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KnightsRoyal

Desirable Hunter

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PostPosted: Sat Jan 03, 2015 12:50 pm


A faint smile
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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Warmonger]

      People ask how it is possible for one man to stand against an army. For one man to slay enemy after enemy without ever breaking a sweat. How does a mere mortal conquere foreign lands and bring all he sees under his own banner? By being a badass that's how. Warmongers have unlocked, through trials even the strongest warrior would balk at, abilities capable of allowing them to take on the world. Through sheer determination and force of will they have taken this power of true Fighters and have clawed a new level out for themselves and themselves only.

Strengths

      • Rage as a stand in for energy
      • +1 Rank Defense

Weaknesses

      • High risk, high reward
      • The more rage they have the more likely they are to go on a rampage, which means they will disregard any relations they have with others. Friends will turn into foes if they get in their way.


Techniques

      A warrior's might [Passive]
      A warmonger is capable of building Rage, which acts as a secondary source of energy. The rage can only be used to power skills of this class or physical styles. Fighting is what builds rage. For each post they are actively in a fight they build rage. For every hit they land or every hit they receive rage is built. Rage does not carry over in battle and for every post they are not actively in battle they will lose 20 Rage Points.

      - Each post in a battle gives the warmonger 10 Rage Points
      - If they land a hit, they receive Rage Points equal to two ranks lower than the technique they used.
      - If a hit is landed on them, they receive Rage Points equal to the rank of the attack.


      Echo [D]
      This is the basis for every skill that follows in this subclass. A warmonger is capable of creating an 'echo', which is a reanimation of an attack or attacks they have done. For example the warmonger can punch three times in the air into an echo, which resembles a portal of sorts. Then, at a time of their choosing they can release those three punches at a different location. Echos can be applied to any physical skill.

      Shifts [D-S]
      Depending on the rage they use this skill has a different scale, with more rage meaning it is larger. Using the same methodology it takes to create an echo, the warmonger will create something they are able to pass through fully. Shifts can be created where the warmonger pleases. Each shift is able to be passed through once before it closes. The warmonger can freely move through one to another of their choosing. At low ranks only a single shift is possible. At S-rank shifts can cover an entire battlefield.

      Back to back [Relative to rank of user]
      This is a more advanced version of an echo. The warmonger creates an entity solely born out of the rage they have built up. It is a literal copy of them, though instead of having a corporeal form it is made entirely of raw energy. This entity mirrors their every action, so if the warmonger punches then the entity punches, and so on and so forth. It hits with the same strength as the user and moves exactly as fast as they do. The entity cannot be destroyed by physical means because it has no actual form, but an energized attack of its rank or higher will cause it to dissipate.

      I will not succumb! [D-SS]
      Nobody puts a warmonger in the corner. Nobody. If they are ever trapped via some sort of magical or physical cage/barrier/hold/etc they can use their rage to trigger an explosive reaction off their body. The energy will shoot off of them and expand around them, shattering whatever it is that is impeding them.

      C'mon take a shot! [D-S]
      Sometimes there really is no other choice than to take a hit. When the warmonger is fresh out of dodges, dips, dives, ducks, and dodges they can take the hit straight on. They will push the rage out of their body and use it as a sort of buffer between them and the skill that is coming to them. The rage will lower the damage of an incoming attack by one rank.

      Last Stand [S]
      Entering last stand grants the warmonger a +2 to whichever stat they choose. This +2 can be swapped between strength and speed once per post. The rage consuming their body lasts for 6 posts. Once they enter the 7th post they lose the stat bonus as well as the ability to build rage for 3 posts.


I..... LIKE IT!

It be approved!!!
So long as we make sure the Back to Back technique isn't stackable. XD
PostPosted: Sun Jan 04, 2015 11:56 am


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Divine Light]

      Through her devotion to Solonor, Alassea has developed a very potent strain of holy magic to call her own. Inspired by her goddess' own sun-based holy spells and barriers. However, Alassea has put her personal touch on it as well; the ability to store spells in the form of rune-like markings for use on the fly.

Strengths

      • Extreme Energy: Due to the solely magical intents of both her class and subclass, Alassea gains an additional +300 energy per rank.
      • A Goddess' Light: The nature of Solonor's attacks are purposed almost entirely for killing unholy enemies without question. All of Alassea's light-based spells are one rank more effective against spells and enemies of unholy nature.

Weaknesses

      • Alassea's holy attacks are one rank weaker against all non-unholy races; her training is devoted to Solonor's wishes only.
      • Due to her heavy magic specialization, Alassea is still extremely physically weak, and will remain that way forever.


Techniques

      Runic Branding [ E - SS ]
      The flagship ability of Alassea's subclass. By infusing a skill with the magic she's developed, she may store it in the form of a rune for later use. Runes may be stored on any surface--a weapon, the body, walls, etc--and only requires a miniscule insertion of energy to be used once again (Free for Alassea to reactivate, D-rank energy for anyone else). Any spell in her arsenal may be stored this way, but once the spell is stored, she is unable to regenerate the magic used to create the spell until the stored spell has been used.

      Descent [ C ]
      A simple spell. The caster extends their palm, their soul item, etc, and uses it to unleash a moderately powerful beam of holy light. If a creature of unholy nature is hit by this attack, the affected area will immediately burst into flames.

      Come Forth Unto Me [ B - SS ]
      Starting at a radius of 10 meters around the user--up to the vast majority of a thread at max rank--a potent aura of heat and light will emanate from the user of this spell. If Unholy creatures are caught within this space, their stats will be lowered by -1/-1 (-2/-2 for SS, -3/-3 for SSS). Other than that, burning, holy damage is applied to anyone within the space, making this an absolute nightmare for any unholy creature to face. Anything not of unholy nature is basically unaffected by this spell. Allies within the range of the technique will experience a slight healing factor, as well as a numbing of pain and a general, good feeling. Minor cuts will heal in one post, and deeper cuts, gashes, etc in two. Anything more than that cannot be fully healed by this skill.

      Aegis [ E - S ]
      A rather simple skill. Alassea summons a barrier of light around herself and any allies she wants to protect. Starting off at a two meter radius at e-rank, up to nearly an entire city at max rank. Unholy creatures that come in contact with the barrier will immediately start on fire if the barrier is at least A-ranked in power.

      Runic Network [ B ]
      During a battle, Alassea may passively place yellow, glowing runes around the battlefield. Once every other post Alassea may spend B-ranked energy to transport herself to one of these marks near-instantaneously. These runes are special, and may not be used to store any other techniques. In order to destroy the runes, the opponent need only hit them with a skill of any power level; even an E-rank skill will destroy a rune.

      Solonor's Cage [ B - SS ]
      After expending energy, a circle of holy light will appear around her opponent. After a three second delay, a cylindrical prison of light will take form around them, trapping them unless they spend energy equal to the rank of the barrier to destroy it and free themselves. If this trap is prepared in advance using runes, making the trap much more obvious to the opponent--the trap's strength is further increased by one rank. Unholy enemies that touch the prison without first destroying it will feel unbearable, crippling pain surge across their body on contact.

      Solonor's Grace [ S-SS ]
      One of the strongest defensive techniques on Axiom. After expending an incredibly high amount of energy, Alassea can forge a barrier that seems to have been made by the goddess herself. At S-rank power, the barrier spans nearly an entire thread alone; at SS, almost an entire city. At max rank, the barrier is strong enough to protect an entire city and then some, a defense so strong only the mightiest of warriors could consider breaking it. At max rank, the barrier cannot be penetrated by attacks of unholy nature. The final and most absolute answer to any unholy entity. At all ranks, if a creature of unholy nature so much as touches the barrier, they will be wracked not only with the crippling pain from Solonor's cage, but also lit aflame in the furious flames from previous skills. At max rank, any unholy being that touches the barrier will disintegrate, dying on the spot.

      Divine Light [ SS ]
      To date, Alassea's most powerful light spell. After readying her soul object, she will raise her left palm into the air. From that palm, a brilliant light will shine forth, blinding most any creature of Axiom that dares to stare upon it. Unholy creatures will begin to feel a burning sensation of their body from this light alone. After a one post charge time, a ring of light will appear around the targeted area--at max rank, almost the entire width of a city. From this, what appears to be a holy storm will begin brewing. Bolts of holy light will rain from the sky, targeting only the Unholy creatures that exist within the radius of the spell. Through buildings, steel, whatever physical defense they can muster, these bolts will immediately ignite creatures of unholy descent; an execution ground for all those who would serve the darkness. A true enactment of Solonor's will. The vicious onslaught lasts for three posts before the storm clears, hopefully leaving no trace of the denizens of hell. This spell may only be used once per two weeks' Earth time.


Sorgaren
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PostPosted: Mon Jan 05, 2015 5:13 pm



Muffin I'm sorry you submitted this right when we're implementing changes to rebalance things. No energy bonuses/stat bonuses are allowed for subclasses any longer. They are to be added skillsets for a character, though not on the level fof marks and what not. So Kerron/Muffin you'll have to change Gremmy's strength and adjust his magic. I'll be doing the same with Lilith.

Hero of Ferelden

-EM- Epic Muffin


• Runic Branding
Denied, you'd be able to just prepare these ahead of time, and with no cost to apply you can have a ******** ton of spells ready for nothing.

• Come Forth Unto Me
If it debuffs it shouldn't kill, and the healing is too much. This is like mark tier, sorry bruh.

• Aegis
Too big for a subclass. Also there should be some sort of warning before they are just set on fire. Maybe an intense burning sensation, that way its fair.

• Runic Network
For your class/subclass this shouldn't be allowed. Speed oriented characters or like Dimension door is all that's gonna get through.

• Solonor's Cage
Runes taken out so adjust.

• Solonor's Grace
Bruh. Way too big, and way too strong.

• Divine Light
So the ultimate unholy autokilling of death. That's racism! Lol denied.
PostPosted: Mon Jan 19, 2015 6:49 am


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [T H E I M P O S T E R]

      With great power comes even greater possibilities. In addition to the craziness in her mind, Aurelia's subclass has allowed her to literally form extra parts using her subclass.


Strengths

      • Highly Diverse: Gives Aurelia the "Imposter Marks." These give her unique access to skills that sort of resemble other things, to a degree, and also increase or decrease her capabilities in certain areas.
      Claws/Talons - They fingernails maintain a fixed length of two inches. They are more like hardened, black, obsidian claws than fingernails and can tear through flesh like paper.
      Fangs - Their canines, both top and bottom, are significantly noticeable to the point of which they protrude from the lip. These fangs maintain a certain gland which fills with the blood of the Diabolus and can spew it in a mass stream of acidic black blood to naturally defend.
      Horns - To put it simply the horns are a strong asset and maintain an entire move set for their soul capabilities. The strength of the horns, upon birth, are equivalent to strength of a C-Ranked material. With each rank they grow til they cannot. (ex. Trainee=C, Novice=B, Adept=A, Expert=S, Master=SS, Sage=SSS)
      Tail - Like the horns it is an asset which can maintain an entire skill-set to itself. It works on the same exact system as the Horns do except with speed. It has, essentially, a boost of +2spd. on its own attacks. Looks different each time it is spawned.
      Wings - Wings Made of Metal that come in sets of two, four, or six but are no more or less effective either way.
      Skin - This hardens the skin on the arms, middle region of the chest and legs to a state that requires up to B rank energy to deal damage to, but reduces her speed by 3. It also has no skills.

