ ▰ ▰ [Abilities]
• Dragon HoardDrawback Greed hoards like there is no tomorrow, and she is reluctant to part with any of her treasures, even a single bullet. The act of losing any of her treasures, even if it's necessary for her own life, physically exhausts the host. The host loses 25 energy per possession they choose to use/lose/give/otherwise take out of the hoard. This includes ammo. Furthermore, Greed can only use two pieces of non-consumable custom equipment in a fight.
• Shared FortuneDrawback Every non-consumable custom Greed's host owns becomes part of the hoard. The host can access the item in its original form by pulling it out of Treasure Island. However, the custom originals, custom forgeries (see Forgery), and custom phantoms (see Borrow) summoned in a scene count towards the character's custom limit, which cannot be exceeded.
• Sticky FingersPassive Greed's host doubles any material wealth gained. When gathering materials, she finds twice the amount that would normally be found. When creating products from raw materials, she creates twice the amount. So on and so forth. Ammo limit, however, is not doubled. The sources of this extra wealth varies. Sometimes, it's just dedication born out of avarice. Other times, it's earning a little extra coin on the side through… creative means.
• A Penny Saved is a Penny EarnedPassive Any material wealth that Greed's host loses intentionally is halved. Purchases made with currency are divided in two and then rounded up to determine the amount spent. If Greed is a ruler, then this includes nation purchases. Creating products with raw materials uses half the raw materials listed. Using potions, bullets, and other consumables uses half the needed amount. If the consumable can be split, such as half a bottle of potion, then half charges are valid. Otherwise, such as the nonsense of trying to use half a bullet or half an arrow, then the amount used is halved and then rounded up.
• Treasure IslandPassive Greed has a special space just for storing all of her pretties, and her host is able to access this space freely to store and take what they want so long as it is something that they put in themselves. The pocket dimension gives the host the freedom to have on hand an infinite amount of custom equipment and weapons. Although, they are still limited by the Dragon Hoard drawback. Hosts cannot take something that a previous host placed within Treasure Island. Consider it as a secure safe, accessible only by Greed and her host, that can be opened anywhere. Granted, Treasure Island can only hold material wealth. This extraplanar space is not capable of supporting life and it's completely impossible to try and fit a living thing into Treasure Island. Opening Treasure Island takes practically no thought and the item that is being searched for always appears right in the hands of Greed's host, making it an ideal place to store all the combat-ready items that can't fit on the body. However, Treasure Island cannot be opened to, say, intercept a material attack on Greed (e.g. catching bullets).
• StealE-SS Greed can rob the impossible with the Steal technique. She requires contact with the target object, but once contact is achieved, the object is under Greed's complete control for a short instant. She can stop bullets mid-flight to claim them as her own. Even a master fighter cannot keep his grip on a sword that Greed decides is hers, nor will the sword cut Greed. These feats of avarice, however, require energy to fuel, the difficulty of the task determining the energy used.
When Stealing attacking objects, Greed must use either energy equal to the rank of the attack or the rank of the user, whichever is higher. In the case of multiple material-based attacks, Greed must expend energy for each object. Stealing unique possessions increases the rank by two.
When Stealing unused objects, the quality of the item determines the energy used. Ammo can be stolen at a ratio of 1 ammo for every 2 energy spent. Raw materials require either a rank of energy equal to the source of the material or E-rank energy per material if it was collected in a safe zone. Consumables that are not ammo require a rank of energy equal to the rank of the technique used to create the consumable. Equipment, both custom and mundane, require energy equal to the rank of the owner of the equipment.
Normally, Steal and a bit of sleight of hand leaves victims unaware of the theft. However, circumstances ultimately decide whether or not Greed is successful in her heist. For instance, reaching into someone's ammo pouch is actually really obvious. Regardless of circumstances, those of higher rank than Greed are always aware of her attempts. They can't do much to stop the theft, but they can certainly chase down the perpetrator.
• Material InstinctD After having seen an item once, Greed can track the item down with Material Instinct from and to anywhere if the object is in the same world as her. On the off-chance that the item is no longer in the same world, then Greed tracks to the item's last location in the world. Material Instinct only points Greed in the direction of the object. I does not show Greed the area or condition that the target is in.
• BorrowA The host cannot retrieve a permanent Forgery. However, Greed is happy to lend something like the item if the host asks with the Borrow technique. The object the host borrows, however, is merely a phantom of the original, which rests safely inside Greed's hoard. The effects of the Forgery are one rank weaker (-2 ranks compared to original). Phantoms of consumables made permanent run out of uses like normal but the actual forgery does not deplete.
