Energy Color: Clear; force isn't really visible Energy Meter: 350 Element: Force Battle Strength: Close-range combat, and stuff. Battle Weakness: Long-range combat, and stuff.
Personality: Ahad is very jaded. His entire life, he's been disrespected, picked on. Despite the mistreatment by his brethren, he generally loves his kind, and the place he's from. He finds the people surrounding him to be impressive; smart, strong, and willful. He likes to consider himself this way, but it's not quite the same. He's more of an adventurous type; romantic, artistic, open-minded. He has no real love for battle, or fighting, although he respects it. He can be very rude, and sometimes apathetic, but generally he's a pretty nice guy. Sexuality: Homosexual Quote: "People are such assholes." Height: 6'3" Weight: 197 LBs Eye Color: Red
Favorites:
• color: Red • food: Apples! • animal: Animals are weak. • city: Al-Jinnoch
xxxxxLike many djinn, he is the son of Ifrit, although he's a bit younger than most of his 'brothers'. Being the son of the Marid really meant nothing for him. His entire life, he preferred to be one of the more laid back djinn. He didn't really care about fighting, and not so much about masculinity. Well, not as much as some of the others, at least. He was one of his father's favorites; he taught him about literature, art, everything. Ahad began to draw nature, write haiku, all to help himself find inner peace, as his father did. However, he quickly realized that it would become impossible to find this peace, as the djinn surrounding him mocked him for his almost girlish hobbies. He didn't seem to care, though. If anything, he took the mocking as friendliness, and attention; he reveled in all of the light being shined on him.
The djinn are never really cruel, or unnecessarily harsh. They were simply uncaring of him and his problems. He didn't mind that. A lot of the younger djinn gave him enough attention for him to consider them his 'friends', and he lived a fairly typical, enjoyable life. However, when his father finally died, he quickly realized that the people surrounding him were actually quite dangerous. They were self-serving, and the death of Ifrit was something of a long-awaited moment. The environment of Al-Jinnoch was no longer acceptable for living, and so he decided to enlist in the military, allowing him to essentially 'move out of town' until everything became resolved. Boring past, right?
Full Name:Makyo Nagareboshi Korok Makar Nicknames: Spawn Age: 32 Birthdate: 19/7/94 Gender: Male Culture: Pantheist Religion: Christian Languages: Entish Spanish English Italian
Nation: Kusana Rank: Master Title: King Bloodline: Dreadnaught Class: Shadowknight Strength: 8, and 11 in Carapace Mode Speed: 3, and 2 in Carapace Mode -----------------------------------------------------------------------------------------
╫Major Information╫
Demon/Implant: Gene Modifications: - N/A - N/A - N/A Energy Color: Dark Energy Meter: 2600 Element: Darkness Battle Strength: Defense, and Close Combat Battle Weakness: Speed
Summon:
Fights Won: 9 Fights Lost: 0
Talent:Entish Chant
The shadowknight can manipulae his dark energy to small trees, and make them come alive. The trees can talk and move on their own with the user's manipulation. They have a total speed of 2, and strength of 8. The skeletons the user revive alsocome out with wodden shields, instead of rusty ones. Large trees have 11 strength, and 1 speed.
Talent Weakness:
1. Bringing a tree to life (any tree) takes 100 energy points. If it's a large tree, it costs 250 energy points.
2. Since they're made of wood, they are extremely weak to fire, and only survive for 2 posts under fire or less depending on the rank of the fire. A simple fire will burn it in two posts, but a large one will basically fry it in 1 post.
How did the character get this talent?: Practicing under the protection of forest, and awakening his memories of before he was thrown as an outcast, he knows old Entish language, and can manipulate trees to ents but at an insane cost of energy.
Summons:
-Completed Quests- S Rank: 6 A Rank: B Rank: C Rank: D Rank: 2 E Rank: 2
1. Summon Skeleton Rank: D-SSS Description: This is the basic ability that nearly all Shadowknights will use in combat. It is also needed for several of the later techniques, and is thus an integral part of the Shadowknight’s arsenal and should be learned as early as possible. For each rank of energy put into the technique, the Shadowknight summons and controls a skeletal warrior. (D=1,C=2,B=3,A=4,S=5,SS=6,SSS=7) Notes: Necessary for multiple skills. Each skeleton is equal to a basic warrior (Speed 5 Strength 5), but are easy kills for Holy Light. Clerical and Paladin Techniques obliterate the skeletons with ease. (E rank deals C rank damage, D rank deals B rank damage, C deals A, etc.)
2. Skeletal Shield Rank: D Requires: Summon Skeleton Description: The Shadowknight summons a single skeleton and then uses this technique. The bones of the skeleton warrior fall apart and reform into a shield. This shield is quite strong not only because bone is strong but because it floats and you can move it around. You may also manipulate it when it is struck by a sword to try and trap that sword but it would cost a C rank to do that. It lasts 10 posts or until destroyed. This item is vulnerable to Holy Light infused weapons unless protected by the Unholy Shroud.
3. Unholy Shroud Rank: D Description: Truly one of the most basic of all Shadowknight abilities. This is the Darkness to the Light of the Paladin’s Holy Light technique. The Shadowknight infuses his/her weapons with dark energy, creating a sickly black shroud around it that makes ‘good’ characters (Paladins, Clerics) feel sick to look at. This deals additional damage to those classes, but only normal damage to all other classes. Used by Shadowknights to make their weapons and armor more resistant to the Holy Light ability. For combative purposes, this is treated like the Holy Light ability – you slash at an opponent, and the dark energy will rush outwards to attack identical to the Paladin’s ability. Note: This technique can be used on any one item at a time, such as the Skeletal Shield or the Skeletal Greatsword, but not on Skeletons that are moving on their own.
4. Skeletal Greatsword Rank: D Requires: Summon Skeleton Description: The Shadowknight summons a single skeleton and uses the technique. The skeleton breaks apart and reforms into a large sword – the spine if the main blade, with the ribs forming spikes at random interval, the arms forming the crossguard, and the legs forming the hilt. The skull is the pommel of the sword, making for a terrifying appearance. This weapon is treated as a normal greatsword for purposes of weapon techniques, but will only last for ten posts or until destroyed. This weapon is vulnerable to Holy Light infused weapons unless protected by the Unholy Shroud.
5. Death Bomb Rank: E Description: A fairly weak skill of the necromancer it shoots a direct bolt of negative life energy. Call this the opposite of heal it creates random shallow wounds on the enemy. The bolt of energy is light green and will seem to sink into the target then explode creating the shallow wounds. Note: This is one of the skills that will heal a Shadowknight of their wounds.
6. Aura of Despair: Rank: Passive Requires: Rank equivalent Description: This is a passive ability and does not drain energy as it is simply a part of the Shadowknight’s very existence. In the area around them it feels as if the life has been sucked away, leaving everything washed out and bleak. Characters of equal rank to the Shadowknight feel very uncomfortable in this area, with a few exceptions. Characters of lesser rank than the Shadowknight suffer various effects – when one rank below, they feel ill and off balance. Two ranks below, they feel like they are standing on the edge of a massive pillar and all around them is darkness and must fight the urge to run away in terror. Three or more ranks below and the character is rendered near comatose from despair. Limitations: Holy classes (Paladin and Cleric) can counter this aura of despair by using Holy Techniques. If they don’t, they feel it intensely (+1rank differential). Succubi, Dreadnoughts, and Vampires are unaffected by the Aura of Despair, and occasionally take amusement from the reactions of other species to it. The Shadowknight CAN suppress the Aura of Despair – they do this to hide what they are if they are trying to be discreet.