Weaknesses

      • High Costs
      • Can only use up to two imposter marks at once, requires a full post to retract one before another can be used.


Techniques

      Generic Techniques (Non-Trait Specific)
      Deception E
      Though they have physical abnormalities the Diabolos take use of this very basic technique to mask both their spiritual signature and physical presence. This is to make them seem as ordinary as a human to all others.

      Demon Guardian D+
      This technique is meant to nullify an oncoming one. The Diabolos quickly blasts an aura of dark energy several inches beyond his body. The amount of energy put into the blast is equivalent to the rank of the Diabolos as well as the strength of the blast. So, if the Diabolos is S-Ranked it can null any technique S-Ranked and below for an S-Ranked cost. It can only be done timely.

      Hell's Ramparts C
      At useful technique for offensive and defensive means. The Diabolos will load his energy, takes a post, and blast it out from his body. This, however, is a blast which results in a wide radius of demonic, black flames produced of dark energy. This results in a much stronger attack (B-Ranked Str.) and sends flames soaring out and about for five meters.

      Trident of Lucifer B
      The caster summons up massive amounts of dark energy into the palm of a raised hand. This spear is "thrown" at the opponent. It will zip through the air at some speed(+2) and with enormous strength(+2) as well. The thrown, spinning trident will create a vortex of energy about it strong enough to cut iron. Just it passing by is a hazard.

      Devilish Temptation A
      This is a hypnotic technique that can only be employed upon those three ranks in strength below the caster or two Ranks(ex.Trainee) below the caster. The Diabolos protrudes their snake-like tongue and begin to vibrate it at such a rate a high-pitched tune it created. The waves of this tune laced with the energy of the Diabolos. If the opponent takes heed to such a "ringing noise" within their ear they will become ensnared within the technique and has but a mere post to inflict a form of wound upon the Diabolos before they wish a command upon the opponent which they will see out. However, the Diabolos cannot move as they do this.
      Claws/Talons Techniques
      Extension D
      By adding energy to the form of their nails they can grow the length of their claws up to a foot within length of pure energy. This energy, however, does take a physical form and can chipped chunks of steel away. A few slashes at a three inch thick steel door and they'd be threw in no time.

      Demonic Bacteria B
      A technique in which Aurelia can inject a near fatal bacteria through the flesh of an opponent. It is a slow acting one, and nearly unnoticeable up until the last moment. After six posts after the claws tore into the opponent's flesh he will begin to loss mobility in his limbs, each being a post. So, essentially, after a total of ten posts the entire body of the opponent will stiffen up to the point he becomes a (+/-)0 in speed. For each rank difference the deduction of speed will be affected. If you are a rank below their speed will reduce to 1Spd. and so on. If you are a rank above it will become a -1Spd. And so on.

      Fang Techniques
      Infected C
      If they Aurelia latch onto their opponent with their fangs they can inject their own black blood into the blood stream of the opponent. After so long(three posts) the opponent will begin to feel the full affect of the technique and feel a decrease in mobility(-2Spd) and stamina(-2Str.).

      A Snake's Venom C
      Aurelia will emit a stream of venom from the glands by their fangs and will shoot their acidic black blood at their opponent. This blood is actually strong enough to melt iron and slowly corrode steel.

      Horn Techniques
      Baphomet D
      Aurelia will fill her horns with energy, and a small ball of electromagnetism will form. Aurelia can then pay the energy of any skill, within her bloodline, and infuse it into this simple ball and then release it in any direction she wants. After this, at any time in the next three posts she can release that energy, and the skill, in any direction. This skill is only limited by what she knows, and her creativity.

      Baphomet - Sent to Hell C
      This move is a variation of the original Baphomet move. After an energy based attack is levied at Aurelia, the horns can seemingly break the attack down for one rank higher than the skill costed to produce and turn it into a baphomet with a skill of equal rank charged into it. Has a three post cooldown.

      Baphomet - Disintegrate A
      Aurelia can create a barrier around her body from the horns that causes anyone inside the 20ft field to be shocked once per post with b rank damage. Lasts three posts.

      Tail Techniques
      Mark of Satan - Baphomet D
      A brutal combo of an onslaught of slashes delivered by the tail. Like a blade whip the tail strikes the torso or back of the opponent. The tail then begins to embark upon a mass slashing that, when done, reveals the creation of an upside down Pentagram upon the body of the opponent.

      Serpent's Grasp C
      A simple, but useful, technique. The tails of Aurelia will lash for. It will attempt to pierce the abdomen of the opponent. If successful it will pierce all the way through and wrap itself about the torso and draw the opponent force. The same can be done with a single limb.

      Satan's Whip B
      The tail will lash out in a lightning fast strike. The tail, however, is not of the main concern. As it whips it sends forth a blazing trail of black flames in the form of an oncoming blade toward the opponent. Strong enough to slice through a small centimeter of steel.
      Wings Techniques
      Mephisto's Wings S
      When the wings are active, they can be used to fly. In addition, for S rank energy they can create an electromagnetic barrier that blocks any form of metal from getting close, and increases a rank of electromagnetism manipulation inside the 25m sphere for the post this is activated. Also has a post cooldown.
      Mephisto's Pain A
      The Wings become made of metal, and sharp enough to slash through A rank defenses. The feathers can be shot for the in groupings of six for the next four posts. Lasts up to five posts overall.

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Ichengo Angelus

Man-Hungry Kitten

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PostPosted: Mon Mar 23, 2015 10:55 am


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [The Frenzied]

      The Frenzied is a unique sub-class to Naniyori Zessa. Through her countless training and natural instinct she developed a unique way of fighting that is extremely similar to the Berzerker Class. Being now completely focused on up close and personal fighting, Naniyori Zessa has adapted her fighting into something more menacing than before. Similarities to the berzerkers do not simple stop at the style of fighting, she developed a way to utilize a similar transformation to the berzerkers as well. This in addition to her natural hunting prowess makes her easily a predator.

Strengths

      • As The Frenzied is a sub-class focused on being up close and personal they can ignore the pain for the duration of a battle.
      • The Frenzied have extremely heightened natural senses, making them able to pinpoint their prey easily as long as they are within the same area. [thread]

Weaknesses

      • The Frenzied lose their element completely. They no longer have a connection with any form of element.
      • -150 Energy


Techniques

      True Predator's Transformation [ B ]
      This is the form of Naniyori that is similar to a Berzerker's madness transformation. It follows a similar concept however is still not the same. This specific form is not a complete berzerk, but more of a controlled state to a very small extent. The form itself makes Naniyori's teeth sharpen much more than prior, her eyes become slit and much more feral and glow a bright yellow color, her hair stands slightly more than prior, her nails become claws, and she has a black and silvery metallic yet menacing energy coming from her body, specifically exiting from her mouth however also coming from her pores. While in this form her strength and speed increase by 3, and her mouth's strength increases by 4. She will also take on a physical trait and custom ability based on whatever her last meal was RPC, or Mod Controlled Creature wise. [Ex. If she last ate Kiranu she'd more than likely get a kiranu tail and a custom ability that would have already been made to match Kiranu.]

      Unlike the madness form of the berserkers however, this does not need a Tamer to calm down, nor is there anyone that could calm down. However the catch to that is what is required for this form to be able to activate, a singular target. This form is designed specifically for solo combat, or hunting mainly. A singular target as well as a weapon in hand are required to activate this ability. When a singular target is designated upon activation, the purpose of Naniyori becomes to hunt that target until it is defeated, preyed upon properly, or dead. Anyone who gets in the way is viewed as an obstacle that must be eliminated. If a weapon is lost for more than 2 posts, this ability will automatically de-activate and cause a huge amount of fatigue in Naniyori. If de-activated due to feeding or defeat of the target Naniyori will not suffer fatigue. This can also be deactivated by the target being too far out of range. [If target is 3 posts away, in a different thread, and it has been more than 24 hours the target is no longer in range.] In that case this technique will automatically re-trigger the next time Naniyori sees the target. If you are knocked out while in this form it will de-activate returning you to normal. If your energy is depleted while in this form it will de-activate.
PostPosted: Mon Mar 23, 2015 5:01 pm


Avedis Angelus


Sorry, Denied. On the first page we hvae a guideline that says no stat or energy boosts. You can feel free to make a new sub class, keep in mind its supposed to be like a special set of skills/spells only your character would have.

A faint smile

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A faint smile

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PostPosted: Fri May 29, 2015 3:42 am


The People Scream Kerron


Denied. This is the old Diabolos. There are a lot of things that are too powerful and too diverse for a subclass, which is meant to be a themed set of extra skills, not an entire new (old) bloodline on top of the one you already have. Some of this stuff is blatantly OP and makes no sense (see Devilish Temptation).

Shane was in call with me when I decided this, we agreed.
PostPosted: Wed Jun 03, 2015 4:59 am


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Seal Master]


Strengths

      • Seals can either be engraved on projectiles via Alistair's use of his fire element, or the seal can be placed whenever Alistair touches something. A wall, the floor, etc. with any part of his body.
      • If caught inside of a seal, partially or fully, there is no way to simply beck out of the area. A skill of higher rank must be used to break the seal. Seals are empowered by a rank.

Weaknesses

      • Seals must be placed by the user close to or during the battle. The seals degrade over time. The energy inside of the seals eventually dissipates. (After 5 posts, the energy vanishes)


Techniques

      The Mark of Alistair [ No Cost ]
      This seal placed on the flesh of Alistair's allies is permanent until healed, or until the seal is defaced or broken. The seal grants immunity to Alistair's seals, treating them as another Alistair while on the field of battle. The mark is always on Alistair, and Alistair may always revoke the mark, causing the energy in the mark to burn out.

      To Hide [ E ]
      With the use of this skill, Alistair may briefly hide an object or person from sight, making any energy trace coming from the object for the duration of the skill untracable. Alistair, can't however, hide the scent of an object or person. He can, however, mask the sound coming from the person or object.

      Four Corner Barrier [ E-SS ]
      Through the use of four seals of the same type, Alistair can briefly create a powerful barrier to protect himself and a variety of people. Depending on how much energy is used, Alistair can protect himself from the most powerful of attacks, as the seal prevents even harmful gases from coming into the barrier.

      Energy Disruption [ C ]
      Through the placement of a single rune/seal, any continuous spell or charging spell that does not belong to the user is disrupted and canceled. Limited to three uses per battle.

      The Price [ C ]
      Through the placement of a single seal, the entire area becomes encompassed in an aura that forces anyone but Alistair and those he has marked to use more energy than necessary to use skills. All enemies use one rank more energy to use skills. Enemies with marks and sins use two more ranks of energy, as a penalty of having such a large pool of energy. The gods and sins themselves are included in this penalty.

      Area of Pain [ B ]
      Through the use of a single seal, Alistair can briefly create a powerful barrier that quickly expands to encompass the entire area. For the duration of the seal, the enemy is bathed in the energy of the user, causing extreme pain, as the user's energy is seeping into theirs (the pain is not based on the rank of this skill). Also, as a result of this pain, the enemy faces a -3/-3 stat reduction for the duration of the seal.