• ForgeryS Greed creates an exact but temporary copy of an object, practically any object she has sight on. This includes custom items and weapons, but it excludes customs granted by or created from a god. She doesn't need to know all of the object's properties for the object to be created in its full and complete form. The Forgery gives to anyone who touches it a full and complete understanding of how to use the object and what it does. The Forgery lasts for five posts. During the five posts, the Forgery is treated exactly like the original but with effects one rank weaker. At the end of the five posts, if Greed has the energy to cast MINE!, then she must use MINE! on the Forgery. Forgeries are not counted as customs for the purposes of the Dragon Hoard drawback.
• MINE!SS After creating a Forgery, Greed can make it permanent with the MINE! ability. In fact, she always does so, even if it means she has flat 0 energy to continue/end the battle. So long as her host's energy falls into the negatives, Greed thinks it is worth and there is nothing the host can do to stop it. After turning the Forgery permanent, it is stowed away in Greed's personal part of Treasure Island, inaccessible to her host by normal means.
Thematically, Lust is a desire demon. Lots of sex because that was the easiest way to express her sin… So… Yeah… I really hate how Lust was first in line because it was just so awkward to write.
Mechanically and out of combat, Lust gets people to see things her way. Wrath will be very similar to Lust in this manner, where he evokes the emotion he represents in order to bring forth the kind of world he wants. Envy functions differently despite also wanting to infect the world with her sin. Unlike Wrath and Lust that instill emotion with their skills, Envy constantly takes things away. She doesn't seek to fill the world with envy, but she wants to take away everything because she can't have anything and that, well, just naturally creates envy. That's going off-topic, though.
Mechanically and in combat, Lust is a staller. She functions best when she's got the time to build up some bp and she's best at draining more energy than she uses. Focusing on one target when against multiple enemies has the potential of being pretty devastating to the poor sucker. However, she doesn't have a lot of kill potential, mostly because she wants people to physically love each other and killing kiiiiind of doesn't help that. Her biggest weak point will be gathering enough bp without dying, and stall generally doesn't do so well in combat rp guilds from what I've seen.
I felt giving the sin of Lust a Mark of Lukhan would be appropriate flavorwise. Hopefully, it's not too strong, though. Like I said, Lust has infinite potential for serious damage, but in most situations, she can't rack it up quickly enough for it to really matter. Most fights shouldn't, if I've balanced this correctly, last long enough for her to use her higher end techniques.
On to specific highlights of certain skills. All You Need is Love is meant to be a near-guaranteed escape, which is why it doesn't have the break option that most other skills have.. I'm going to be honest, Forced Embrace was inspired by the thought "Okay, how can I give Lust the ability to rape people?". I need to nerf Come to Me, but I can't quite think of a way that I'm happy with. Not to mention, part of me thinks that it's okay as it is because it does take a lot of bp to use.
I do want to give Lust one more drawback, something that doesn't just make it harder for her to do her extra stuff. Something that really makes her weaker in another field. I couldn't think of anything I'd like, though, so… well… You used to be Lust's host, right? Do you have any ideas?
[LUST]
For Lust, Axiom has the potential for the paradise she desires. Lust's vision of paradise is an anarchic but relatively happy place where everyone acts on their basest wants. I.e. Sex. She wants sex, and sex is best when done with others.
Lust looks for a host to fulfill this need of hers. Generally, someone who is attractive and knows it. Someone she can convince to be her messenger to the world. Sometimes, she'll find promising fruit in a young, untried youth, and she'll enjoy exposing the innocent to all the pleasure the world has to offer. Raising them into an exemplar of hedonism who cares only for pleasure. Very rarely, Lust will take on a challenge and snipe down a threat to her dreams at the same time. She will take a stalwart defender of all that is pure and good, invade their mind, and twist them to her ways. It's always been good practice in learning how to convince even the most stubborn to fall to her.
As per her vision of paradise, Lust specializes in the sexual desires, of course, but has kept up with the times enough to have some control over the much more expansive list of desires mankind holds nowadays. ▰ ▰ ▰ [Abilities]
• Bondage PointsDrawback Lust may be the master of all that is sex, but even she needs time to prepare, as short as it may be. Lust needs to expend Bondage Points in addition to energy to use her Sin skills. Bondage Points represent Lust's allure, and the general success rate of certain techniques. The more viewers, the more points. These points are accumulated with appropriate actions at a base rate of 2 points per person affected. They are expended at a rate of 1/5 of the base cost (ignore any cost reductions or increases) of each Sin skill used multiplied by the number affected by the skill. Lust and her host can choose how many people and who exactly all of her Sin skills affect. Appropriate customs may be created to increase the points accumulated, but no custom may accumulate more than 1 extra point/person/post and Lust cannot earn more than a total of 10 points/post. Points can be expended the post they are earned. There is no limit to Lust's allure, but it is only a temporary resource and resets to 0 with the beginning of each new scene.
• Asexual is a ThingDrawback Those immune to being seduced are immune to almost everything Lust can pull. Lust can't even collect bondage points from their presence. They are not, however, necessarily immune to whatever Lukhan's mark gives and Lust is capable of identifying their desires no matter how deep they might be hidden.