7. Shadow Weapon: Rank: C Requires: Novice Rank Description: This technique creates a tremendous copy of the Shadowknight’s specialized weapon. The Shadowknight swings their specialized weapon back, with the Shadow Weapon copying the movement. They then attack with their physical weapon, again with the Shadow Weapon following the movement. (Basically creates a phantom copy of the weapon with the Shadowknight as the end of the weapon's grip. The created weapon is approximately eighteen feet large, giving it massive attack range.)
8. Aura of power Rank: C Limits: must know aura of despair Description: This skill is actually quite possibly the only good skill for a shadowknight's party, unless the party consists of a holy character(s). The shadownight uses his aura of despair, twisting it until it becomes an aura of raw power. This makes your darker teammates (Vampires, werewolves, dreadnoughts, etc.)) think that they have a juggernaut on their team, causing them to be bolder and fight harder. This gives a +1 in strength to all dark/unholy party members. However, on the flip side, this skill also makes light/holy characters sick to even look at the shadowknight, making them want to fight with them as little as possible. Lasts for five posts and no other aura can be used at this time.
9. Dark ball Rank: C Skill description: The user summons a ball of pure shadow energy three meters in circumference that can be thrown as a mid-range attack. The sphere detonates on impact, causing an explosion of half the force of a grenade.
10. Retribution: Rank: B Requires: Unholy Shroud, Novice Rank Description: This is the dark to the Judgement’s light. The Shadowknight fills his body with dark energy, so putrid that only demonic races can look at them straight on. (Not even Vampires can, but Succubi and Dreadnoughts can.) Any wounds caused by a person using this ability will not heal – decay begins to set it in the wound, preventing it from healing unless a Cleric uses Cure on it. It will not advance though, and only prevents healing by normal means. The downside to this ability is that the Shadowknight cannot use it for any great length of time. If they do, they themselves become ill. Limits: Novice =2 Adept = 3 Master = 5 Sage = 8 After this point, you will begin poisoning yourself and need to be cured by a Necromancer using Death Bomb filled with B rank energy.
11. Betrayal: Rank: B Requires: Summon Skeleton, Novice Rank Description: One of the most evil techniques that a Shadowknight has. This technique is used to prevent damage being done to the Shadowknight. They have to already have a skeleton in existence before this technique can work. When the Shadowknight is about to be struck, they invoke this dark technique and cover their body with a thin shroud of darkness. At the same time, the body of the skeleton closest to them becomes covered in an identical shroud. The damage that would be dealt to the Shadowknight is transferred to the Skeleton, immediately destroying it. Repeated quick attacks on a Shadowknight using this ability will prevent them from summoning more Skeletons and allow them to be injured.
12. Skeletal wall Rank: B-A Limits: must know skeletal shield Description: The user summons skeletons and breaks them all apart into a huge mass. Due to the fact that there are so many bones in a skeleton, the user can use energy to mash all of the bones together, creating one huge wall of bones capable of stopping B ranked attacks. When charged with an A-rank energy, the wall can stop A rank attacks. This skill lasts for 6 posts or until destroyed. Like the skeletal shield skill, the skeletal wall can be manipulated to catch a weapon at the cost of C rank energy.
13. Blood plague Rank: A Limits: Three post cooldown after the effects have worn off on the target. Can only be used twice in one battle. One post of announced preparation is needed before this skill (this is when the energy is used up so energy is used regardless of whether or not this skill succeeds; this post of preparation does not affect the shadowknight's actions in any way but a visible, black-purple aura will form around them while they prepare). Description: Upon landing a successful strike upon the target (as in a serious, deep, and clear gash; a shallow slice or a graze doesn't work) the shadowknight can use their negative dark energy to cause a vicious plague inside their target's bloodstream. For three posts (starting from the post right after the post that the shadowknight cut them), the target's entire body will feel as if it has been touched by a white-hot iron even though no actual damage is done to the target's body.
14. Dark pulse Rank: S Limits: 10 post cooldown, 1 post charge time Description: The shadowknight uses a weapon, bare hands, etc. to draw a pentagram around them on the floor for one entire post (no doing anything else during this post). Because energy is used, this drawing can even be done on a metal floor. After the drawing has been completed, the user then sends more energy into the pentagram, causing a pulse of pure dark energy to explode from all sides of the pentagram, hitting anything within 25 meters of the shadowknight. This skill hits with the force of a large car.
15. Betrayal Level 2: Rank: S Requires: Betrayal, Master Rank, ALLY Description: This is the most evil technique that a Shadowknight has. This is the exact opposite of the Sacrifice technique of Paladins – when used, this will transfer damage from the Shadowknight to a nearby ally. The good thing is that this technique only has a two in three chance of succeeding. (Roll a D6 dice. If the result is 1,3,4,6 the ability will take effect.) If Betrayal Level 2 fails, the Shadowknight receives double damage from the attack that strikes them.
Sub-Berzerker skills:
1. Ki Barrage Rank: D Skill description: A weaker version of the Ki Assault skill. However, what it lacks for the same power makes up for the number. The user throws punches and kicks made purely of energy up to 5x each. (meaning 5 from hands and 5 from feet). These can easily break through D rank things and is ranged. At Expert rank, they can send double the amount. Each blow feels like a punch
2. Ki Assault Rank: C Description: You throw a punch that is purely energy. This punch can easily break C rank things out of the way and is ranged.
3. Mind over Matter Rank: C Description: A non combat skill, this is useful after battle. You slowly heal your wounds during this meditation period. Though it cannot heal a removed limb, it can heal anything that did not kill you will be healed over time. The C rank energy usage is constant till the wounds heal. The amount of time for a wound to heal varies due to the wound's seriousness.
Light cuts and even deep ones as long as no muscle tissue is torn is one post. Torn muscles and fractured bones take two posts. Major Burns take three posts due to their nature. Light burns would take two posts. Punctured organs would take ten posts. If you are disturbed you must start over since it is a form of meditation. Note if the wound is that serious you may die as you try to heal it this way. Poisons wont be
Dreadnaught Bloodline Skills
1. Carapace Rank: E The is the basic skill to put on your carapace. This carapace can block outside attacks up to E-rank. At Adept rank your carapace can block outside attacks up to D-rank. At Master rank your carapace can block up to C-rank attacks but this costs C-rank energy.
2. Revert Rank: E This is a basic skill that reverts your carapace form back into your human form. Works well if you know you can't block an attack in carapace form (You automatically know this)
3. Shed Rank: E Their most basic skill, shedding is a part of their life. When in Carapace form, the user must shed there carapace so that they can retain the hardness and add a new layer of carapace. Depending on what rank you have is when you can shed. (You automatically know this)
4. Dagger Claws Rank: D The user must harden there carapace like claws, each finger as powerful as steel daggers. They can also break normal weapons with ease and can cause some serious damage to a person. They also can't move there fingers, so holding a weapon in there hands would be quite useless. Depending on what element you have will give you a rank up or a rank down.
5. Carapace Shield Rank: C By using your carapace arms, you form a giant shield that covers your front, but leaves your back with a wide opening. The shield can block up to B rank attacks and bellow, an rank up from what element they have and a rank down if there element is weak against another.