      Vanish from my Sight [ E-SS ]
      By placing a seal on an object, Alistair can toss the object right into the line of a powerful skill, and given that he has matched the rank of the skill, the seal will absorb the energy, and matter, of the skill and burn out. As complicated as this skill may seem, the goal is simple. Eliminate the threat before it can hit. This does not, however, work on people or creatures. The skill can break the summoning link between a character and it's summon, forcing the summon to go back to the place it was obtained.

      Activation [ B ]
      This skill is used to activate a dormant power of the mark Alistair places on his allies. Temporarily, it bolsters the energy output of the user, without tiring the ally out. This skill requires one rank less of energy to be used when using skills.

      Area of Equality [ A ]
      Once trapped in this hexagonal barrier, the people inside the barrier become equal. In this case, no one inside the barrier can use any skills besides the skills in their learned hand to hand and weapon styles. Skills are simply negated once used, if not a hand to hand or weapon skill.

      Phase Shift [ S ]
      Through the activation of the Mark of Alistair, the user may quite literally phase through incoming attacks and may pass through inanimate objects. It is impossible to pass through living creatures with this skill. Due to it being a Mark skill, anyone given the Mark of Alistair may use this skill.


Hiro the Herp

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HeadlessKoko

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PostPosted: Fri Jun 26, 2015 3:12 am


I was told that aiming for op was okay and advisable so... um... here are 31 skills, most of which will need to either be nerfed or denied. I'll be sad, but I'll also understand.

Some of these skills may be familiar. That's because they've been previously approved as just bl skills, so I'm kind of hoping that they'll be able to stay.

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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Time Keeper]

      A time keeper is a Tempus Inexstinctus who has delved deep into the secrets of her bloodline, gaining an unparalleled control over time. Time keepers forego the elemental magics in exchange for the primal magics of time. In the processs of mastering time, they eventually gain a level of control over space, a property innately connected to and often interchangeable with time.

Strengths

      • Time is your element. Although, it's not like the other elements, meaning that skills and the like that affect elemental magic do not affect time magic.
      • Unlike most subclasses, this subclass builds off of a bloodline rather than a class. Despite being a caster subclass, non-caster classes can take this subclass so long as they have the appropriate bloodline.
      • Attunement with the primal elements of time and space gift the time keeper with an innate sense for both. Upon becoming a time keeper, the time keeper has a naturally keen sense of time that is capable of accurately keeping the time without any form of outside help. This sense of time is even maintained during the usage of bloodline/subclass skills for both the time passed by the user and the time passed by those unaffected by the bloodline skills. Later, once sage rank is reached and space magic is unlocked, the time keeper gains an equally keen sense of space and is capable of accurately measuring distance and sensing empty/filled space without any form of outside help. Unlike most of the Tempus Inexstinctus's and time keeper's skills, these passives do not break down when within a meter of another person.
      • A time keeper's heavy interference with time halts the body's biological clock. Time keepers stop aging once they venture into this subclass and their bodily needs significantly decrease. Even the need to perform such frequent actions like blinking and breathing grow noticeably infrequent. For instance, a time keeper can easily hold their breath for over a minute without any effort. Generally speaking, most time keepers tend to retain their old rhythms and beats for such actions so the change isn't immediately apparent. However, uncontrollable tempos, like the slower than possible beating of the heart, become telltale signs of a time keeper's identity.

Weaknesses

      • You don't just lose an element, you never have had an element to begin with. Knowing a single elemental technique disqualifies you from this subclass. Of course, this doesn't apply to mages because they're all magicky. Instead, mages have no main element, being restricted to B-rank and below for all elements.
      • Time and space alike are incredibly difficult to control, dividing this sub-class into two stages. The first stage, centered around developing the Tempus Inexstinctus's control over time, is only available at expert rank and above. The second stage, introducing the space element, is only available at sage rank and above.
      • The limitations of the Tempus Inexstinctus naturally extend to the subclass based off of it. Unless otherwise specified, the techniques of this subclass break down and fail to work when within a meter of another person.


Time Techniques

      Temporal Accuracy [ Passive ]
      Attunement with the primal magic of time gifts the time keeper with an innate sense for the passing (or lack thereof) of time. Upon becoming a time keeper, the time keeper has a naturally keen sense of time that is capable of accurately keeping the time without any form of outside help. This sense of time is even maintained during the usage of bloodline/subclass skills for both the time passed by the user and the time passed by those unaffected by the bloodline skills. Unlike most of the Tempus Inexstinctus's and time keeper's skills, this passive does not break down when within a meter of another person.

      Past Premonition [ E ]
      The user can figuratively step into the past of wherever he/she stands with the help of a physical medium. This is, of course, a purely mental exercise, a self-induced illusion or dream of sorts. The illusion can be felt using only one sense at a time. When used on a general area, past events that took place in that area can be felt and the user is restricted from moving. When used on specific subjects, the skill reveals the past appearance, feel, taste, whatever detail that correlates with the sense chosen. This skill does not reveal the history of the subject. It may be held indefinitely as long as the focus remains constant. The user may choose what time in the past they wish to observe and don't need to rewind to get to it. The physical medium must be an item connected to the area/subject from either the time that the user wants to see or a time before the time that the user wants to see.

      Time Share (single) [ D ]
      By investing an extra amount of energy during the beginning of a Tempus Inexstinctus or time keeper skill, the user is able to use the technique on a single object other than themselves. Line of sight is vital to the execution of this technique.

      Time Share (group) [ D ]
      By investing an extra amount of energy during the beginning of a Tempus Inexstinctus or time keeper skill, the user is able to use the skill on everyone and everything within a 1 meter radius (1 meter rule does not apply here). If the skill that Time Share (group) is applied to is S-rank or above, no one within the affected area can move from their spot, but are free to move any part of their body that they wish to move.

      Echo [ C ]
      The user creates a version of herself from a parallel timeline that echoes her every intended movement. Spells and non-physical techniques cannot be mimicked, but all physical attacks, including ranged bullets and arrows, can be. This echoed self is faded out and cannot be hit, but the attacks it lands are definitely solid and must be blocked directly. Blocking the user's attacks will not block the echo's attacks. If the user is tossed back mid-attack, the echo will finish the series of movements the user intended before disappearing and reappearing at the user's new location. The echo lasts for five posts.

      Haste [ C ]
      A lesser form of Time Lag, Haste increases the target's speed and perception by +1. This spell may either be cast on the caster's self or cast via touch. Haste is not interrupted by the presence of another person. Only one instance of Haste may be cast per post. Lasts 5 posts.

      Slow [ C ]
      A lesser form of Time Accelerate that doesn't completely stop the target or render them invisible, Slow decreases the target's speed and perception by -1. This spell may either be cast on the caster's self or cast via touch. Slow is not interrupted by the presence of another person. Only one instance of Slow may be cast per post. Lasts 5 posts.

      Spell Repeat [ B ]
      The time keeper creates a duplicate of a spell or technique that has just been cast, foregoing the energy payment and casting time. The time keeper is free to control the aiming/targeting of the spell or technique.

      Spell Rewind [ B ]
      The time keeper rewinds a spell or technique, either one being channeled or has already been completed, back to right after the spell was initiated. In addition to essentially nullifying the spell, rewinding forces the caster to re-channel the spell.

      Parallel Assonance [ B ]
      The universe is composed of several timelines running parallel with each other. For five posts, the user can draw forth the power of a parallel self. This parallel other can approach living beings and other sources of energy without a problem, but cannot leave the vicinity (5 meters) of the user. Usually, due to differing conditions, the parallel copy has some distinguishing features from the user. Otherwise, the other version of the user looks like a flesh and blood person. If hit by an attack, the copy will nullify the effects of the strike and dissipate. The copy is capable of every physical technique, skill, ability, etc. the user is and can change up its attack patterns to deal the most effective double whammy. The copy and user can easily phase right through each other and run no risk of harming each other.

      Parallel Consonance [ B ]
      The universe is composed of several timelines running parallel with each other. In these infinite number of realities are infinite numbers of ways a single attack had been launched. The user can target an attack, ideally a combination attack, to replace the attack--and in the case of attacks with multiple contributors, each individual contribution to the attack--with an optimal version of it. This increases the power of an attack by +1 for each person that had contributed to forming the attack. The calculations do not include the Tempus's contribution of Parallel Consonance. Alternatively, Parallel Consonance can also be used to debuff a single attack, ideally a combination attack. While replacing success with failure is too big of a difference, Parallel Consonance can decrease the power of an attack by -1 for each person that had contributed to forming the attack. Parallel Consonance may also be used to buff/debuff defenses. As its team-oriented usage implies, it is unaffected by the one meter restriction.

      Parallel Dissonance [ B ]
      The universe is composed of several timelines running parallel with each other. Some are very similar while others are very different. Some had been extinguished and altered by the will of the gods while others had been left untouched. Parallel Dissonance brings the parallel possibilities of one person together into a single mind, briefly disorienting the victim. The victim suddenly remembers a past that should have not happened while experiencing multiple presents and juggling more ideas for the future than one person could realistically hope for. A brief but powerful debuff, Parallel Dissonance can be used to stop an attacker completely in her tracks or create an opening in the ultimate defense for just long enough to land a meaningful blow. On weaker minds (Adept and below), only one or two timelines need to clash, allowing one casting of this spell to effectively affect even large on crowds. However, stronger minds (Expert and above), require more timelines before they suffer distraction, limiting the number of targets this spell can affect to one against Masters and above and two against Experts and above.

      Parallel Resonance (Physical) [ B ]
      The universe is composed of several timelines running parallel with each other. Each decision made, each chance taken, creates a slightly different timeline, a slightly different possibility. A projectile thrown in one time line can have a differing position thrown in another. This skill reaches out to take the slightly differing results of various timelines and bring it together into one. However, those of the Tempus Inexstinctus bloodline are still human. They can only grab onto minor differences involving inanimate objects, and only so many. To be exact, this skill is meant to increase the number of physical projectiles used at any one time without decreasing ammo count. Once the user has line of sight on the appropriate target(s) or uses an appropriate projectile, this skill can be used to cause projectiles from other timelines to appear in the user's timeline, creating an inexplicable increase in projectiles aimed at and around the opponent. When first used at expert rank, this can only double the targets. Using this technique as a master triples the targets. At Sage rank the targets are quadrupled. The skill can be used on multiple projectiles at once for no additional cost. as long as they are all affected at the same time. However, this doesn't mean the projectiles can be used to surround the opponent from all sides. There are restrictions, within which the user can choose how the parallel projectiles are placed. There is the parallel approach, where the projectiles are all besides each other and travel in the same direction parallel to each other. The close cousin to the parallel approach is the random approach, where the projectiles appear at random points around the original and attack at random angles that are within 45 degrees of the original projectile's angle. Finally, there are the two cone formations, where the projectiles can all be spawned at one point and spread out at different angles or are spawned in different areas and focused on one target. The one meter from another person restriction only affects this skill at activation, allowing created projectiles to successfully plunge into a living target.