• Friends with BenefitsPassive Lust is no stranger to Lukhan. After all, she passionately slept with him at least once. Whatever their relation, her goals and his have many common points, and the host she cultivates will find many of Lukhan's ideals appealing. Past hosts have already proven their loyalty to Lukhan's creed, fostering some sort of twisted trust in the debauchery of Lust's hosts. Lust's host, in addition to all that Lust grants, also gets a free ticket of association with Lukhan. Once they fall to Lust's words and so long as they remain within her dark embrace, Lukhan will grace them as one of his own. Hosts of Lust that accept her receive Lukhan's mark and may use/advance it like any other follower of Lukhan.
• SeductionE-SS Lust always chooses material (her host) she can work with, and her material should at the very least be able to seduce. Seduction is an active that functions like the Succubus's seduction passive, using the rank of the technique in place of the rank of the seducer. If her host happens to already be a succubus, Seduction becomes a passive +1 rank increase to seduction abilities and an +1/post/person increase for Bondage Points.
• Mirror of ErisedE Peering into the mind of a single target, into the subconscious if needed, Lust discovers what the target most sexually desires. She can then change her appearance to the object of desire, which gives her +1 bp/post. As a two-part technique, Mirror of Erised can be activated partially. Lust can peer into someone's mind without transforming or she can transform into whatever humanoid form she wishes. The transformation has no duration, being permanent and requiring Mirror of Erised to be used again in order to return to the previous appearance. Although, the form change does not change any abilities or stats. Although, it can change gender, grow a third boob, and other eye-opening but otherwise unimportant changes. When cast on multiple people, Lust can assume only one form, obviously. When using this technique, Lust can expend more bp than necessary and the target may prevent the mind reading by expending energy equal to the amount of bp consumed by this skill divided by the number of targets and then multiplied by 5. energy to break = 5(bp/targets)
• Mirror of Erised IID There is so much to desire than just sex. With this skill, Lust digs out what it is the target truly desires out of all things possible. If she wants to, Lust can expend more bp than necessary and the target may prevent the mind reading by expending energy equal to the consumed bp divided by number of targets times 5. energy to break = 5(bp/targets)
• Cupid's ArrowC An energy projectile, Lust likes to dress this up as a blown kiss, flies to however many targets. The bp cost can be raised as high as Lust wants. If the target does not counter with enough energy [energy to break = 5(bp/targets)], they must do whatever is their strongest present desire (or if you're uncreative, then do everything to get in the pants of the first thing seen).
• Forced EmbraceB Whether the target wanted it or not, Lust manages to grab them and hold them close. Lust may use more bp than necessary for this skill. And for every 10 points of bp spent on this skill, Lust's strength increases by 1 while she is embracing the target and she doesn't have to move like she's using the strength in order for all of it to calculate. She can be lightly skimming her hands over the target's skin, and they would still feel the full force of Lust's strength. This skill may only be used on one target
• Pleasure DrugA With a mere glance, Lust evokes immense pleasure and enjoyment in the target, magnifying any pleasure the target may already feel. Those of strong mind (rpcs) are distracted for a second. Those of weaker mind (npcs) fall to their knees and many yearn for the feeling again. They are more inclined to the hedonism Lust desires to see in all of Axiom. Repeated exposure increases the yearning. When combined with other skills that evoke pleasure, the strength of the other skills increase by 1 rank.
• All You Need is LoveS Everyone within sight of Lust gets a sudden and near unstoppable urge to fulfill their desires right here and now. The choice to actually fulfill it or resist the temptation is up to the rper, but the result is the same regardless: a complete inability to do anything productive for the next however long it takes. The only counter to All You Need is Love is to either be Lust or be immune to what Lust does. Lust cannot alter the amount of bp invested in this technique, all within range are affected by this technique, and she must pay bp for everyone affected. She can only use All You Need is Love is a scene-ending ability. It prompts a time-skip and guarantees Lust's escape. The victims of the technique cannot be harmed while the skill is active.
• Come to MeSS Irresistibly, Lust reaches out and pulls the target to her. There can only be one target. There is no way to prevent this skill. After fitting persuasion, Lust asks one request, and the target must fulfill it to the best of their abilities. The request must be feasible, but it can be difficult, for the target. The request may not kill the target. The request may last until the end up the target's life. Lust mostly uses Come to Me as a way of getting the most stoic and pleasure-hating people to join her hedonism. She takes sick pleasure in seeing the most haughty fall to her level.