6. Harden Spikes Rank: B The user's carapace would grow long spikes all throughout there body or a certain body part. They can pierce through steel plating with ease and can break metal weapons with ease, but anything that is higher or harder would only get scratch. The users cannot move while they grow spikes and are only good for defense. They can also infuse there element into the spikes.
7. Terror Ammo Rank: D Though its not visible you need to create ammunition for your terror shot. This makes either 2 shots for your shotgun one magazine for a pistol 6 bullets for a revolver 5 for a rifle. eight if its a bow or crossbow. Note: This is the one of two techniques that defy the normal carapace hardening requirements. This technique creates ammunition that only fades after the current fight is over, or used in a Terror Shot.
8. Terror Shot Rank: C Requires to use: Terror Ammo This is a unique ability of the Dreadnoughts. The second of two abilities that defy the normal Carapace hardening rules. When this is used, the weapon always remains for ten posts, unless struck by a C rank or above technique. The Dreadnought creates a replica of a normal weapon, be it revolver, rifle, or even crossbow. One hand serves as the basis of the weapon. (Revolvers, the used hand is the grip, rifle the hand is the stock and the second hand must be used to steady the barrel, crossbow is similar to pistol but requires a second hand to steady the barrel as well, and bow the hand used for this technique is the center of the bowspan. Second hand pulls back from this, mimicking the normal usage of a bow to shoot Terror Ammo.
9. Spears of the Damned Rank: C Your arms transformed into long spears that can pierce your opponent with a long reach. They can stab through metal plating with ease, but would only dent any that are harden than steel or do nothing. They can infuse their element with their attacks as well.
10. Harden Spikes Rank: B The user's carapace would grow long spikes all throughout there body or a certain body part. They can pierce through steel plating with ease and can break metal weapons with ease, but anything that is higher or harder would only get scratch. The users cannot move while they grow spikes and are only good for defense. They can also infuse there element into the spikes.
11. Strike Spike Rank: B - A This is a strange technique, and one that forms the idea behind a later one. The Dreadnought plants one foot firmly on the ground and cannot move from that spot for the duration of the technique. They then cause a spike of carapace to shoot through the surface of the ground which then explodes from the soil to strike at the target. Only works in straight lines, and the user has to Shed the Strike Spike before moving, or else severely injure themselves.
12. Mephisto's Rage Rank: A The user would punch the ground into the earth as a carapace like claw that is about as huge as a boulder would come right under there opponent and would either grabbing them or smash them into the ground with great force, causing bones to break and weapons to shattered that are steel or lower. The carapace is thick and hard to break as C rank attacks and higher would have to break the carapace. The claw can also follow there target if they miss the first attack, but would leave the user wide open to an attack.
13. All Is Dust Rank: SS This is like an suicide move, harding to a ball of carapace which can block A rank attacks and lower, then at the end would blow their body, acting as a huge bomb. The blast radius would be at lest a 100 feet in diameter, anyone or anything that is caught in the blast would turn into dust or ruins, even the user. This is the ultimate sacrifice and must only be used if things come to worse. The hardening for the carapace ball will take a process of 3 post. After that, it's all over. If your element is fire or earth, the blast radius would add an extra 50 feet.
14. Decimation Detonation Rank: A-SSS This is the last resort technique that any Dreadnought will ever use. The Dreadnought curls into a ball that somehow hangs in midair, and slowly the liquid carapace flows around them, creating an orb. After building up for a period of time, the outer layer of carapace finally hardens. However, more liquid keeps flowing from the Dreadnought, overfilling the space within the carapace orb. This results in a deadly explosion when the pressure gets to be too much. The liquid carapace causes the outer layer to burst, turning into tiny, high-paced, deadly fragments of shrapnel that can punch through nearly every defense. Then the second part occurs. All that liquid carapace is flung outwards, hardening into flying segments of carapace that slice and crush anything that is left standing within the explosion radius. That is only the liquid that is flung close to horizontal - the liquid that flies up into the air turns into mortarlike rounds. The outer part hardens while retaining a liquid center, that acts similar to the original orb. The heavy chunks fall back into the ground, and after a short time, explode into shrapnel that adds to the devastation.
15. Ultimate Carapace Mode Rank: S Skill description: Truly the ultimate form of Carapace Mode on Dreadnaughts. This carapace takes whatever form the user likes, but is extra heavier, so it decreases the speed of the user -1 more than normal, and increases the strength +1 more than the normal Carapace. This carapace lasts 12 posts, and can block any attacks up to A-rank. In total it only consumes 100 energy with the Cape included.
Darkness Element Attacks:
1. Mortal Equinox Rank: B Description: The user channels his dark element energy throughout his melee weapon, and can make several slashes in midair. Once he disturbs the energy in the air, then it charges forward. This means that the slicing power of his cuts will stay in midair for a bit, and then launch forward when he commands them to. Up to 5 slices can be done.
2. Natural Cape Rank: C Description: It only consumes 10 energy added to the energy it takes to put on your carapace. Once the carapace grows, a cape-like carapace will also grow. It is strong but it can only block up to D-rank attacks.
3. Shadow Shots Rank: C Description: The user concentrates his energy on 10 shots of the bullet, and engulfs them in complete darkness. Not only are they even less visible now than a normal bullet, but when the shadow gets close to the enemy it attaches "tentacles" to the enemy. Once it grabs the enemy with it's tentacles, it will pull the opponent down to the ground, and eventually stick to teh ground. it takes at least 4 of these attaching to the opponent to stick both legs down to the ground though. The stickyness lasts 2 posts that stick you to the ground, it cannot be escaped after they stick to you, you must dodge them. They cannot be blocked because they do no actual damage.
4. Shadow Teleportation Rank: C Skill description: It allows the user that is inside shadows to transport elsewhere that's with shadows as well.
5. Shadow Cape Coffin Rank: B Skill description: With the same Natural Cape that grows around a Dreadnaught who has learned such a skill, he can literally use the long cape, as it extends with the small layer of carapace, and cover around the enemy, using it as a sort of coffin all around his body, and crush him to bits. Basically, you can use the cape as tentacles of sorts and then cover the enemy like a coffin. The Cape is as strong as the Carapace of the user, and is very fast when used for wrapping. Must be within 15 feet of the user for this technique to work. It can also be used for just wrapping the opponent, or taunting him by poking. You can bend the cape to your will for 5 posts, but not more than that.
6. Eyes of Abyss Rank: C (Passive) Skill description: This technique is passive, and doesn't require energy. The user can see even in pitch black darkness.
7. Immortal Solstice Rank: A Skill description: This technique is most effective onle when used in an enclosed area like a cave, building, or any area that's enclosed. If it's an unenclosed area, it can cover up to 50 feet in width, length, and height of an area around the user himself. This technique allows the user to consume an entire area with pitch black darkness as the darkness element energy consumes every bit of light around it. It can turn the area completely pitch black with no one able to see. It even consumes the light of a flashlight, or anything that shines in the dark from how powerful it is, but it's only good until the user moves his legs. Any leg movement that is made while this technique is active, will automatically disrupt the technique. If he is moved by any means from where he stands, the technique will break. He can cover up to a quarter mile of pitch black darkness in an enclosed area.
8. Life through Death Rank: D Skill description: This technique is not really for attacking at all. You need a seed or various seeds, and can plant them on the ground, then accelerate the pace of their growth and make actual large trees with your own energy. More than 5 seeds cost the energy of a C-rank, and you cannot accelerate the growth of more then 10 seeds. It can be used simply to "create life" or make even a wall of nature itself if used with the proper plants. The beauty of this technique is up to the user.