      Parallel Resonance (Energy) [ A ]
      The universe is composed of several timelines running parallel with each other. Each decision made, each chance taken, creates a slightly different timeline, a slightly different possibility. A projectile thrown in one time line can have a differing position thrown in another. This skill reaches out to take the slightly differing results of various timelines and bring it together into one. However, those of the Tempus Inexstinctus bloodline are still human. They can only grab onto minor differences involving inanimate objects, and only so many. To be exact, this skill is meant to increase the number of energy projectiles (elemental, arcane energy, meteor, etc.) used at any one time without having to cast the technique responsible for the projectile multiple times. Once the user has line of sight on the appropriate target(s) or uses an appropriate projectile, this skill can be used to cause projectiles from other timelines to appear in the user's timeline, creating an inexplicable increase in projectiles aimed at and around the opponent. A rank of at least master is required for this technique, and using this technique as a master doubles the targets. At Sage rank the targets are tripled. The skill can be used on multiple projectiles at once for no additional cost. as long as they are all affected at the same time. However, this doesn't mean the projectiles can be used to surround the opponent from all sides. There are restrictions, within which the user can choose how the parallel projectiles are placed. There is the parallel approach, where the projectiles are all besides each other and travel in the same direction parallel to each other. The close cousin to the parallel approach is the random approach, where the projectiles appear at random points around the original and attack at random angles that are within 45 degrees of the original projectile's angle. Finally ,there are the two cone formations, where the projectiles can all be spawned at one point and spread out at different angles or are spawned in different areas and focused on one target. The one meter from another person restriction only affects this skill at activation, allowing created projectiles to successfully plunge into a living target.

      Parallel Sonance [ A ]
      The universe is composed of several timelines running parallel with each other. The user calls upon the collective experiences of her parallel selves, much like what she does on others with Parallel Dissonance. However, unlike others, the user, being a Tempus Inexstinctus, can deal with the information barrage. With memories from countless worlds and possibilities, the user gains indescribable knowledge of the fight at hand. She knows in a blink battle-related information about everyone involved, the properties of the terrain, and even the ways those in the battle will likely move in. This last piece of information is translated into an increase in accuracy and a +1 dodge bonus. This dodge bonus and all other dodge bonuses the user may have are no longer restricted by cooldowns and can be activated at will either defensively or offensively. Effectively, dodging modifiers become a part of the user's base speed stat for the duration of the fight that Parallel Sonance is used in.

      Biorhythm Optimization [ A ]
      Each individual has a certain biorhythm, a cycle that regulates various physical and mental functions. In battle, all it really boils down to is that people aren't always fighting in their best condition. The Tempus can change this by altering the time of the target's, be it her own or another's, body in small increments. For the duration of the battle, the target receives either a +1 to strength and speed or a -1 to strength and speed. Additionally, the target loses any unwanted stat/condition/etc. modifiers. The stat mods of Biorhythm Optimization cannot be stacked but it can be used multiple times through battle to negate the effects of debuffs.

      Restore [ S ]
      The user can restore inanimate, non-sentient objects to their former state. The skill requires a hefty amount of focus, and for that, knowledge of what the former state of the inanimate object looked like is needed. At an S-rank energy price for each year that is passed to restore the object, a minute (one post) of focus is needed for each month that has passed since the object was last in its target former state. Doubling the energy cost to SS-rank for each year greatly speeds this process, requiring only a minute (one post) for each decade. This spell does not revive the living.

      Time Accelerate [ S ]
      The opposite of Time Lag, Time Accelerate speeds up everything around the user to such an extreme point that it affects the very space around the user, becoming a pseudo-space-manipulation technique. The acceleration of everything but the user breaks the fabric of space so that the user becomes temporarily invincible, disappearing completely in the process. The user, in turn, cannot perceive the rest of the world as everything is moving too quickly in relation to them, much like how the user vanishes while using Time Lag. Because this skill speeds up time, only one post is needed regardless of how long the skill is needed to last. Time Accelerate, unless otherwise augmented, must be initiated as per the usual restrictions, but it is not interrupted by living energies.


Space Techniques

      Spatial Accuracy [ Passive ]
      Attunement with the primal magic space gifts the time keeper with an innate sense for spatial properties. Upon reaching sage rank and unlocking space magic, the time keeper gains a keen sense of space and is capable of accurately measuring distance and sensing empty/filled space without any form of outside help. Unlike most of the Tempus Inexstinctus's and time keeper's skills, this passive does not break down when within a meter of another person.

      Hammer Space [ Passive ]
      The time keeper has access to a pocket dimension where they can store and pull out objects whenever they want. This pocket dimension does not increase ammo capacity and cannot sustain living organisms. In addition to holding mundane objects, the hammer space can also hold custom objects infused with high levels of energy.

      Isolation [ Passive ]
      At will, the user can choose to become immune to her choice of spells that she has cast. She can spread this effect to others through touch, treating it as a spell for the purposes of techniques such as Spell Zone. When used on others, they will also become immune to a selection of the user's spells that the user has decided on.

      Spell Zone [ Passive ]
      The space around an object, living being (whole or part), or mass of energy is manipulated to carry a technique/spell. Suffering physical contact with this carrier transfers the technique, completely replacing any damage that may have been caused by contact with the effects of the spell instead. Using this skill, a Time Keeper can appear to be launching a devastating attack, when they are instead buffing an ally without causing any harm. More commonly, Spell Zone will likely be used to pass skills that could normally only affect oneself to others and increase the effective range of skills that can only be delivered through touch. The carrier must be in close proximity to the user in order to receive the spell, but there are no distance restrictions after initiating this technique. Spell Zone alone cannot be used to negate enemy attacks; i.e. the Time Keeper cannot Spell Zone an incoming enemy fireball to replace the damage of the attack with a Haste buff. Spell Zone and the spell it delivers are not affected by the presence of other.

      Tether [ E ]
      Tether marks a space, connecting the point in space that the Tether mark is in to the user. Upon learning the skill, everything in the user's possession, such as ammo, is assumed to have been marked. During battle, the user can Tether more territory by using this skill. The mark, which is invisible but can be sensed with the user's Spatial Accuracy passive, fades with time away from the user. Creating the mark must be done a meter away from a disruptive source but the mark is not affected by disruptions after creation.

      Contract [ D-A ]
      Space contracts into a Tether point, sucking in everything affected. The power behind this contraction and area it affects is determined by the amount of energy invested into the skill. At C-rank and higher, the user has the option of using this skill to deal the equivalent of implosion damage. This skill is unaffected by the 1 meter range limitations and lasts for a 3 posts.
      D - 1 meter
      C - 5 meters
      B - 10 meters
      A - 20 meters

      Expand [ D-A ]
      Space expands from a Tether point, pushing away everything affected. The power behind this expansion and area it affects is determined by the amount of energy invested into the skill. At C-rank and higher, the user has the option of using this skill to deal the equivalent of explosion damage. This skill is unaffected by the 1 meter range limitations and lasts for 3 posts.
      D - 1 meter
      C - 5 meters
      B - 10 meters
      A - 20 meters

      Fast Travel [ C ]
      Freeze time or manipulate space. When the end result is to blink from one point to another, it ceases to matter which method was used. The user moves from one spot to another, the Spatial Accuracy passive ensuring precision and accuracy. There is no distance limit on Fast Travel and it can be as easily used for teleporting from a cozy inn to the bottom of the ocean as it can be used for teleporting from one end of the room to another. However, Fast Travel cannot be used in the heat of battle. The buildup of energies over the course of a fight prevent its simple execution from functioning, requiring a stronger skill. It can, however, be used within the first two posts of combat, often as a form of escape or a surprise initiate.

      Rabbit Hole [ B ]
      The user breaks out through the boundaries of one plane and in through the boundaries of another. This can be achieved in the style of most transportation spells on this list, by the user disappearing from one spot and appearing in another. Rabbit Hole can also be used with multiple people, bringing along others unable to travel between worlds by force of will alone. In order to transport these unable, the user will have to create a portal of sorts. Only the willing can enter the portal. Despite having the ability to travel freely between heaven, hell, and the mortal plane, permission is another thing entirely. Rabbit Hole will not prevent displeased denizens of the holy and unholy realms from smiting the user for too freely coming and going, and as a result, this is a skill that should be used sparingly (and with crew approval).

      Looking Glass [ B ]
      Looking Glass is a special version of Rabbit Hole that brings the user to a plane of her own. It is a safe haven, inaccessible to others without the user's permission. Here, the user can store precious valuables secure in the knowledge that they are safe or even build their home. The plane bends to the whims of the user, and while it's usually a reflection of the world that the user usually inhabits, it can also be anything else the user wants. As with Rabbit Hole, the user can bring others along, but they must be willing.

      Blink [ B ]
      The user chooses a Tether mark and instantly relocates to it, i.e. teleportation. The existence of a Tether mark helps the user anchor her thoughts and energy on the chosen location, allowing this teleportation to be used even in the heat of battle. Like with Fast Travel, Spatial Accuracy erases the chances of any unhappy accidents involving this skill.

      Black Hole [ SS ]
      A small, temporary black hole is centered on a Tether mark. The real deal, this tiny point in space voraciously sucks in everything around it and cannot be destroyed. It cannot be spawned within five meters of any interfering energies, but once summoned, does not dissipate until its duration of five posts is over. The black hole's event horizon that extends a meter from its center. The suction power of a black hole affects the entire thread, with those within a hundred meters of it suffer under the strength of S-rank pulling power. The power of the pull gradually decreases from that point.

      Big Bang [ SS ]
      A sudden, dramatic expansion of space and creation of time drastically alters the battle field. Centered on a Tether mark, this skill causes everything around within a hundred meters to be pushed back twenty meters with the force of S-rank strength. Past a hundred meters, the distance pushed gradually decreases until it no longer has an effect. Pushed objects suffer appropriate damage, generally the equivalent of S-rank blunt damage. Common side effects are collapsed structures and broken bones.

PostPosted: Sat Jun 27, 2015 11:07 am


Kagetsukiko
I was told that aiming for op was okay and advisable so... um... here are 31 skills, most of which will need to either be nerfed or denied. I'll be sad, but I'll also understand.

Some of these skills may be familiar. That's because they've been previously approved as just bl skills, so I'm kind of hoping that they'll be able to stay.

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


▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Time Keeper]

      A time keeper is a Tempus Inexstinctus who has delved deep into the secrets of her bloodline, gaining an unparalleled control over time. Time keepers forego the elemental magics in exchange for the primal magics of time. In the processs of mastering time, they eventually gain a level of control over space, a property innately connected to and often interchangeable with time.