Posted: Mon Jul 04, 2016 2:15 am
xxxxxxxxxxPAGAN GOD OF LUCK [I am the designer of your catastrophe.]
xxxxxHISTORY Pagans have a long history in the third plane. Their true origins have been kept secret even from themselves. Scores of books have been written about their tales, bloody pages serving as a reminder of the hubris their kind was polluted with. Just as the folly of man was to wage war against their fellow kind, so too was it with pagans. Each Pagan had dominion over a very unique and particular pantheon. There were those best suited for war, agriculture, longevity, and so on. In the present day of Axiom there are only five left after all the bloodshed. They hunted each other down ruthlessly with the hopes of proclaiming themselves as the one true Pagan. In the shadows existed one of their kind that did not take part in this. His name was Xenos, and this is his story.
Luck, to most is a superstitious belief. Is it truly luck when an arrow misses its mark and spares the life of a soldier? Was it luck's decision to have the wagon's wheel break just as it rounded a corner and causing it to careen over the edge of a cliff? No, it was Xenos. With the particular magic coursing through his humanoid body he had extreme power over circumstances and controlling luck. Humankind would come to his temples in droves and offer all they had for a boon of his, hoping to gain fortune and favor with those in power. Others came and begged for him to bestow terrible luck on their enemies. Their crops would face a blight, plagues would sweep through and armies would falter when they never had before in battle. Those cursed ones would then come to Xenos and offer everything they had so their luck would change. This was what brought him down from greatness. People finally understood that he had no greater motive than to watch the chaos ensue that stemmed from his power. He played both sides when he chose and watched them both burn in the end. Just as many other Pagans before him his worshippers abandoned him and forgot about him. Xenos' power dwindled through the years, and so he chose to hide himself. Every decade or so he would move from place to place, concealing his power and identity. There are moments in history where it is believed this ancient pagan has resurfaced. During great events where suddenly the tides were turned. With the chaotic state of the world Xenos has decided to reemerge.
xxxxxDESCRIPTION Luck is what this pagan deals with. He has the ability to effect the outcome of many circumstances over time and alter the world around him. By absorbing the luck from others around him Xenos can activate abilities that can produce serious turns of events, depending on what he wants to happen.
xxxxxSTRENGTHS • Xenos is able to perceive the weaknesses of opponents. He must be able to know what they are so that he may exploit their luck. • Abilities cast in conjunction with any Luck ability are one rank stronger in nature. • Xenos can pick and choose who in an area is affected by any of his abilities. This protects allies from becoming unlucky as well as stops enemies from mistakenly receiving his boons.
xxxxxWEAKNESS • Xenos suffers from holy and unholy attacks by -1 rank. • A lot of his luck abilities stem from him speaking the outcome he wishes to see. If he cannot speak he is hindered and unable to cast the ability. People deafened by whatever source are not immune to his abilities because it is the energy laced within the words that cause things to happen, not the words themselves.
xxxxxPASSIVE ABILITIES
• Fortune Favors the Bold This ability is what will power every technique Xenos has in his pagan arsenal. For every post he is around other characters he slowly absorbs their luck. This acts as a secondary energy pool that can only be spent on Luck abilities.
• Fate is in my Hands Xenos is incredibly lucky. He sees probability and chances so clearly that when it becomes evident that he shall die he can stop that from happening. This can only be done after he has absorbed a total of 100 points over his time being active. That means he has to collect and spend the full amount of Luck he can 10 times each time he wishes to alter his fate. Should he have the required charge of Luck then he is able to stop himself from dying. That could mean even if an enemy managed to cast a spell that would obliterate him it will somehow miss.
• Lady Luck is Smiling Xenos is incredibly lucky in and out of battle. Even wandering around he comes across some of the most chance happenstances ever. No matter if odds are stacked against him Xenos will always have the upper hand and generally comes out on top. Any sort of gambling against him is pointless. For example, he could play a game of russian roulette with 5 bullets loaded and would come out alive every time.
xxxxxTECHNIQUES
• MarkedD1 LP Xenos must first mark an opponent with this area of effect ability before his luck can do anything to them. It is similar to any sort of curse placed on people. By uttering a phrase laced with his energy he is able to leave his signature on them which manifests as a tattoo upon their body. It cannot be removed, though it fades once Xenos no longer perceives them as an enemy.
• Double DownC1 LP Marked enemies can be forced to take an extra post longer to cast spells. This occurs on the next spell they cast. Spells with no activation wait time will received one and other abilities will just increase by 1.
• In my FavorB-S2 LP If danger has presented itself in front of Xenos or his allies he can spend a bit of his luck to have something kismet happen in order to save them. This depends heavily on scenarios presented before them. By speaking the outcome he wishes to see happen out loud it will happen. This effects the environment and world around characters, not specifically the characters themselves.
• High RollerC-S 2-3 LP Xenos can grant his allies flat stat bonuses. He grants them his luck, which puts them in to their prime. At C he can offer +1 to a stat. At B he can offer +1 to two stats. At A he can offer +2 to one stat and at S its +2 to 2 stats. This lasts for 10 posts.