9. Master of Nature Rank: SS Skill description: Can use the roots and vines of any trees within 50 feet of himself, and manipulate them to hit, tackle, slash, trap, or multiple things against the enemy. This ability lasts 3 posts, and is extremely deadly. The user can control up to 100 vines, roots, and branches. It can tear the enemy apart the same as even just shake a branch so the flower petals float downward in a beautiful motiong. Truly many things can be done with this technique, and it also very deadly. The beauty of this technique, depends on the threat. It is mostly used against multiple enemies or just one really fast one, since vines and roots have about 12 speed.
10. Nightmare Rank: A Skill description: The user can use Nightmare if they are in direct contact with the target and the target is asleep (cause of sleep can be either natural or unnatural). Nightmare can be used to either absorb dark/negative energy or insert dark/negative energy into the target. The only effect created by inserting dark/negative energy into the target is the creation of a nightmare that will forever haunt the target when they are sleeping. When absorbing dark/negative energy, the possible effects are more varied. The user can negate the nightmare that the target is currently having or completely erase any negative memories that the target has. Absorbing dark energy can also be used to take away a dark curse. This dark energy that is being manipulated, just like the Darkness element it is derived from, is neither holy nor unholy. As a result, inserting/absorbing dark energy has no additional effects on cleric, werewolves, necromancers, and whatnot.
11. Summon Anubis Soldiers Rank A - S Skill description: This technique allows you to summon 7 feet tall Anubis soldier that look like half dog half human. They are in full black and the ancient clothing of the Egyptians. Their are equal to C-ranked attacks with their spears, and carry shields that are immune to up to C-ranked attacks. That's why they cost so much energy to summon. They have the average speed and strength of a human, but they look stronger, faster, and more ferocious.
12. Deku Ents Rank E - D Skill description: A much smaller version of the Entish chant that can make nuts, sprouts, fruits, and vegetables into tiny living beings. They have 4 Speed and 1 Strength. They are NOT made for combat. If for combat, this skill has to be used at D rank where they are summoned up with a small spear or little bow an arrow that does little to no damage in small sizes. The skill has to be used in large sizes to actually do damage. These little ents are mostly used as little servants, messengers, extra eyes for the user, and scouts. They are mostly used to show off!
13. Wrath of Nature Rank: S Skill description: Truly the most impervious of all carapaces. The user calls forth the forest to mix its ethreal power with his own carapace. It mixes the very essence of the forest with the user and his carapace, thus making the strongest carapace out of all. The user grows in size about to a height of 8 feet, and is covered by a carapace that can cover any attack up to SS-rank, but is weak to Holy and Fire attacks by two ranks, thus only covering up to A-rank attacks from Holy and Fire skills. The strength of the user grows to 15.
There are downfalls to this technique. It only lasts 3 posts, the speed of the character decreases to the 1 regardless of prior speed, you're ridiculously slow (meaning anything can really dodge you regardless of your strength), you may only use Nature-oriented skills during the time this carapace is active, and the user takes one complete post just to summon up the strength of the forest to his carapace.
Hand-to-Hand/Weapon Style(s)
Hand-to-hand style - Muay Thai stage 4:
1. Clench Rank: E Description: The clench is a grabing move used in close quarters where the user wraps his arms around his opponent's neck and brings them in close. Much like the saying "leading the bull by the horns" the user can force his opponent into whichever direction he wants by pulling on their neck and head. Once an opponent is captured in it there is little they can do to escape since most retaliations will be quieted from the opponent being pushed off balance, or they will be too weak to stop the tough muay-thai fighter. It is from this position that the user can deliver multiple incredibly deadly knee strikes, which with their training can be performed easily in the close distance while delivering their full power.
2. Knight's Shield Rank: D Description: This is a defensive stance the fighter can use to both strengthen their footing and ease damage from incoming blows. This is done by raising one leg off the ground and bringing the elbow and forearm of the same side down to the raised knee to create something that looks similar to a shield in front of the user (see pic). By using the strongest bones in the body that they've been training, this defense can completely block D-rank and below attacks while also lowering the damage dealt from higher attacks by one rank. The user can't move while in the stance, and it only prevents damage from the user's front side, leaving the back and sides vulnerable.
3. Elephant Kick Rank: D Description: This kick is, simply enough, a strong roundhouse-like kick used from the back leg to fully extend and strike the head or torso of an opponent. There are two things that set this off from most kicks of its kind though, and the first is the part of the leg the kick uses to strike an opponent. Rather than using their foot, this kick strikes with the lower part of the user's shin. The hard bone creates more force and generates a more damaging impact. Also, unlike other kicks this one fully unloads the user's power. This is good for if it lands, as it will go through most defenses and even possibly break an arm that tries to stop it, but if it flat out misses then the force will follow the kick and spin the user completely around, making them turn their back to their opponent. Even if it is blocked this kick will send most people flying through a tree fifteen feet away, but missing often gives the opponent a split-second to strike at your back.
4. Hanuman visits Lanka Rank: C Description: A powerful and fast attack where the user takes a high jump forward and strikes an opponent's head with the sharp tip of their knee. The crushing damage is tremendous and even if blocked the power can still send their opponent to the ground or stun them. This attack can also be used to attack opponents in mid-air, in which case the strike hits them in the solarplex.
5. Shin Stomping Rank: E Description: An easy way to block attempted kicks from opponents in close range. While the enemy attempts to bring their leg forward or up to kick, the user delivers a fast and painful strike down on the opponent's shins, stopping their attack before it can even begin.
6. Double Takedown Rank: C Description: The user charges forward at an enemy and then kicks off their feet to slam into an opponent with both of their knees. This can either send two opponents to the ground (one for each knee), or it can take out one large opponent, dealing massive damage along the way.
7. Tombstone Slam Rank: C Description: Once airborn over an enemy the user can flip and pull their legs back tightly against their lower back. They then take a swift dive down on an enemy, using their two knees to slam down on an enemy like a tombstone. The strength can break through defenses and solid rock.
8. Spinning Elbow Rank: D Description: Used in close range when an enemy is trying to maneuver around the fighter, the user spins around and strikes the opponent's chest of face with their elbow. This deals a painful blow but more importantly it forces the opponent back in front of the user. This is especially handy when the user has an opponent in a corner.
9. Falling Dagger Rank: C Description: The user falls down on an opponent (by either jumping over them or through other means), and brings their over their head and down onto an opponent's skull. By hitting them with the sharp tip of their elbow all of their force becomes concentrated on a single spot. This power makes it easy to break through metal, let alone someone's skull, making it a very potent killing technique.
10. Flashing Dagger Rank: B Description: User focuses power onto their elbows, generating a foot long invisible energy blade out of their elbows. It can be sustained for a maximum of five posts, ten if the user is a berzerker class. Its nature of being unseen is the technique's greatest power, as even simple elbow strikes can cleave an opponent's head in two, and cut those who do not dodge it properly.
11. Lunging Blackout Rank: A Description: User uses massive power from his legs to blast himself through the air at bullet speed towards an opponent. Then he brings his elbow over his head and down onto an opponent's face or skull. Unlike the knee attacks, this lunge will not blast an opponent backwards, but it does generate power equal to or greater than the Falling Dagger technique as it generates all of the force onto the sharp point of the elbow. It is called the blackout because upon impact the force is said to cause anybody hit with it to lose consciousness for at least a moment, sending all opponents straight to the ground.