Strengths

      • Time is your element. Although, it's not like the other elements, meaning that skills and the like that affect elemental magic do not affect time magic.
      • Unlike most subclasses, this subclass builds off of a bloodline rather than a class. Despite being a caster subclass, non-caster classes can take this subclass so long as they have the appropriate bloodline.
      • Attunement with the primal elements of time and space gift the time keeper with an innate sense for both. Upon becoming a time keeper, the time keeper has a naturally keen sense of time that is capable of accurately keeping the time without any form of outside help. This sense of time is even maintained during the usage of bloodline/subclass skills for both the time passed by the user and the time passed by those unaffected by the bloodline skills. Later, once sage rank is reached and space magic is unlocked, the time keeper gains an equally keen sense of space and is capable of accurately measuring distance and sensing empty/filled space without any form of outside help. Unlike most of the Tempus Inexstinctus's and time keeper's skills, these passives do not break down when within a meter of another person.
      • A time keeper's heavy interference with time halts the body's biological clock. Time keepers stop aging once they venture into this subclass and their bodily needs significantly decrease. Even the need to perform such frequent actions like blinking and breathing grow noticeably infrequent. For instance, a time keeper can easily hold their breath for over a minute without any effort. Generally speaking, most time keepers tend to retain their old rhythms and beats for such actions so the change isn't immediately apparent. However, uncontrollable tempos, like the slower than possible beating of the heart, become telltale signs of a time keeper's identity.

Weaknesses

      • You don't just lose an element, you never have had an element to begin with. Knowing a single elemental technique disqualifies you from this subclass. Of course, this doesn't apply to mages because they're all magicky. Instead, mages have no main element, being restricted to B-rank and below for all elements.
      • Time and space alike are incredibly difficult to control, dividing this sub-class into two stages. The first stage, centered around developing the Tempus Inexstinctus's control over time, is only available at expert rank and above. The second stage, introducing the space element, is only available at sage rank and above.
      • The limitations of the Tempus Inexstinctus naturally extend to the subclass based off of it. Unless otherwise specified, the techniques of this subclass break down and fail to work when within a meter of another person.


Time Techniques

      Temporal Accuracy [ Passive ]
      Attunement with the primal magic of time gifts the time keeper with an innate sense for the passing (or lack thereof) of time. Upon becoming a time keeper, the time keeper has a naturally keen sense of time that is capable of accurately keeping the time without any form of outside help. This sense of time is even maintained during the usage of bloodline/subclass skills for both the time passed by the user and the time passed by those unaffected by the bloodline skills. Unlike most of the Tempus Inexstinctus's and time keeper's skills, this passive does not break down when within a meter of another person.

      Past Premonition [ E ]
      The user can figuratively step into the past of wherever he/she stands with the help of a physical medium. This is, of course, a purely mental exercise, a self-induced illusion or dream of sorts. The illusion can be felt using only one sense at a time. When used on a general area, past events that took place in that area can be felt and the user is restricted from moving. When used on specific subjects, the skill reveals the past appearance, feel, taste, whatever detail that correlates with the sense chosen. This skill does not reveal the history of the subject. It may be held indefinitely as long as the focus remains constant. The user may choose what time in the past they wish to observe and don't need to rewind to get to it. The physical medium must be an item connected to the area/subject from either the time that the user wants to see or a time before the time that the user wants to see.

      Time Share (single) [ D ]
      By investing an extra amount of energy during the beginning of a Tempus Inexstinctus or time keeper skill, the user is able to use the technique on a single object other than themselves. Line of sight is vital to the execution of this technique.

      Time Share (group) [ D ]
      By investing an extra amount of energy during the beginning of a Tempus Inexstinctus or time keeper skill, the user is able to use the skill on everyone and everything within a 1 meter radius (1 meter rule does not apply here). If the skill that Time Share (group) is applied to is S-rank or above, no one within the affected area can move from their spot, but are free to move any part of their body that they wish to move.

      Echo [ C ]
      The user creates a version of herself from a parallel timeline that echoes her every intended movement. Spells and non-physical techniques cannot be mimicked, but all physical attacks, including ranged bullets and arrows, can be. This echoed self is faded out and cannot be hit, but the attacks it lands are definitely solid and must be blocked directly. Blocking the user's attacks will not block the echo's attacks. If the user is tossed back mid-attack, the echo will finish the series of movements the user intended before disappearing and reappearing at the user's new location. The echo lasts for five posts.

      Haste [ C ]
      A lesser form of Time Lag, Haste increases the target's speed and perception by +1. This spell may either be cast on the caster's self or cast via touch. Haste is not interrupted by the presence of another person. Only one instance of Haste may be cast per post. Lasts 5 posts.

      Slow [ C ]
      A lesser form of Time Accelerate that doesn't completely stop the target or render them invisible, Slow decreases the target's speed and perception by -1. This spell may either be cast on the caster's self or cast via touch. Slow is not interrupted by the presence of another person. Only one instance of Slow may be cast per post. Lasts 5 posts.

      Spell Repeat [ B ]
      The time keeper creates a duplicate of a spell or technique that has just been cast, foregoing the energy payment and casting time. The time keeper is free to control the aiming/targeting of the spell or technique.

      Spell Rewind [ B ]
      The time keeper rewinds a spell or technique, either one being channeled or has already been completed, back to right after the spell was initiated. In addition to essentially nullifying the spell, rewinding forces the caster to re-channel the spell.

      Parallel Assonance [ B ]
      The universe is composed of several timelines running parallel with each other. For five posts, the user can draw forth the power of a parallel self. This parallel other can approach living beings and other sources of energy without a problem, but cannot leave the vicinity (5 meters) of the user. Usually, due to differing conditions, the parallel copy has some distinguishing features from the user. Otherwise, the other version of the user looks like a flesh and blood person. If hit by an attack, the copy will nullify the effects of the strike and dissipate. The copy is capable of every physical technique, skill, ability, etc. the user is and can change up its attack patterns to deal the most effective double whammy. The copy and user can easily phase right through each other and run no risk of harming each other.

      Parallel Consonance [ B ]
      The universe is composed of several timelines running parallel with each other. In these infinite number of realities are infinite numbers of ways a single attack had been launched. The user can target an attack, ideally a combination attack, to replace the attack--and in the case of attacks with multiple contributors, each individual contribution to the attack--with an optimal version of it. This increases the power of an attack by +1 for each person that had contributed to forming the attack. The calculations do not include the Tempus's contribution of Parallel Consonance. Alternatively, Parallel Consonance can also be used to debuff a single attack, ideally a combination attack. While replacing success with failure is too big of a difference, Parallel Consonance can decrease the power of an attack by -1 for each person that had contributed to forming the attack. Parallel Consonance may also be used to buff/debuff defenses. As its team-oriented usage implies, it is unaffected by the one meter restriction.

      Parallel Dissonance [ B ]
      The universe is composed of several timelines running parallel with each other. Some are very similar while others are very different. Some had been extinguished and altered by the will of the gods while others had been left untouched. Parallel Dissonance brings the parallel possibilities of one person together into a single mind, briefly disorienting the victim. The victim suddenly remembers a past that should have not happened while experiencing multiple presents and juggling more ideas for the future than one person could realistically hope for. A brief but powerful debuff, Parallel Dissonance can be used to stop an attacker completely in her tracks or create an opening in the ultimate defense for just long enough to land a meaningful blow. On weaker minds (Adept and below), only one or two timelines need to clash, allowing one casting of this spell to effectively affect even large on crowds. However, stronger minds (Expert and above), require more timelines before they suffer distraction, limiting the number of targets this spell can affect to one against Masters and above and two against Experts and above.

      Parallel Resonance (Physical) [ B ]
      The universe is composed of several timelines running parallel with each other. Each decision made, each chance taken, creates a slightly different timeline, a slightly different possibility. A projectile thrown in one time line can have a differing position thrown in another. This skill reaches out to take the slightly differing results of various timelines and bring it together into one. However, those of the Tempus Inexstinctus bloodline are still human. They can only grab onto minor differences involving inanimate objects, and only so many. To be exact, this skill is meant to increase the number of physical projectiles used at any one time without decreasing ammo count. Once the user has line of sight on the appropriate target(s) or uses an appropriate projectile, this skill can be used to cause projectiles from other timelines to appear in the user's timeline, creating an inexplicable increase in projectiles aimed at and around the opponent. When first used at expert rank, this can only double the targets. Using this technique as a master triples the targets. At Sage rank the targets are quadrupled. The skill can be used on multiple projectiles at once for no additional cost. as long as they are all affected at the same time. However, this doesn't mean the projectiles can be used to surround the opponent from all sides. There are restrictions, within which the user can choose how the parallel projectiles are placed. There is the parallel approach, where the projectiles are all besides each other and travel in the same direction parallel to each other. The close cousin to the parallel approach is the random approach, where the projectiles appear at random points around the original and attack at random angles that are within 45 degrees of the original projectile's angle. Finally, there are the two cone formations, where the projectiles can all be spawned at one point and spread out at different angles or are spawned in different areas and focused on one target. The one meter from another person restriction only affects this skill at activation, allowing created projectiles to successfully plunge into a living target.

      Parallel Resonance (Energy) [ A ]
      The universe is composed of several timelines running parallel with each other. Each decision made, each chance taken, creates a slightly different timeline, a slightly different possibility. A projectile thrown in one time line can have a differing position thrown in another. This skill reaches out to take the slightly differing results of various timelines and bring it together into one. However, those of the Tempus Inexstinctus bloodline are still human. They can only grab onto minor differences involving inanimate objects, and only so many. To be exact, this skill is meant to increase the number of energy projectiles (elemental, arcane energy, meteor, etc.) used at any one time without having to cast the technique responsible for the projectile multiple times. Once the user has line of sight on the appropriate target(s) or uses an appropriate projectile, this skill can be used to cause projectiles from other timelines to appear in the user's timeline, creating an inexplicable increase in projectiles aimed at and around the opponent. A rank of at least master is required for this technique, and using this technique as a master doubles the targets. At Sage rank the targets are tripled. The skill can be used on multiple projectiles at once for no additional cost. as long as they are all affected at the same time. However, this doesn't mean the projectiles can be used to surround the opponent from all sides. There are restrictions, within which the user can choose how the parallel projectiles are placed. There is the parallel approach, where the projectiles are all besides each other and travel in the same direction parallel to each other. The close cousin to the parallel approach is the random approach, where the projectiles appear at random points around the original and attack at random angles that are within 45 degrees of the original projectile's angle. Finally ,there are the two cone formations, where the projectiles can all be spawned at one point and spread out at different angles or are spawned in different areas and focused on one target. The one meter from another person restriction only affects this skill at activation, allowing created projectiles to successfully plunge into a living target.

      Parallel Sonance [ A ]
      The universe is composed of several timelines running parallel with each other. The user calls upon the collective experiences of her parallel selves, much like what she does on others with Parallel Dissonance. However, unlike others, the user, being a Tempus Inexstinctus, can deal with the information barrage. With memories from countless worlds and possibilities, the user gains indescribable knowledge of the fight at hand. She knows in a blink battle-related information about everyone involved, the properties of the terrain, and even the ways those in the battle will likely move in. This last piece of information is translated into an increase in accuracy and a +1 dodge bonus. This dodge bonus and all other dodge bonuses the user may have are no longer restricted by cooldowns and can be activated at will either defensively or offensively. Effectively, dodging modifiers become a part of the user's base speed stat for the duration of the fight that Parallel Sonance is used in.