• Critical FailB-S2 LP Xenos can extend his will upon the environment to cause ridiculous things to happen to his opponents. This depends heavily upon the environment and situations presented before them. By speaking the outcome he wishes to see happen out loud it will happen. This effects the environment and world around characters, not specifically the characters themselves.
• What are the Chances?A1 LP per post By expending an initial cost of energy as well as one Luck per post Xenos can cause improbable things to become probable and vice versa. This comes off as mostly randomized, though it is always positive outcomes for his allies and self and negative outcomes for his marked opponents. These improbabilities will effect characters, not the environment.
• Up the AnteS3 LP Bad luck has far reaches. Marked enemies can be forced to expend a rank more in energy than they normally would for any technique they attempt to cast. This streak of ineptitude lasts for 3 posts.
• A Twist of FateSS5 LP Xenos will expend a large amount of Luck and energy upon either allies or enemies. Willing allies receive a boon that remains dormant up until they cast/use abilities. For the next three post all of their abilities will find their mark. They cannot be dodged, they must be deflected or destroyed in some way. His booned allies will also be refunded for one spell they cast during this duration, whichever was the most expensive. He will have bestowed his own luck upon them and granted them this ability. Enemies marked by Xenos previously will be effected with the worst luck they have ever had in their lives. It all depends on what it is they are attempting to do. Perhaps in firing off their ultimate ability it will be forced to veer off course and strike a different target. Maybe their sword will fall off its hilt, or their guns will jam. Xenos decides the outcome within reason.
• Chaos ReignsSS5 LP By releasing a mass amount of bad luck in to the world Xenos can cause something extremely chaotic to happen. The world around him dictates the event. Perhaps in a town all of the citizens will decide to take up arms against every stranger. Near a volcano it will erupt and constantly rain down globules of lava. The ocean may storm horrendously and produce an uncontrollable tsunami or hurricane. Whatever it is Xenos himself and allies never really seem to be overly effected by them. They are lucky enough to not be the targets of these chaotic events.
xxxxxxxxxxT H E V A L K Y R I E [Never. Stop. Fighting.]
xxxxxHISTORY Alongside the other holy raises, there is a race known as the Valkyrie. These half angels, throughout history, have only been recorded in wars, for they come into battles with a thunderous roar, and then fade away back into the fearful hearts of those they consider enemies. These enemies do not simply include the unholy, but any who have been on the opposite side of their arguments.
Blessed by Michael and outfitted with holy rites and powers, the Valkyrie were initially made to hunt down the truly wicked. At the dawn of their creation they mercilessly chased and obliterated any and all creatures of demonic origin. When prey became too hard to find, the Valkyries turned on any creatures that they deemed wicked, not just those who were bred from darkness. Their craving for battle did not stem from a want to eradicate evil from the world, they just seriously loved battle. All across time Valkyrie appearances have been noted, with the highest amounts gathered in one place during times of strife and war.
xxxxxDESCRIPTION The Valkyrie are big, strong, and fast warriors who are half angel half human. No one dares tread against them, for fear of bringing the wrath of the battleborn on them. They forgo most magical abilities for the power of the weapon, and they typically favor a single weapon over the others, though this doesn't take away from their overall skill with the others.
xxxxxSTRENGTHS • Highly skilled warriors. They have oppressive stats, 7/7, as well as the true warrior spirit; they can easily take a few hits before they fall under any serious threat. • Good regeneration • The Valkyrie 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. • Their godly blood gives them a claim to lightning magic though this is restricted to their bloodline abilities. • Strong passive abilities to keep you constantly in battle. • No matter the weapon or the class when a Valkyrie 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 Valkyrie strikes them. • Because of their combat oriented lineage the Valkyrie are hard to best in melee combat They can learn either all of the hand to hand styles or all of the weapon styles, and half of the others.
xxxxxWEAKNESS • They cannot be of any magical oriented classes; limiting them to either the melee classes, or the ranger. This also stops them from being assassins, tricksters or ninjas. • You cannot learn any elemental abilities outside of basic fire or wind up to c rank. • Evil magic is [1] rank stronger against you. • Magic in itself does extra damage on contact with you.
xxxxxPASSIVE ABILITIES • Keep Going The Valk's, in comparison to others, are capable of slight regeneration which begins just as soon as the blow was taken. Bruises and scraps won't even appear making it seem as if their skin is tougher than others. Trainees can deal with simple cuts. Novice can deal with simple cuts and first degree burns. Adept can deal with cuts, second degree burns, and fractured bones. Experts can deal with deep lacerations and broken bones. Masters can heal third degree burns, wounds such as stabs(only on surface, not internal damage), and crushed bones. E-Trainee, D-Novice, C-Adept, B-Expert, A-Master
• Child of Jarnbjorn When a Valkyrie choses a weapon to specialize in, that weapon becomes gifted by holy power and works much like Thor's Mjolnir and Jarnbjorn. It will nigh automatically come to the call of the Valkyrie, cannot be destroyed, and always has Wrath of a God activated on it free of cost. Offensive weapons will receive a +1 rank in the overall damage it inflicts when used with abilities. Defensive weapons will receive a +1 rank Damage Reduction when used.