Longsword Skills - Swift Judgement Style:
1. Imprint Rank: D Description: A simple attack that is pretty basic. Start off by making sure your stab hits, instead of pulling out the sword you slash to the left or right while its still inside then ram them with the shield.
2. Go Down Rank: D Description: A fairly simple combination off attacks that is easy to insert in any situation. First start off with the basic downward slash and then upward slash attack and quickly follow up with a jab from that shield of yours.
3. Twisting Talon Rank: C Description: A move thats usually used for the kill its actually pretty quick and silent. Approach the enemy from the side or behind and ram the sword downward into their neck. Make it at an angle so it goes through their wind pipe and then jump onto them and ram them into the ground.
4. Comet Rank: C Description: A pretty basic attack combination best utilized when the enemy is off guard. Crouch down as you take a step to the left of your enemy. Once there preform a spinning upward slash and then point the sword directly down onto your enemy as you land.
5. No Holding Back Rank:B Description: A quick combination off attacks that will easily catch the enemy off guard. Start of with a diagonal slash downward while stepping forward. Step back with the same foot as you slash horizontally and then quickly step forward with a slash. As soon as you have stepped forward turn your entire body to make a spin before slamming your shield into them
6. No Quarter. Rank:B Description: A power combo that can devastate the unprepared. Starting off in the stance you take a step forward as you spin to swing the shield at the enemy and bring down your sword onto the enemy as soon as this is finished. Swing it upwards quickly and spin again but in place and keep the sword extended as to chop at the enemy.
Personality: Since Kora changed him, he's been calm. Quote: "Are you a dog or are you a man?" Height: 6'2" Weight: 200 pounds Eye Color: Green Favorite Band: Avenged Sevenfold Theme Song:Animal I Have Become Battle Theme:Critical Acclaim Favorite Anime: DragonBall Z Favorite Color: Black, and White -----------------------------------------------------------------------------------------
╫Background Information╫
Never knew his parents, never had anyone to love, never reasoned with anyone, and never could have a normal conversation with anyone. He's always been alone, and barely surviving. He doesn't like anyone preaching to him about what he needs to do, or what he must do. He only remembers faintly about anyone throwing food for him to eat. He never remembers anyone showing any type of love or remorse toward him. Only remembers pity,misery, and pain. His psychotic behavior has been developed, due to his past.
But Kora helped him out a lot ever since he met her in Kusana City, and became his first friend. He know nothing of her, but he longs to have a purpose in this world. His life felt unsatisfied and alone. Whether it was longing for love or for a meaningful life, it was always a challenge for Makyo to find his way towards that end.
Later in the story he found purpose, and is now one of the strongest in all of Axiom. His defense is unsurpassable by anyone, but he is still a pacifist, and only defends himself through violence when he's pushed to do so. He defeated Fenrir Graveheart and restored the world into balance. Upon finding balance, he was consumed by an ancient and evil spirit. Upon facing 8 different warriors from different nations, he was stabbed through the chest by his most beloved Rachel. In the end, the spirit and the ring that he bore consumed him until his death.
He was revived some years later, and changed his name to Korok Makar when he wanted his old life to fade away.He remembered almost nothing of the past until the same ball of light that restored him to life in the Clearwing lake, revealed everything that happened to him in heaven and hell. The mystery of his death was not revealed to him and it probably shall never be. Korok even changed his appearance to be a new person in the world, but what he had done will always haunt him. The change was to no avail when he met Alex that told him not to hide his face and be who he was born. He has to bear the nightmare of carrying his old name forever, and everyone who remembers him reminds him of their hatred. -----------------------------------------------------------------------------------------
Energy Color: White Steam Energy Meter: 500 Element: Water Battle Strength: Well rounded combat and wears armor. Battle Weakness: Not very ranged or magically inclined.
• Human Revolution (Passive) Antimage Revolt: All magical (whether holy, class, elemental, etc) magic does one rank of reduced damage to you. Your machines/summons/etc will receive about half of this bonus, taking fairly reduced damage from all magic. • •
Personality: He is an adventurist type he is upbeat and never back down. He aims for peace and unity among the nations. Sexuality: Straight. Quote: I will make a united world. No one shall go through what I did EVER. Height: 5'9" Weight: 175 Eye Color: Blue
xxxxxCaleb grew up in the city of Kranila. He loved stories and epic tales of hero's he dreamed to be one. One day when he was 8' he tore down the curtains at his house and fashioned a cape from it and stole his grandfathers sword. He ran into the woods with his friend Chris. They were off to slay monsters. But what they found was a nightmare. First they got lost in the woods and night fell in the woods. Soon they were surrounded by 20 red peering eyes. Caleb awkwardly held the sword as it was to big for a kid. Chris took off running scared the shadows pounced on him and he let a blood curdling scream as the sound of tear flesh could be heard. Something warm splattered Caleb's face, he shakenly raised a hand and dabbed two fingers into the warm sticky liquid. In the minor moon light he could tell what it was blood. He heaved, his stomach lurching at the sight. After a bit he noticed that the sounds of flesh tearing had stopped the eyes were on him again and stalking closer. He screamed out loud and the sword glowed a faint white and pulsed a bright light the creatures howled holding their eyes. They turned tail and ran off. In the flash Caleb caught a glimpse of Chris eviscerated remains. Caleb took off running, all night not stopping. He ended up aimlessly walking around, somehow he wondered back into town days later, only to collapse covered in Chris' blood. Few days later he regained consciousness to his mother laying on him. He told them what happened apparently the only thing that grandpa killed was a angler man. From that day Caleb didn't go to play hero anymore. At the age of sixteen he started training as a Knight, he was going to prevent anyone else from ending up like he and Chris. When he finished all the basics and learning all the right etiquette. He went and joined the Kranila military.
Posted: Sun Jan 05, 2014 5:29 pm
MAIN INFORMATION
Full Name: Johnathan Waxman Nicknames: Wax, Doc Wax Age: 24 Birthdate: March 25th Gender: Male
Culture: South Fraxonite Religion: Science Languages: Common
• Human Revolt: All human bloodline abilities and passives (except for human revolution) are increased by one rank. Unleashed power, if beyond sage, will give you 1500 energy.
Class
• Advanced brewing • Summoning Mastery • Spawn Root Trap • Golem Creation: minions • Chemical Coat • Chemical Attraction • Chemical Bond • Weapon Summon • Acid bomb • Spawn Feeder
Personality: Wax is a calm, gentle soul. Although he may seem sociopath, he's only viewing things from a very realistic angle, and often loses his bearings for the path of progression. Occasionally, he snaps and flips the script to a darker side of Dr. John Waxman Sexuality: Straight Quote: "The Doc, is in...." Height: 6'3 Weight: 200 LBS Eye Color: Unknown
Theme Song: New s**t - Marilyn Manson Battle Theme: Fur Elise
xxxxxPlease, have a seat. I am Waxman. Or Wax if your prefer. I'm a Chemist for Kranila now. I used to live in Yuran. But the military was so busy trying to militarize my talents that I couldn't stand it anymore. So I left. I grew up in Yuran too. My parents were both soldier types. At least Mom was. Dad was someone of a Sapper. An engineer for the front lines. But I enjoy a finer thing in life. Science. And technology. I love to play God. To play with living creatures and their structures. I'm currently working on a cure to death. Immortality. The last lead I had on such a thing was the philosopher's stone. We'll see though.