      Biorhythm Optimization [ A ]
      Each individual has a certain biorhythm, a cycle that regulates various physical and mental functions. In battle, all it really boils down to is that people aren't always fighting in their best condition. The Tempus can change this by altering the time of the target's, be it her own or another's, body in small increments. For the duration of the battle, the target receives either a +1 to strength and speed or a -1 to strength and speed. Additionally, the target loses any unwanted stat/condition/etc. modifiers. The stat mods of Biorhythm Optimization cannot be stacked but it can be used multiple times through battle to negate the effects of debuffs.

      Restore [ S ]
      The user can restore inanimate, non-sentient objects to their former state. The skill requires a hefty amount of focus, and for that, knowledge of what the former state of the inanimate object looked like is needed. At an S-rank energy price for each year that is passed to restore the object, a minute (one post) of focus is needed for each month that has passed since the object was last in its target former state. Doubling the energy cost to SS-rank for each year greatly speeds this process, requiring only a minute (one post) for each decade. This spell does not revive the living.

      Time Accelerate [ S ]
      The opposite of Time Lag, Time Accelerate speeds up everything around the user to such an extreme point that it affects the very space around the user, becoming a pseudo-space-manipulation technique. The acceleration of everything but the user breaks the fabric of space so that the user becomes temporarily invincible, disappearing completely in the process. The user, in turn, cannot perceive the rest of the world as everything is moving too quickly in relation to them, much like how the user vanishes while using Time Lag. Because this skill speeds up time, only one post is needed regardless of how long the skill is needed to last. Time Accelerate, unless otherwise augmented, must be initiated as per the usual restrictions, but it is not interrupted by living energies.


Space Techniques

      Spatial Accuracy [ Passive ]
      Attunement with the primal magic space gifts the time keeper with an innate sense for spatial properties. Upon reaching sage rank and unlocking space magic, the time keeper gains a keen sense of space and is capable of accurately measuring distance and sensing empty/filled space without any form of outside help. Unlike most of the Tempus Inexstinctus's and time keeper's skills, this passive does not break down when within a meter of another person.

      Hammer Space [ Passive ]
      The time keeper has access to a pocket dimension where they can store and pull out objects whenever they want. This pocket dimension does not increase ammo capacity and cannot sustain living organisms. In addition to holding mundane objects, the hammer space can also hold custom objects infused with high levels of energy.

      Isolation [ Passive ]
      At will, the user can choose to become immune to her choice of spells that she has cast. She can spread this effect to others through touch, treating it as a spell for the purposes of techniques such as Spell Zone. When used on others, they will also become immune to a selection of the user's spells that the user has decided on.

      Spell Zone [ Passive ]
      The space around an object, living being (whole or part), or mass of energy is manipulated to carry a technique/spell. Suffering physical contact with this carrier transfers the technique, completely replacing any damage that may have been caused by contact with the effects of the spell instead. Using this skill, a Time Keeper can appear to be launching a devastating attack, when they are instead buffing an ally without causing any harm. More commonly, Spell Zone will likely be used to pass skills that could normally only affect oneself to others and increase the effective range of skills that can only be delivered through touch. The carrier must be in close proximity to the user in order to receive the spell, but there are no distance restrictions after initiating this technique. Spell Zone alone cannot be used to negate enemy attacks; i.e. the Time Keeper cannot Spell Zone an incoming enemy fireball to replace the damage of the attack with a Haste buff. Spell Zone and the spell it delivers are not affected by the presence of other.

      Tether [ E ]
      Tether marks a space, connecting the point in space that the Tether mark is in to the user. Upon learning the skill, everything in the user's possession, such as ammo, is assumed to have been marked. During battle, the user can Tether more territory by using this skill. The mark, which is invisible but can be sensed with the user's Spatial Accuracy passive, fades with time away from the user. Creating the mark must be done a meter away from a disruptive source but the mark is not affected by disruptions after creation.

      Contract [ D-A ]
      Space contracts into a Tether point, sucking in everything affected. The power behind this contraction and area it affects is determined by the amount of energy invested into the skill. At C-rank and higher, the user has the option of using this skill to deal the equivalent of implosion damage. This skill is unaffected by the 1 meter range limitations and lasts for a 3 posts.
      D - 1 meter
      C - 5 meters
      B - 10 meters
      A - 20 meters

      Expand [ D-A ]
      Space expands from a Tether point, pushing away everything affected. The power behind this expansion and area it affects is determined by the amount of energy invested into the skill. At C-rank and higher, the user has the option of using this skill to deal the equivalent of explosion damage. This skill is unaffected by the 1 meter range limitations and lasts for 3 posts.
      D - 1 meter
      C - 5 meters
      B - 10 meters
      A - 20 meters

      Fast Travel [ C ]
      Freeze time or manipulate space. When the end result is to blink from one point to another, it ceases to matter which method was used. The user moves from one spot to another, the Spatial Accuracy passive ensuring precision and accuracy. There is no distance limit on Fast Travel and it can be as easily used for teleporting from a cozy inn to the bottom of the ocean as it can be used for teleporting from one end of the room to another. However, Fast Travel cannot be used in the heat of battle. The buildup of energies over the course of a fight prevent its simple execution from functioning, requiring a stronger skill. It can, however, be used within the first two posts of combat, often as a form of escape or a surprise initiate.

      Rabbit Hole [ B ]
      The user breaks out through the boundaries of one plane and in through the boundaries of another. This can be achieved in the style of most transportation spells on this list, by the user disappearing from one spot and appearing in another. Rabbit Hole can also be used with multiple people, bringing along others unable to travel between worlds by force of will alone. In order to transport these unable, the user will have to create a portal of sorts. Only the willing can enter the portal. Despite having the ability to travel freely between heaven, hell, and the mortal plane, permission is another thing entirely. Rabbit Hole will not prevent displeased denizens of the holy and unholy realms from smiting the user for too freely coming and going, and as a result, this is a skill that should be used sparingly (and with crew approval).

      Looking Glass [ B ]
      Looking Glass is a special version of Rabbit Hole that brings the user to a plane of her own. It is a safe haven, inaccessible to others without the user's permission. Here, the user can store precious valuables secure in the knowledge that they are safe or even build their home. The plane bends to the whims of the user, and while it's usually a reflection of the world that the user usually inhabits, it can also be anything else the user wants. As with Rabbit Hole, the user can bring others along, but they must be willing.

      Blink [ B ]
      The user chooses a Tether mark and instantly relocates to it, i.e. teleportation. The existence of a Tether mark helps the user anchor her thoughts and energy on the chosen location, allowing this teleportation to be used even in the heat of battle. Like with Fast Travel, Spatial Accuracy erases the chances of any unhappy accidents involving this skill.

      Black Hole [ SS ]
      A small, temporary black hole is centered on a Tether mark. The real deal, this tiny point in space voraciously sucks in everything around it and cannot be destroyed. It cannot be spawned within five meters of any interfering energies, but once summoned, does not dissipate until its duration of five posts is over. The black hole's event horizon that extends a meter from its center. The suction power of a black hole affects the entire thread, with those within a hundred meters of it suffer under the strength of S-rank pulling power. The power of the pull gradually decreases from that point.

      Big Bang [ SS ]
      A sudden, dramatic expansion of space and creation of time drastically alters the battle field. Centered on a Tether mark, this skill causes everything around within a hundred meters to be pushed back twenty meters with the force of S-rank strength. Past a hundred meters, the distance pushed gradually decreases until it no longer has an effect. Pushed objects suffer appropriate damage, generally the equivalent of S-rank blunt damage. Common side effects are collapsed structures and broken bones.


Denied.

So I'm gonna give a little advice on something. When a powerful bloodline has a set rule of it's skills canceling out when you get in a 1 meter radius of someone, it's generally frowned upon to try and get past that with a subclass loophole even if it's to help your allies. Subclasses are expected to be a themed set of extra skills. I am going to quote a previous post by Juli.
A faint smile
There are a lot of things that are too powerful and too diverse for a subclass, which is meant to be a themed set of extra skills, not an entire new (old) bloodline on top of the one you already have.


Also, if anything this seems more of a talent.

Hiro the Herp

Dedicated Zealot

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Makako-ma

PostPosted: Mon Aug 17, 2015 3:10 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Corporate assassin]


      Whenever and wherever wealth is made the rules of business bend and break almost without exception and almost without a trace. While many are content with rolling dice others hire fixers, con artists, thieves and killers to get the job done and keep their names off the shitlist more commonly known as the front page news. They beat the odds by hiring specialists who spin webs of lies and deceit, the corporate assassin, the bogeyman that kills your character, your finances, or perhaps even you. Whatever gets the job done whenever it needs to get done. One does not simply get lucky in the world of business and succeed.

      Unlike the typical assassin they are specialists in hunting, dismantling, and sometimes killing those that control true wealth from the shadows and manipulate societies with their schemes from behind the curtains. But they can just as easily serve to help create and maintain such people with this same training.

      This person, the corporate assassin, they are your fixer and your killer. They've got the tools and the money stashes. They spend big to earn big and are worth every penny when the job gets done sometimes even if it leaves you pennyless. If you don't know the difference between wealth and power you'd may as well pass on these people though.. one hires a corporate assassin once ready for the big leagues. You don't find them, they find you unless they want to be found by you who they are looking for. When other assassins need to find a target they may also be your informant or even your ticket to get inside places you don't belong. They make accidents happen and companies crash, they attack peoples interests and assassinate both character and/or physicality. You got in trouble for breaking the law? lol nope, they are also your lawyer, legal advisor, and somehow have a jury in their pocket?


Strengths

      • The corporate assassin is a manipulator of commerce, trade, and wealth as well as an assassin. You could call it a savant assassin or assassin savant depending on the jobs of the day. They specialize in managing and dealing with wealthy, well connected, and influential types. Their typical target will be your master of mercantile or scholarly magus extraordinaire. They touch the untouchable and see the unseeable. They are the weavers and unravelers of great webs of intrigue
      • Smart killer, your silly contraptions, tangible or otherwise (referring to market schemes but may be something magical) are effective. You can make the smarter mouse trap and it will probably work or at least function properly.
      • Being well acquainted with the sorts of people who don't want to known about you get some access to some interesting gadgets and ideas. Not only does this give you insider knowledge on a lot of going-ons you also get a peek at things most would never get to see or need.. things most people will never need to see or need. Strange gadgets, substances, or even fighting techniques as long as long as its something someone with money could hope to reach, things very few work with or advanced forms of things people work with everyday and don't even realize it. On top of this you also get the best prices on these things.. sometimes even the ole 5 finger discount

Weaknesses

      • These people specialize in hunting the wealthy and scholarly not some massive mindless savage freak running around breaking buildings with his forehead. Let someone else deal with the incredible hulk.
      • One does not succeed in this business by being a respectable individual. You will have a little bit of stigma attached to you somewhere down the road, someone will always blame you for something, sometimes something you may or may not have done, who can really know?
      • Assassin's are not necessarily warriors. They usually aren't, there's a big difference between dueling and killing. A good duelist cant always kill effectively and just because a killer can kill a great warrior before they even understand what happened doesn't mean they will do well in a fair duel against the wimp that shines that warrior's shoes.
      • Natural enemy of super sleuth detectives , secret agents, and superspies. Corporate assassins tend to find themselves entangled with these types and compelled to either deal with them or go on some odd Hollywood worthy adventure with them especially if they have great hair.