• 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.)
xxxxxTECHNIQUES • Prayer- In times of need the Valkyrie will pray to their creator. In doing so it creates a form of meditation which regenerates lost energy. Though this "technique" does not cost anything it is a highly risky one. A last resort of sorts. For one post the Valkyrie pray. Calling to their God to aid them and insure their victory. In doing so energy, equivalent to 15% of the Valkyrie's max energy, is restored. (Can only use once per fight.)
• Ambrosia- Once per battle the Valkyrie can hold their hand out and summon a goblet full of ambrosia. Upon consumption, this otherwordly substance will heal and cure any wounds and debilitation the Valkyrie may be suffering. This will not regenerate any lost limbs or organs, but it will immediately close wounds. No energy is regained from this, it merely gives the Valkyrie a better chance to continue fighting. The rank is equal to the highest rank of wound/debilitation they are suffering from.
• Asgard RisingD The Valkyrie will channel energy into their bodies and this will allow them to levitate off of the ground in flight, boosting your speed by +1 naturally. This flight lasts for 5 posts before it must be reapplied.
• Superior PresenceD The one technique which the Valkyrie created is actually uses to fend off those of the human race and other races which they do not hunt. The Valkyrie 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. 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 Valkyrie.
• A Warrior's BondC The Valkyrie will let out a battle cry, rallying themselves and any others on their side while also inspiring fear in their enemies as they rush forth. This revitalizes even the most exhausted of allies and allows them to fight until the last breath, granting the allies and the Valkyrie +1/+1 to their stats for five posts.
• DischargeC As the fabled demi god was said to do it, you call down lightning from the air, even if their are no clouds, and absorb it. At anytime after, you may send an arc out that deals heavy damage to anything it hits. While it is still within you, your entire body radiates electricity, extending to any weapons as well.
• Wrath of a GodB Their weapons surge with their latent energy which makes any weapon they touch, especially their chosen one, both covered in holy light and electricity. This leads to anyone locking blades or striking the shield of a Valkyrie feel small shocks that ward people off from staying in contact with them for too long. This also makes unholy enemies take an extra rank of damage on top of the lightning damage. However for the lightning to be in effect you must have more than half your energy remaining within you.
• Call from HeavenB This skill calls a strike directly from the heavens to decimate any spot in the thread the caller can see. It comes down incredibly fast, and the only warning to its descent is the sudden build up of static electricity in the area. It has a range of 20 feet.
• Shield of ValorB This skill uses your energy to create a shield of pure lightning that deflects one physical or energy based attack of up to B rank, A rank if the user is charged with lightning from Discharge, with a two post cooldown. Anything that touches it will be shocked very painfully as well, which is another plus side to that. It can be called nearly instantly which is part of it's usefulness.
• Final ChargeS Gathering an S or SS amount of energy in their body the valkyrie charges forth, pushing their speed to the max. This allows them to rush forward and then explode with the corresponding energy in a single punch, sword swing, or even arrow loosed at close range. Afterwards, the Valkyrie is drained -4 on each stat for five posts, and cannot use Final charge again or risk dying from over exertion.
xxxxxASCENDING Being so close to the angels in the first plane valkyries have access to an ability similar to earning marks. Rather than taking a gift from one god they are able to host true angels inside of themselves. This is done through possession. The valkyrie will pray to whichever angel they wish to have inhabit them and then they shall receive an incredible boost to their abilities. Only a single ascent may be used at a time. Each ascent can last up to 7 posts, but there is a drawback. The power of a true angel far outweighs that of a valkyrie. Their presence is all consuming, and on the 7th post the valkyrie's soul is suppressed and pushed back and the angel takes over completely. Each angel has their own personality and will determine what happens in the battle for the next 6 posts. During those posts the user loses control of their RPC, and instead a crew member shall be the angel.
• CastielSS Castiel is a wrathful angel. He despises everything not inherently holy, and even the good aligned people are looked down upon. To him, anything less than an angel is just about as bad as a demon. He loathes unsightly things and prefers to cleanse the third plane of any blights he sees, which is generally everyone who gets on his bad side. Castiel is a powerful magus and wields three artifacts he created himself.