Energy Color: A swirl of Black and Gray Energy Meter: 1400 Element: Wind/Fire Battle Strength: Class:
Strengths -Most powerful non magical attacks -Can use several weapons at a time -Mechanical armies: You can make them. -Powerful skills -Unique skill list. -Potentially as tough as paladins. -One man army at high ranks.
Personal:
Adaptability.
Battle Weakness:
Weaknesses - LOUDEST sounding class - Limited attacks - Actual physical strength is low. - useless class at low rank. - Unique skills (in how you get them) - makes most bloodlines useless - No hand to hand or weapons styles, and no way getting around this.
Personal:
Usually likes to taunt his foes at bad times.
Fights Won: 0&How many you've won& Fights Lost: 0&how Many you've lost&
Personality: He is quite the excited man who cares for others moreso than himself. When things get serious, he isn't afraid of getting himself in danger. But in a sort of feelings, he is literally happy most of the time, can be sad when it is needed, but there is not many accounts as to him being angry or furious. Sexuality: Heterosexual Quote: 'Keep up!' Height: 5'9" Weight: 220lbs Eye Color: Dark Brown
Favorites:
• Blood Red • Spaghetti • Cats • Unknown • His Creations
xxxxxNo one knows where he came from, but he states originally coming from Fraxen. According to Exceed, he was born a Fraxen boy, from then and now as he has been working with blacksmiths to make weapons and special mechs. With a bit of special magic, he made a strange sword that he keeps to himself. Besides that, he speaks of nothing else about his life and time in Fraxen in order to give out more information. He stated coming to Kranila in order to find some peace and in hopes of creating technology that would aid the planet for safety.
During his time in Kranila, Exceed had assisted in the development of special technology that would help the forest. One of those things is his Moko mech, which provided to be one of his closest friends and allies. It didn't take long till he ascended to the rank of Captain in Kranila, becoming one of the known helpers for the soldiers of Kusana. However, many of the soldiers have dropped from his chain of command, leaving him as one of the very few leading forces Kusana had left. But when the war for Yuran had arrived, he had departed with a small group of the best soldiers his Country had to offer, but the war ended negatively for their team, leaving Exceed as the sole survivor of his team, near-dead with only one eye remaining. After much needed time, getting back to full health, he went on to take care of the large amount of Survivors who escaped from Yuran in time during it's destruction.
Posted: Fri Mar 21, 2014 8:53 pm
MAIN INFORMATION
Full Name: Strife Nicknames: Ghost Age: ?? Birthdate: Unknown Gender: Male
Culture: Volana Religion:?? Languages:
De Facto - Common Fluent - Elvish Basic - Angelica
Energy Color: Gray Energy Meter: 350 Element: Water Battle Strength: • Immunity to pure physical attacks. Attacks that simple involve a strong punch with no energy around the fist literally go through the user. • Massive boosts when in shadowy or Darkened areas. • Thrive as Necromancers and Shadowknights (+1 Rank in strength for all skills of these classes) • You do not age; you do not breath; you do not sleep. Battle Weakness: • Fire and Intense Light are toxic to you, exposure to either weakens your body, and directly contact with fire or a light attack launched at you can deal massive damage to your body. • As a creature of shadow, the light, or holy skills used by a paladin or cleric can hurt you, rather than heal you.
Personality: Quiet, yet always ready to crack a joke. He is apathetic to every person he meets unless for whatever reason he is stuck with them for long periods of time . He is always looking for the opportunity of combat or activity, but is loyal to certain people if he feels them worth the effort. Gets bored really easily, which either lead to deep thought, or thinking up some kind of prank in the meantime. Though he is quiet, it is only to the extent that he will not unnecessarily initiate conversation himself. Sexuality:Heterosexual Quote:"Life is only a prelude to death." Height:6'0" Weightconfused? Eye Color:Blue
xxxxxWhat is life, to a creature that if found between it and death? Given the immensity of time available to Strife, his thoughts are constantly shifting on what he should be doing, and assaulting him with never ending questions. Life, to him, is in the pursuit of something to do. Though he has plenty of time to do as he desires, Strife lacks the ability to do nothing when outside of a task or in anticipation of a coming fight. Because of this, Strife has adopted to a lifestyle of vagrancy and mercenary work to fill his time with something to do. His past is mostly forgotten to him, as he knows he will outlive most others naturally, if he isn't killed first. He also finds no point in the past, always looking for the thrill of something in the future, though his memory is surprisingly accurate.
Strength: 8 Speed: 7 Sin: Temptation is for the weak! Gene Mods: A real man uses what he was born with!
Energy Color: Sky Blue Energy Meter: 1050 Element: Why have flying rocks when you can have flying dragon?! Battle Strength: Ysari and Dragoon strengths Battle Weakness: Ysari and Dragoon weaknesses
Personality: Heroic. Friendly. Selfless. Bombastic. Sexuality: Hetero Quote: "A man carves his own destiny with his bare hands!" Height: 6'11'' Weight: 210 lbs Eye Color: Blue
Favorites:
• Being a manly man • Aiding others • Mother's Goat Kidney Stew
Theme Song: Skyrim - Dovahkiin (Dragon Born) Battle Theme: I LIKE ASPARAGUS, SEPHIROTH!!
Iron Form D This lasts 10 posts. You meditate pre-battle or while you are not being attacked, it takes 2 undisturbed posts of meditation to activate. In iron form your body is as tough as iron, meaning your punches hurt and getting hit by swords isn't as affective to you. Only C rank and above attacks can hurt you in this form.
Ki Barrage D A weaker version of the Ki Assault skill. However, what it lacks for the same power it makes up with the number. The user throws punches and kicks made purely of energy up to 5x each. (meaning 5 from hands and 5 from feet). These can easily break through D rank things and are ranged. At Expert rank, they can send double the amount. Each blow feels like a punch or an actual kick from the user.
Inner Storm
Electric Eel D User's body pulses with electricity to give anybody touching them a nasty shock. This will paralyze anybody with a strength rating less than 9 for one post, giving the user an opening for attack. Anybody else will just have difficulty moving around for the next couple posts.
Lightning Fist D User builds up lightning into their fist and punches an opponent with a quick but powerful blow that can send them flying if the user so desires. This also has the ability to stun and paralyze an opponents body for one post if hit and slow them down for three. Berzerkers can use this technique with their feet as well.
Lightning Tackle D This is the first instance where the user uses their electrical energy to enhance their own speed. By charging their body full of electricity for a split second the user flies off their feet and extends their arms to tackle an opponent with their palms facing towards them. The enhanced speed and the minor shocks from palms keep the opponent from breaking free or counterattacking as the user is free to push them into the nearest wall, or through it if they so desire.
Capoeria
Trimoon Rank: D Description: A speedy combination where the figher uses a barrage of three sweeping continuous crescent kicks to batter an opponent's head and upper body. Even a single kick has the power to push an opponent's body at least a few inches off of the ground to leave the opponent helpless against the next attack. Sharp claws or toenails on the foot will also give these kicks a cutting edge, and could potentially slice open an opponent's face and throat if hit.
Lunging Hammer Rank: D Description: The most advanced and powerful of the fighter's single-striking kicks, in this technique the user bends low to the ground and spins while they swing their back leg up at an opponent's head. The blow will land primarily with the hardest part of the human foot, the heel, as well as the underside of the foot. A direct blow will knock out weaker opponents, and at least stun, disarm, or knock over anybody else. The incredible range and power of this kick make it the sniper rifle of all Capoeira techniques.