Techniques


Quote:


tool summons and training- you may summon specific tools that possess properties of your elements. Big jobs, big pay, big arsenal. A corporate assassin will need more than a sharpened chunk of metal to get their job done. scream even if they don't cuz tools are fun **** it all!!!


industrial ice - used to make the better ice object. Holds strong but fairly easy to break. Tends to have a foggier inside and more reflective surface. After melting it will taste a bit different from normal water but wont be harmful or anything. Its still just water with some stuff you probably breath constantly anyways mixed in. Basically its like how freezer ice looks and tastes different than natural ice.

Ice mirror (C rank water magic based)- Mirror made with a specialized water spell. Catalyst for related spells. Its like a sort of magical artifact. To make it you must know things, years worth of very specific things that were passed to you by someone. Its summoned in the palm of the hand or a larger form can be made in a large body of water which takes longer. The palm sized one is the basic one that can be summoned stealthily in a but the creation must be declared in a previous post. Lasts 3 posts and costs 100 energy to keep out for an extra turn, this cost can only be paid once per turn. While weilding the user cannot be scryed on by anything short of a godly fourth wall penetrating narrorator or an actual god. detection spells involving light or vision will fail. Normal vision will work unless something specific says otherwise. Its purpose is to counteract illusion, traps, and holy things reliant on light based magics. Can also be used to trace the path of a target.

Requires water to make and any spell cast is broken if it melts or breaks.

Ice mirror large (rank B)- (see ice mirror) A variation of the smaller ice mirror that is too big to be held by most. The size of a small trampoline or you could use an entire lake surface if you want but it will look different from normal ice so don't bother trying to trick anyone who can see it somehow.

gem cutter fluid (B rank water based) - A special water based magical conduit. Requires water based ink or paint. Can be used to increase or decrease the sharpness of a thin object. Doesn't hold magic very well, when activated it loses its sharpness effect or dullness effect. Making the stuff is easy for someone trained to make this stuff but to utilize it as a tool of assassination you must have tools and skills to use it with. Additionally there's nothing special keeping anyone from casting their own spell on the fluid.

It is too heavy to be manipulated like normal water but a water based spell changes the sharpness or dullness effect. If you make the tip of a sword sharper with this spell it effects the entire object. If you cast dullness on a wire you make everything sharp. It starts in a single spot and the magic cascades through to the rest in a matter of seconds. If two items containing this substance with the opposite (dull vs sharp) spells on it they will cancel each other out.

Special Note.. making the edge of a blade dull doesn't make it weightless. Basically a cutting weapon just turns into a blunt force weapon. Against a person in armor if the sword doesn't cut/pierce the metal that can actually be even MORE dangerous for the one on the receiving end.

Special Note 2.. You cant just splash this stuff on something and cast a spell, you gotta soak it and rub it in or something. In the case of wire which will be the main intent for this substance you will want to soak the wire in this somehow and actually store the wire inside something.

Thin assassins wire (minimum ability rank is C) - Looks like fishing line or something but its really strong. Easy enough to cut but not with a little knife p***k you gotta be serious to cut this stuff. If modified by something it will cut anything that isn't protected by something. It can hold a lot of weight and using it effectively requires strong hands and additional gear.

writing utensils - These have killed more men and mer than any other weapon. Much can be done with them and they can even be used as a less effective throwing knife. Pens hold ink.

Contracts and legally binding documents - In the right hands these are powerful tools of assassination. A corporate assassin must be able to kill both people and organizations. Just because the target is a folder on the kings desk doesn't mean nobody wants it killed. These are tools that can kill an idea. You also trained to bypass and resist such things. If somehow getting caught up in one you can probably get out of it where others wouldn't know how.

magic countering cloth (rank D) - used to handle certain magical objects or magically enhanced objects. Simple enough to wear on its own but using it in a technique of some sort requires some training especially if it involves gloves made of the stuff. The cloth itself does not passively negate anything unless the wearer themself is using some magic through them. Being of earthen property it is especially effective against water based magics and has an affinity with earth based magic It wont give you the ability to use earth based magic but you will be able to better manipulate an existing earth based spell. Earth magic users can sense that this cloth is being used.

101 different lockpicking tools - You can pick that lock and break that seal. Detecting that the lock was broken will require the detective be at the same level as you or use a skill at the same level as yours unless there's some other special clue that lets them bypass this.

rank D - basic locks and some treasure chests.
rank C - you leave less evidence behind, will take less time to do it. You can do magic seals now as long as the sealer is only 1 rank above you
Rank B - You no longer leave much evidence behind. They will have to be looking for a picked lock to find anything
Rank A - you are no longer limited to mere locks. You can pick pockets, corn, and get the marshmellows out of the cereal without getting milk on anything
Rank S - You pretty much ignore locks.

Ice tools (rank b) - these works of art have a variety of uses and seeing as water is pretty easy to conceal and discard they make great murder weapons and utilities. You could make lockpicking tools or a knife with this but be careful, ice tends to behave like glass or crystal. It shatters easy and is not so useful for precision work in unskilled hands not specifically trained for this assuming you even know how to make them properly one does not simply make a lock picking tool by eye just because you've seen one before.


magic musket (rank C) - Like a magic wand for people who use technology. Its simple enough but the bullets are a pain to load and prepare and then you've gotta be a good shot. If you aren't well versed with contemporary magical tools many less financially fortuitous people will never set eyes on then you wont know how to use this or even what it is unless its loaded. With live ammo. You wont be piercing heavy armor with this type of gun but you can cast a spell on it from incredible range if you have that type of training which you are not implied to have simply by having the ability to use this.

magic flintlock (rank C) - see magic musket.. its smaller though but does the same thing and is easier to hide. Again the ammo preparation is an ability all its own.

charts.. - you can make any chart seem to say anything within reason. To sociopathic levels. Think of this as corporate magic!


abilities


Step by step- You store stuff, transport stuff, and properly destroy evidence of stuff.

corporate water magic (rank C)- You are skilled in using industrial solutions in addition to water magic or water magic with tools designed to work well with water magic or to work against one's own water based magic to protect oneself from ones own spells

nerd hunter (rank D)- You are good at hunting mages and identifying spells but you do it in a nice suit, outfit, or disguise. Basically you are a light cloth armor wearer. You wear that magically enchanted anti-magus stuff.

moe points!!! (rank D)- when wearing a full suit of something other than cloth armor you get an additional -1/-1 to stats but are more charismatic and look great doing anything even when you fail. This can make things like persuasion or seduction easier.

Perfect imitation (rank C) - forge signatures and paintings. You could even figure out how to copy a spell... you'd have to find somebody who was good at magic to cast it for you if you cant cast that sort of spell though but you could definitely put the steps and fine details on paper. This also makes you a pretty good assistant to maguses and those other magicky types. Only a detective or specialist in that specific field would likely be able to tell the real from the fake.

Market watcher (Rank B)- You can read a marketplace like an open book, to you stocks and price lists look like a chess board rather than a roulette table. You are not a subject of the invisible hand that can change the prices and pull profit from nothing.. youre one of them! Stuck with 100 books to sell? Your clever scheme to sell 100 books by investing in pet ducks will not only work for some inexplicable reason but will also net some profit!

detect motive (rank D) - discern motives more easily. Are they lying? Probably but why. You more easily see the trick behind the trick and the eagerness behind the shady move.

Master of disguise (rank C) - All you did was change your hair and put on a blue suit? No problem, youre a master of disguise! They wont even notice. When in disguise youre extra convincing especially if your disguise doesn't suck.

person of the world (rank D) - you learn business talk new languages stupidly fast. Heck even by just meeting people you start to learn bits and pieces of languages but until you hit the books you mostly get stuff related to your profession and hobbies or whatever it is you do alot

social climber- You've got all the moves to make them feel good and bust into any ole secret society. But you'll always have the advantages and disadvantages of being "that person who social climbs" even if you didn't do anything weird. Everybody trusts you just not the devil they all know is inside you. They know your game even when you aren't playing it. You may as well just play it. You charm your way up to the top but people will still see you as a that working person, you aren't built to live in the sunlight and the sunlight wasn't built for you, deal with it.. and enjoy the fun that ensues while youre at it.


signature ability/spell/technique/style thing

Locked room murder (Rank A) - Without witnesses or even with one sometimes they can make it seem like anything happened at the scene of the crime assuming there even was one. How does one kill a man sleeping behind 3 sealed layers of security and make it look like a suicide without leaving any trace on camera? The corporate assassin will never tell... some detective might know though. This can be undone with strong detective skills. if you solve the crime you get a perception bonus against the crime scene and may gather some extra clues by mailing the criminal or just asking in ooc chat or whatever but if you make an official guess incorrect guess you'll have to figure out how you got it wrong before you can get the aforementioned bonus.

Part of how this works is similar to the way a spell can be used to erase all traces of a name from history books. A cascading spell combined with expertise and techniques, years upon years of training and study. Long story short this is a system of abilities. You need this to use the other stuff in this category.

Locked room murder: Bloodmist (rank C) - Blood can lifted from surfaces like water.. its made partly of water actually. Its lifted with any bloodspilling based curses as well

Locked room murder: wound distortion (rank D) - a variation of the pain giving technique that can change the shape of wounds

Locked room murder: undoing (rank B) - sensory devices and tricks can be reset from outside the room to a previous state. Requires a some manner of magical object that can capture a room state. Footprints are gone, disturbed dust looks undisturbed. Can't change a living thing in the room or things that come from them like blood, you gotta fix that yourself.

Locked room murder: relock (rank B)- its one thing to pick a lock but locking it again from outside is another trick all tis own.

Locked room murder:




PostPosted: Wed Aug 19, 2015 10:30 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [The Bloody Warlock ]

      The Warlock is a term used to describe male witches and is usually attributed to someone who cast spells and fights from a distance. The Bloody Warlock spits in the face of both of these preconcieved notions altogether. She is a knight in fact, a reaver who calls upon unholy flames and darker magics than she has ever before called tools to rip apart those unlucky enough to be deemed her enemy. When combined with her blood, this subclass is easily an offensive powerhouse. In lieu of having a weapon handy, she is more than proficient in hand to hand combat, nearly preferring it to clashing with enemies with weapons as the situation demands. Once the Bloody Warlock gets a hand on you or lands a blow, it can seem as though an unending onslaught of terrifying yet awesome power.

Strengths

      • As a developed melee combatant, Aurelia can now learn and master three hand to hand styles entirely regardless of restrictions on them. She also gains a +1 to melee attacks due to this.
      • This passive allows Aurelia to passively deal unholy damage on every melee attack she makes, doing a bonus amount of damage based on the rank of the skill. It does one rank lower additional unholy damage that manifests in the form of black flames surrounding the weapon. Rankless punches and kicks also deal two ranks lower than her in passive unholy Warlock Power if she so chooses.

Weaknesses

      • This styles reckless abandon lowers the users DR by 1.
      • Cannot learn ranged weapons styles.


Techniques

      Reckless Hatred [ Passive ]
      If a skill in this subclass connects, Aurelia can usually follow it up nigh immediately, but this can only chain up to three skills at one time.