• Ichor of the Damned: Castiel possesses a vial of demon blood hung on a mythril chain around his neck. It has been powerfully enchanted and can invoke a compelling force over those around him. Each post spent near the angel will make an opponent more fearful of him and the outcome of the battle until they are literally cowering before him unable to do anything save for scream and beg for his mercy. Six full posts spent near Castiel is enough to force any opponent to their knees. • Shard of the Scourge: Castiel carried a black sword that seems to be made of obsidian, yet swirls with smoky viscosity. This sword is said to be made from the essence of evil itself: Kala's shroud. The blade itself is a wonder, for it has no physical mass and cannot inflict any actual damage. Instead, as it passes through opponents it eats away at their impurities. This disables demonic powers swing by swing. Six swings would be enough to force a demon to be as weak as a simple human. Each attack removes 1 aspect of unholy nature. After 2 posts that aspect will return. • Horn of the Occult: This horn is actually that of a demon Castiel has slain. Whenever he blows upon it to his allies beautiful sounds of music and angelic voices are heard. It is a boon he bestows upon them that grants them the ability to do +1 rank of holy damage for 3 posts. If an enemy hears it the phantom sounds of their own death are played before them. This removes -1 rank of unholy damage from their attacks for 3 posts. It takes 3 posts before the horn can be played again.
• ZekielSS Zekiel is an angel out for his own good. He loves a good hunt, but only if it comes with a hefty reward. Riches and conquests are what he deals in. Should a worthy prey find its way before him his arrows will find their mark. Zekiel fights with a bow and holy enchanted arrows from a never-ending quiver. Should an enemy be significantly weaker than him he will choose to end the battle for it is beneath him.
• Zekiel must take one post to aim and lock in on a target or targets. For the duration of the battle so long as a C-ranked amount of energy is expended his arrows will always find their mark. They cannot be dodged, only blocked. The arrows can even curve around corners and will always follow an enemy until they hit something. • Zekiel's arrows are made of condensed light. They burn like hell and are blessed with holy power. • Zekiel is incredibly fast at shooting arrows. He can shoot twice as fast as any ranger and knows all of their styles and abilities.
• Naya'ilSS Naya'il is a lawful good defender of justice. She readily comes to those in need and offers her boons with joy. Similar to the valkyries she loves a battle, and testing her defenses against strong opponents is one of her greatest pleasures. Willingly throwing herself in to the heat of it Naya'il will try to deflect or soak up as much damage as she possibly could, even going so far as to goad her opponents in to casting their strongest abilities. She fights with a shield.
• All passive defenses already attained by the RPC are doubled for the duration of this angelic possession. • Naya'il can split her defense passives amongst her allies, granting anyone any boon that she already has. • Any damage Naya'il receives will proc her ability to gain a rank of resistance to it. This rank stays for 2 posts, and is replaced whenever another type of damage is inflicted upon her.
• SaboathSS Saboath is the most virulent angel of all those who still call themselves Vangelists. She is the executioner and lives for the chance to rend the head of an opponent free from their body. It doesn't matter if they are guilty of sins or innocent and pure, any slight against Saboath's pride registers the perpetrator as villain and in need of death. She is a lawful evil oriented angel. In battle she prefers weapons that are large and capable of brute force damage. When ascending as Saboath her personal weapon "Misery" is automatically granted. Misery is a claymore and she is capable of wielding it in one hand.
• Strikes with Misery deal damage as if twice as strong as the Strength stat the ascendant possesses. • Misery's wounds are of a powerful nature and cannot be healed by normal means. A wound caused by this sword does not stop bleeding. A limb removed by Misery cannot be regenerated inside of battle so easily. It takes double the effort to heal strikes taken by Saboath and her blade. • Misery can be used with any sword style.
xxxxxADDITIONAL COMMENTS For a Valkyrie the chance to prove themselves worthy in battle, to gain glory, and to gain honor are somethings they will rarely ever back down from.
xxxxxRESTRICTIONS • Stated in the weaknesses
[ Bloodline created by Wei, converted by A faint smile ]
Violence. Destruction. Anarchy. Wrath's wants are simple. He just wants everyone in the world to hate each other. Hate breeds hate--fostering vengeance and creating ignorance of peace--and there will be fewer reasonable minds to stop his rampages. Wrath believes even his smallest problems are justified to the biggest… erm… solutions. It's more satisfactory, interesting, unbelievably right (to him) for the entire world to run on such explosive actions.
Wrath's hosts are strong and imperfect. His definition of "strong" isn't someone who can survive through blazing fire and freezing ice. He has no need for a long-lived host. He would much prefer a fragile host who can create the fire and ice that burns and freezes countless victims. Someone with a "go out with a bang" philosophy and the power to back it up is an ideal host. Those seeking vengeance are also ripe for Wrath's taking. However, Wrath is not a stranger to challenges, either. He takes a sick sort of sick pleasure in raising an innocent into an angry mess of destruction. While not a very subtle Sin, he'll sometimes even choose a righteous but minutely flawed host with potential. Relishing the conflict of his ideals and his host's, he'll enjoy taking his time in convincing the victim to his path. Losing a champion of peace and gaining an envoy of wrath is killing two birds with one stone.