Phase Shift Rank: E Description: Through low sweeping crawls and fast maneuvering the user finds an opening in an opponent's legs and quickly shifts through it. The movement may not be much, but it is fast and it puts the user at point blank range to the opponent's backside, leaving their opponent open to attack.
Sidewinder Rank: E Description: A fast maneuvering technique where the fighter keeps low to the ground and sweeps side to side and rushes towards a target by moving at constantly shifting 45 degree angle turns. Excellent for dodging projectile attacks while closing the distance to an opponent.
Scissor strike Rank: D Description: From a low position to the ground the user strikes out with both legs to grab and trip an opponent's legs, bringing them to ground fast. The technique can also be used to hold an opponent's legs while the user strikes or breaks them, but their original purpose is bring their opponent down to their level.
V-Spin Rank: D Description: A ground attack where the user points their legs up and wide apart in V-shape, and then with their hands pushing them off of the ground they swing their legs around their body multiple times. This is effective for striking downed opponents, and keeping them on the ground. It is also useful for disarming and striking multiple opponents with melee weapons, as one leg kicks the weapon out of their hands while the other strikes at their body.
Capoeria
Raging Fist
Wavering Fist- E The user from their stance, waves their off hand, quickly following with a direct fist to the opponents body. This is a quick and effective movement, as it will knock an enemy off balance if braced, and if unbarred usually sends them tumbling.
Iron Trap- D The student grabs the opponent by the throat or another limb, performing a sort of death grip. From here, they will clamp on as long as the student has the strength to carry on (5 pts per post).
Epic Elbow-D The student will quickly spin towards the opponent, catching them, or nailing them with their elbow. This is a costly movement, as missing, leaves you severely open. But if it hits the opponent in the head, it will easily disorient them, possibly knocking them over.
Violent Fist- C The student, from punching the tree in short bursts, has learned how to put that short burst to work upon the enemy. They quickly punch the enemy where ever they can land the hits. Depending on the student’s strength to carry they may carry on more hits.
Hammer Fist- D The student, using only their fist, and body weight, will bring a single arm/fist down upon the enemy. This is another move that is high risk high reward, as if it hits, it will bring the enemy to their knees. If it misses, the student may lose balance, falling to the ground.
Arcing Uppercut-D The student brings their fist into the opponents gut, sending them up into the air. From this position, there’s much a student can do with the opponent, such as a follow up.
Over Hand Crush – D The student will clasp their hands together, and bring them down upon their opponents head. A simple, and powerful technique as it can send opponents through the floor of a building.
Muay Thai
Clench Rank: E Description: The clench is a grabbing move used in close quarters where the user wraps his arms around his opponent's neck and brings them in close. Much like the saying "leading the bull by the horns" the user can force his opponent into whichever direction he wants by pulling on their neck and head. Once an opponent is captured in it there is little they can do to escape since most retaliations will be quieted from the opponent being pushed off balance, or they will be too weak to stop the tough muay-thai fighter. It is from this position that the user can deliver multiple incredibly deadly knee strikes, which with their training can be performed easily in the close distance while delivering their full power.
Knight's Shield Rank: D Description: This is a defensive stance the fighter can use to both strengthen their footing and ease damage from incoming blows. This is done by raising one leg off the ground and bringing the elbow and forearm of the same side down to the raised knee to create something that looks similar to a shield in front of the user (see pic). By using the strongest bones in the body that they've been training, this defense can completely block D-rank and below attacks while also lowering the damage dealt from higher attacks by one rank. The user can't move while in the stance, and it only prevents damage from the user's front side, leaving the back and sides vulnerable.
Elephant Kick Rank: D Description: This kick is, simply enough, a strong roundhouse-like kick used from the back leg to fully extend and strike the head or torso of an opponent. There are two things that set this off from most kicks of its kind though, and the first is the part of the leg the kick uses to strike an opponent. Rather than using their foot, this kick strikes with the lower part of the user's shin. The hard bone creates more force and generates a more damaging impact. Also, unlike other kicks this one fully unloads the user's power. This is good for if it lands, as it will go through most defenses and even possibly break an arm that tries to stop it, but if it flat out misses then the force will follow the kick and spin the user completely around, making them turn their back to their opponent. Even if it is blocked this kick will send most people flying through a tree fifteen feet away, but missing often gives the opponent a split-second to strike at your back.
Shin Stomping Rank: E Description: An easy way to block attempted kicks from opponents in close range. While the enemy attempts to bring their leg forward or up to kick, the user delivers a fast and painful strike down on the opponent's shins, stopping their attack before it can even begin.
Dim Mak
Chi Sense Rank: D Description: This is required for all Dim Mak techniques. It allows the user to see the flow of chi within any surrounding enemies in an area, making hiding from them quite useless as they pop up in their vision just as easily as infrared. This vision will last for five posts at a time, and requires a cool down of one post after usage. Once Stage 4 is learned, the negative effects of this technique disappear and becomes a passive ability of the user.
Chi Block Rank: D Description: Similar yet opposite to the Chi Sense skill, being able to see others chi and their own gives them the same ability to hide their chi, preventing other Dim Mak users or those who can sense energy in general from detecting the user's energy. This lasts for five posts, and requires a cool down of 2 posts after usage.
Potty break Rank: D Description: A rather humorous use of the style's abilities, the user forcefully opens their opponent's bowels with a simple squeeze of the shoulder, pat on the back, or strike to the lower abdomen. This will immediately make the opponent piss and/or crap themself depending on how hard they're hit.
Jiu - Jitsu
Phantom Feint Rank: E Description: This is the most basic but necessary move to all Jujitsu masters. The idea is that as an opponent thrusts themselves at you in close range, you move to make it seem like you're moving forward while in actuality you sweep over to their side. When done properly it would appear to the opponent that you'd vanished completely, if only for a moment, giving you the opportunity to strike or grab them from the side.
Hip Throw Rank: E Description: This throw works just like a crowbar, where your leg is the lever and your hip is the fulcrum. The trick comes right after the user grabs the opponent's shoulders, in which they have to pivot to position themselves in just the right place. If you're just an inch off your thigh and hip can require over twice the energy (D-rank) to throw the opponent. Performed correctly the hip throw requires almost no energy, yet it can deliver up to 5k pounds of force for D-rank damage and a possible knockout.
Snap Throw Rank: D Requires: Phantom Feint Description: Best when used in combination with Phantom Feint, but can also be done when you're simply facing an opponent's side. The user positions their leg behind the opponent while coiling their arm under their opponent's defenses to press on the middle of their chest. With a simple spin the user pulls their leg into the opponent to sweep them while the push flips the opponent and sends them head-first into the ground with impressive force.
Sacrifice Throw Rank: D Description: The Sacrifice Throw is a simple lesson in conservation of energy. The harder the opponent attacks, the farther he gets thrown and the harder he's going to fall, so this skill does a rank more damage for every two ranks the opponent attacks it. The move itself works like a catapult, where the user grabs the shoulders of the opponent and places his foot on their center of gravity. The opponent's weight supplies the counterweight so as the user rolls onto his back and lets go of the shoulders, the opponent is flung over behind him.
Wing Chun
Shifting Punch Rank: E Description: The user rotates their shoulders to the side, useful when dodging an attack aimed at the center-line, and counters with a single swift punch to the opponent’s face or throat. Because they are striking the opponent while they are still trying to strike the user, the opponent has little chance of dodging this strike.