      The Warlock Punch [ E-SSS ]
      This skill is the definitive weapon of the Warlock arsenal. With a short, shamanistic wave of the hands as they spread their legs in a horse stance Aurelia will thrust her outermost fist outward, energy carried thick on her arm as she aims to deal massive damage, even at lower ranks. The E rank attack, burning purple with unholy power, will bash into an opponents body, skull, leg or wherever with enough power to leave a nasty bruise that is hard to ignore. At D rank, it can leave fractures in bone and burn away at flesh. At C rank it will break bones entirely. B rank will actually tear cleanly through armor of most kinds, if not asthetically still dealing damage by transferring the force and malice through it. At A rank, a shield arm would shatter if the shield was struck and possibly destroy it. S rank will be like a cannon fire point blank at you, ripping through whatever was it harshly and also searing with unholy power. SS and SSS can cause a 10 meter radius to feel the shockwave and leave minor bruises on others around the target.

      Warlock Elbow [ E-SSS ]
      See above with an elbow shot that aims to, instead of kill, disorient. Doesnt have a specific start up but deals less direct damage. Is more of a combo linking tool.

      Meteor Crash [ E-SSS ]
      Similar to above, this is a skill that charges the fiery, unholy flames along a held weapon before sending it crashing into an opponent with similar effects relative to rank. If the blades is stabbed into the ground an explosion reaching 10 ft around will occur, with rising intensity based on rank.

      Warlock Kick [ E-SSS ]
      With unholy fire as the fuel behind this attack as well, Aurelia will kick off with one foot and send the other flying towards her opponent. She will cross a distance relative to rank and deal damage slightly lower than the warlock punch upon arrival. While flying, they will also move faster based on the energy input. They will go ten meters to start at E rank, and scale up by ten for each rank. Also, for each rank above B, she will move one point faster as she flies. At SS and SSS its almost like a ghost car coming at full speed towards you. If already in kicking range, this skill simply requires a short wind up, something akin to a spin bring up your foot.

      Power Knee [ E-SSS ]
      Same as above, except the damage tends to be more localized and requires no real set up.

      Herculean Might [ B ]
      This is a jab that is charged with Warlock power, and should it connect it creates a moment of disorientation that allows for a follow up attack as long as the foe was hit straight on. Can also be done with a kick.

      Risen [ A ]
      With a quick upward slash, uppercut, or flashkick/normal kick of anykind (including other skills) connecting the user will send the opponent high into the air with an unholy flare of power. And when I say high I mean very high. This basically buffs any attack of that sort. If this skill were to connect, a follow up attack would be guaranteed.

      Sigil of the Warlock [ A-SSS ]
      Grabbing the opponent in any way, Aurelia charges them with warlock power and then detonates, creating enough force to deal serious damage, especially to anything weak to unholy damage.

      Unholy Slam [ S ]
      With a powerful leap Aurelia aims to grab someone in mid air (as high as she can hit them with Risen), with all of her might and a dose of powerful energy Aurelia throws her target down to the ground, no matter the distance, where they will crash with a massive amount of damage being doled out at once. This can easily kill, and because of the manner in which it is done her unholy energy prevents the use of more than a single skill to defend ones self, and nothing can stop the attraction between you and the ground. You will hit the floor, it's just up to you how you will take it.



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HeadlessKoko

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PostPosted: Fri Aug 21, 2015 2:18 am


Prince Hiro of Conde


So I'm gonna give a little advice on something. When a powerful bloodline has a set rule of it's skills canceling out when you get in a 1 meter radius of someone, it's generally frowned upon to try and get past that with a subclass loophole even if it's to help your allies. Subclasses are expected to be a themed set of extra skills. I am going to quote a previous post by Juli.
A faint smile
There are a lot of things that are too powerful and too diverse for a subclass, which is meant to be a themed set of extra skills, not an entire new (old) bloodline on top of the one you already have.


Also, if anything this seems more of a talent.

I'm sorry that this is a really, really late response. Somehow, I managed to completely miss the advice while noticing the denial, so I thought that this was just denied flat out without any hope of recovery. Your advice, however, leaves me with some hope that maybe I can keep on this route.

Your advice focuses around an accusation that I'm trying to use the subclass to loophole around my bloodline's rules. If you really think that's true, then I've been loopholing long before this with custom skills. The 1 meter limitation isn't a bloodline rule so much as it is a limit put on the one skill that the bloodline has. In the past, I've been allowed to make custom bloodline skills for Tempus that affect allies, and by in the past, I mean skills that were re-approved within a week of me finishing this subclass. In fact, all of those skills were incorporated into the subclass, and they make up a good portion of the time section. I'm sorry if the way I worded the 1 meter limitation in the subclass made you think I was trying to exploit a loophole, I was just trying to set down what I thought would be a common rule between many of the skills.

I could ask more, but that would be me getting ahead of myself. A 1 meter restriction was never a Tempus rule, meaning I'm not trying to loophole that particular rule. The only rule I could be loopholing is "This bloodline has only one skill," which isn't a rule so much as something written in the description, and every time I've submitted/resubmitted customs, I've mentioned this exact line and have been given the go-ahead to create custom bloodline skills. With that in mind, what is the ruling for this subclass? Is it still unambiguously denied on the grounds that it gives access to skills that control space, an element that is closely associated with time but is too powerful for an rpc to use both of?
PostPosted: Fri Aug 21, 2015 5:52 pm


Kagetsukiko
Prince Hiro of Conde


So I'm gonna give a little advice on something. When a powerful bloodline has a set rule of it's skills canceling out when you get in a 1 meter radius of someone, it's generally frowned upon to try and get past that with a subclass loophole even if it's to help your allies. Subclasses are expected to be a themed set of extra skills. I am going to quote a previous post by Juli.
A faint smile
There are a lot of things that are too powerful and too diverse for a subclass, which is meant to be a themed set of extra skills, not an entire new (old) bloodline on top of the one you already have.


Also, if anything this seems more of a talent.

I'm sorry that this is a really, really late response. Somehow, I managed to completely miss the advice while noticing the denial, so I thought that this was just denied flat out without any hope of recovery. Your advice, however, leaves me with some hope that maybe I can keep on this route.

Your advice focuses around an accusation that I'm trying to use the subclass to loophole around my bloodline's rules. If you really think that's true, then I've been loopholing long before this with custom skills. The 1 meter limitation isn't a bloodline rule so much as it is a limit put on the one skill that the bloodline has. In the past, I've been allowed to make custom bloodline skills for Tempus that affect allies, and by in the past, I mean skills that were re-approved within a week of me finishing this subclass. In fact, all of those skills were incorporated into the subclass, and they make up a good portion of the time section. I'm sorry if the way I worded the 1 meter limitation in the subclass made you think I was trying to exploit a loophole, I was just trying to set down what I thought would be a common rule between many of the skills.

I could ask more, but that would be me getting ahead of myself. A 1 meter restriction was never a Tempus rule, meaning I'm not trying to loophole that particular rule. The only rule I could be loopholing is "This bloodline has only one skill," which isn't a rule so much as something written in the description, and every time I've submitted/resubmitted customs, I've mentioned this exact line and have been given the go-ahead to create custom bloodline skills. With that in mind, what is the ruling for this subclass? Is it still unambiguously denied on the grounds that it gives access to skills that control space, an element that is closely associated with time but is too powerful for an rpc to use both of?


That's not really helping your case. Time Lag, the skill of this bloodline that allows the control of time, has a one meter rule. All of your skills are based on the ability that skill can give you. In the past, we've made a lot of mistakes. We all know this. All I can do is prevent more from happening. I'm not gonna approve it because similar things were approved in the past, and I'm shocked you thought I'd reconsider. I gave you a answer the first time that I am sticking with. It wasn't an ambiguous answer. I told you that it's too strong, by a long run. You control time, that's great. Really amazing. However, I won't allow it to go further. So.

Denied.

Hiro the Herp

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PostPosted: Mon Aug 31, 2015 5:24 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Knight of Absolute(Dark)]

      The Knights of Absolute once existed as a unit, each being controlling a different element to show mastery of said power. However, after the mysterious circumstances that surrounded the Absolute Dark's death, the knights had all vanished from existence for awhile, waiting for the new Knight of Darkness. Kumori has decided to take on the mantle of true darkness, utilizing his Bloodline and his class to recreate and reshape what it meant to be a Knight of Absolute. As such, this is still a growing class, one that develops more techniques that Kumori must create. However, those who become apart of the Knights of Absolute, will lose all of their former abilities to make themselves set apart from the normal caste.

Strengths

      • The Dark are my eyes: The user can see through the fog clearly, based on the energy of his foes. But in darkness, the user can see everything going on inside of the dark, be it behind him, above him, or at a large distance away.
      • The true touch of Darkness: All of the user's attacks, be it normal or skill variented, are coated with a thin layer of a pure shadow element.

Weaknesses

      • The user can not learn any normal weapon skills, and must forget everything that can be copied. (ONLY ABLE to learn Custom Styles.)


Techniques

      Darkness Greatsword [ A-SSS ]
      The greatsword focused with pure unadulterated dark energy from the user. As it grows in power, so to does the cutting strength of the attack. At SS rank and Above, this skill produces a large energy wave that travels forward where the user swings the attack. S rank and below however, casts this skill as a temporary weapon enchantment. The greatsword summoned generates a powerful 30 foot long blade and when casted as an enchantment, the blade lasts only for 4 to 5 posts.


      Dark Sphere EX [ E-SSS]
      A pure sphere of darkness that Kumori can generate out of nothingness in the palm of his hands. This sphere's size can range depending on the amount of energy the user puts in, or any skill rank bonuses added in. At it's weakest point, the size of the sphere fits in the palm of Kumori's hand and can be shot out at a small distance away(40 feet away). However, at the largest point of power, it can reach half the size of Axiom's moon and can be thrown an extreme distance away(5000 feet away.). The sphere can only hit one thing only, and if that thing is to be a living being or creature while the sphere is at S rank and above, they will die instantly as the large dark sphere will force itself into the body. However, if it were to hit the ground, it will be absorbed and leave a powerful impact in the ground. Buildings, weapons, and shields are ignored so long as they are weaker than the rank of the skill.

      Forlorn Armor [ C-SSS ]
      A powerful recreation, Kumori can generate a powerful armor around him, representing plate armor surrounding his body. With the energy flowing around him, the more energy he puts in, the more powerful of attacks this armor can resist. This Armor has it's own aura around it, creating somber feelings around against their foe, as such, it can be used to distract opponents by instilling the somber feelings into the enemy. In the darkness or in the light of the moon, this armor gains a new ability so long as it's classed at S rank and above: Momentary Air. This armor can float, fly, and even move around at will with Kumori so long as darkness or the moon's light surrounds him. It can last indefinitely until it takes two of the same rank attacks depending on the armor's level.

      Catch(Knight) [ E(E-SS) ]
      Kumori instills his strength into his hands and uses this skill freely at no cost. The user can catch any physical skill or attacks with ease by just using his own hands, either by blocking. Depending on his strength, he can catch weaker weaponized attacks and block stronger attacks. If an energy-filled skill or attack is to be caught, Kumori can channel his energy into his body to catch the offense, overriding it with his energy to return the energy-based attack back at the opponent.


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