Wrath is a mess of emotions. His Sin dictates violence, but his goal of filling the world with his own brand of hate has molded a cunning persona. Bipolar would be putting his personality problem simply. More than any other Sin, his hosts are the most short-lived, either dying quickly from all the enemies they make or overusing Gramr and becoming a monster worthy of the Sin Wrath. ▰ ▰ ▰ [Abilities]
• Of Fire and IceDrawback Wrath takes +1 rank more damage. Wrath's Sword of the Nihilistic Revenant, Gramr cannot be removed from his ability list.
• Some Say the World Will End in FireDrawback Wrath cannot benefit from damage reduction bonuses nor can the damage he takes ever be lessened in any other way.
• Some Say in IcePassive Wrath deals +1 rank more damage.
• From What I've Tasted of Desire E-SS Wrath instills rage and fury into a single target. The skill functions similarly to the succubus's seduction skill, with the rank of the technique functioning as the rank of the user. Instead of causing lust, however, the target is filled with an inexplicable and unstoppable wrath towards an individual of Wrath's choosing. The target must attack that individual and any attacks of the targets that hit the individual are +1 rank stronger. Should Wrath choose to have the target attack an individual that is not an enemy, the difficult of "seducing" goes up by 1 rank. If Wrath is trying to get the target to attack an ally of the target, the difficulty of "seducing" goes up by another rank (2 ranks total). The effects of this skill last for three posts.
• I Hold With Those Who Favor FireE Through his hot touch, Wrath provokes anger. Hitting the target with a melee weapon attack also works for those who prefer a more violent method. The touched becomes inclined to rage. The weakest willed actually desire to be embraced by acts of mindless violence. Those with any amount of respectable self-control find themselves largely unaffected by the technique so long as they refrain from doing anything they'd regret but they are 1 rank more vulnerable to the effects of From What I've Tasted of Desire.
• But if it Had to Perish TwiceD Once per battle, Wrath can defy even death to return to the fight. For an unfairly low energy cost, Wrath heals from even fatal wounds but only just enough to fight properly. Through pure fury, Wrath can maintain peak form for four posts after revival before falling unconscious from the severity of the wounds that caused his initial fall. Without timely medical attention, he is bound to bleed out after falling unconscious.
• I Think I Know Enough of HateC Once per battle, Wrath can select a class, a bloodline, or a god. This becomes his favored enemy for the battle. He deals +1 rank damage against those trained in that class, of the bloodline, or receiving power/assistance from the god.
• To Say that for Destruction IceB Through his cold gaze, Wrath channels his hatred at a single target. Assuming the target isn't someone of unbelievably greater power (i.e. a god), the target quails at the focus of Wrath's gaze. The target takes a -2 penalty to their effective speed.
• Is Also GreatA Wrath can taunt a target successfully affected by From What I've Tasted of Desire. Taunted targets are only capable of using techniques that cause damage. This means the target is forbidden from using support, healing, and even defensive techniques that do not have some sort of direct damage component to them. Wrath can only taunt a target while they are being persuaded to destroy, meaning Is Also Great must be cast simultaneously with From What I've Tasted of Desire in order to be effective.
• And Would SufficeS For five posts, all damage Wrath takes glows in shades of blue and red that flicker and slide between looking like ice and fire. At any point in the five posts, any attack of his that successfully connects can be used to inflict the damage he's sustained since using the technique. The delivered damage is on top of whatever damage the attack would normally cause and bypasses all defenses, inflicting wounds identical to Wrath's glowing wounds. Victims of a different size than Wrath receive wounds that are proportional to their size. After delivering the damage, Wrath's wounds stop glowing and the technique's effects end. To be considered a successful attack for the purposes of activating this technique, the attack must deal damage of its own.
• Sword of the Nihilistic Revenant, GramrSS Black markings sprawl across Wrath's body and they concentrate so densely on his dominant hand that it turns entirely black. Once the entire arm is colored black, it shrivels and then bursts into a blue-red glacial fire. The burning ice hones itself into something like a blade, the edges constantly flickering and sliding.
From this point on, Wrath deals and takes twice as much damage. His effective speed when closing in on a target of his aggression is increased by +2. However, the accuracy of his attacks take a hit. To determine if Wrath's attacks hit or miss, their effective speed decreases by -2. This does not mean Wrath's attacks are any slower. They strike just as quickly as before. Just not as accurately. After the first post, Gramr consumes 250 energy/post.
Wrath, after reaching this point, cannot be appeased with just destruction. He must kill. The more brutally, the better, but really, he just needs something or someone to die. Only until he has destroyed a life can he choose to end the technique, but even then, if he has not killed something/someone of significance, then his arm remains forever withered. Those who lose both arms to Gram die, releasing Wrath, and are reborn as powerful monsters with no memory and no purpose except to destroy and cause suffering.
Failing to end Gramr leads to the death of the host, caused by the unstoppable loss of energy.