Straight Blast Rank: D Description: A simple chain-punch combination that can dish out a lot of damage very quickly. Once in close range the user first unleashes 3 or 4 chain-punches to the opponent's chin/throat before bringing closing with a powerful elbow. All the while to user moves forward with their punches to blast the opponent off balance and finally send them to the ground with the final blow.This technique can also be linked up well with a close ranged kicking maneuver immediately afterwards.
Intense Friction Rank: E Description: While the user’s forearm is connected to their opponent the user vibrates the energy around their arm so quickly that it causes burns on direct skin-contact, giving your opponent something of an indian burn. It doesn’t cause any major or permanent damage, as its purpose is to either harass your opponent or create an opening for attack when they pull their arm away from the pain.
Palm Block Counter Rank: D Description: The user deflects a single punch or kick attack up to C-rank with a twist movement from their palm/forearm, while striking their opponent simultaneously with their other fist. Lasts two posts.
Snap Strike Rank: D Description: After blocking a punch with the corresponding arm the user snaps their wrist out to strike into their opponent’s body, thus blocking an attack and countering with a strike in the same motion.
Encircling Palm Strike Rank: D Description: After blocking a punch with the corresponding arm the user encircles their hand around the opponent’s arm, leading into a natural palm thrust to the opponent’s midsection. It has the same principle as the Snap Strike only the palm strike pushes the opponent away with the thrust.
Boxing
Side-Step E Just as simple as how it sounds. The practitioner picks up how to swiftly sidestep to avoid an attack. Though it does not have to truly be done to the side alone and can be take into any eight directions of the eight trigrams configuration, even forward. In doing so the speed of the movement is slight greater (in a sense equivalent to +0.5Spd. Not even a whole stat). Null D Learning to maintain near perfect balance allows the boxer to maintain steadiness. This technique allows him to take on the blow of an attack, equivalent to their strength or below, and continue to stand with being "rocked" of balance.
Double Jab D With whatever hands in lead, closest to the opponent, the boxer will throw two swift jabs. The jabs being so fast, to the normal eye, it would seem as if the boxer merely threw a single punch at his opponent. Even if the first is blocked a second punch is still deployed. One, Two D The boxer will toss out a jab first, either as a faint or to stun the opponent, and then right behind it will come soaring a straight with enough to force to break bones. Double Hook E Similar to the Double Jab, but a bit slower considering the jab is a boxer's fastest strike. This is done with a single hand as well. A hook is thrown for the torso of the opponent at a normal rate of speed. It is intend to make the opponent flinch, block, etc.; react in a way to leave their face open, although the strike can land and still follow up with the second hook. Now the second hook is devastatingly faster than the first. Regardless of who its thrown at all they'll see is a blur.
Duck E Nothing more simple than learning how to duck. Same as the Side-Step the speed about such a basic movement is even a tad bit more than usual. This, however - and like many other techniques - will soon find themselves necessary for others. Sway E Simple as the Duck and Side-Step, as well as allowing for slightly a bit more agility like the others do, simply swaying to and fro, left and right tends to leave the boxer finding such a dodge very helpful. Bob & Weave D If the opponent flies at the boxer with a series of ferocious combinations of attacks they will find it counteracted by a series consecutive dodges no matter how close together the two are. This can only be done, however, if the speed of the two are equivalent or the boxer "outranks" the opponent in speed. As well this can only be done against physical attacks such as other combat styles, weaponry, and magic which takes physical forms(i.e. Elemental magic).
Personality: Jet is sometimes considered to be wise beyond his years, but trapped within a body that only permits for rage and ignorance to flow free from it. More often than not, he can be baited into fights he need not be caught up in, or arguments that are purely him arguing just to argue. This has led to a lot of fights in his life, but he has come out on top of nearly all of them. His body is a toned masterpiece as a result of this, and his power only permits for an even higher level of arrogance. However, he isn't as stupid and rash as he would have you think. No he has the wisdom of an old chinchilla within him, and when he feels secure, like he has nothing to prove, he can be heard spewing quotes you'd here only from masters in today's age. Sexuality: Straight Quote: "A wise, strong, and humble man once advised us to be like water. If that is to be heeded, then I am both a raging river, and a vast but calm lake. I form my world, not the other way around." Height: 5'11 Weight: 190lbs Eye Color: Brown
Favorites:
• Black • Ramen • Bear • Fraxen • Combat
Theme Song: Battle Cry - Shing02 and Nujabes Battle Theme: Same
About the age of five, the young Jet became keenly aware of how different he was from the elf who had raised him. The old man had found him amid the chaos of a wildfire in a less fortunate part of town, no living beings in sight but the sound of crying ringing out. The boy lived with the old elf, Chai, for his whole life. It was from him that he learned how to fight. At first it was just menial. Something he had to do because he was told to. Practicing his punches and kicks. One day, the boy dared question why the training was so rudimentary, and the Elf, old and small, walked up to him and put up a lazy guard. The boy, only 14 and hitting his stride in life sorta, accepted the challenge. He got his a** whooped, but that taught him something. He had been putting up a good fight with only those basic things he'd been learning his formative years. So they moved on to more complicated things from Capoeira to Boxing and back again.
He became a champion of the martial arts, a berserker with little to no regard for his weaknesses but keenly aware of his strengths. Fight after fight, win after win, even the occasional loss, he only got better and better until finally his master put his guard up again, this time a serious look on his face. Jet came at him full force, punches, elbows, kicks, knees and even headbutts went out. A heavy rain poured, gusting winds blowing the tree behind them violently but not blowing a single leaf out of place. And then Jet fell exhausted, but defeated still. The master laughed in his old elf way and sat beside him. He spoke quietly, softly. He said he was proud of his son, and that no matter who said what that he'd be his son forever. The old man closed his eyes as the rain stopped and the wind blew the leaves of a tree past his body. Jet watched as he turned into nothing but a breeze, a scattering of leaves in the wind. Without a word, Jet stood, bowed with tears drying on his face, and walked on his own path with his master's blessing.
Approved.... and at least list it under human skills about the Physical Revolt.
___youwillknownihilism Captain
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Greedy Prophet
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Posted: Sun Aug 24, 2014 3:30 pm
MAIN INFORMATION
Full Name: Devereaux Nicknames: D // Dev Age: Twenty - Three Birthdate: June Twenty - Seventh Gender: Male
Culture: South Fraxonite Religion: Vangelism Languages:
De Facto - Elvish Fluent - Common Basic - Angelica
• The Demon's Dance - Passive The way the Incubus seduces others with their charms. Regardless of rank, the affected will find it very difficult to deny them. If the subject is two ranks lower then the user, they're automatically seduced. The higher ranks can be seduced as well, but it'll be more difficult. Once captured the target focuses only on the Incubus, sort of like tunnel vision blocking out the surroundings. To clarify, seduction is energy. It is not eye-sight or hearing based. It's an aura that pushes outwards and seduces people. It can't be blocked by barriers/etc. People seduced will not attack you, and you can basically force them to do things depending on what you say. They won't hurt/kill themselves or attack another person. • The Game - Passive This can only be applied to someone the Incubus has met before. Since Incubi appear simply as men, it's impossible to tell them apart from others. The moment you interact with them, they can register your desires. They'll remember you, and discover the aches and wants of your body. They'll know what sort of kinks you're into, and what type of person you like. They can use this to seduce you in person, or they can use it to manifest in your dreams. They'll send a little fraction of themselves to wherever you lay your head at night, and corrupt your body with their touch. When a victim is stronger and more able to resist them, they'll stick to beautiful and elated imagery to keep you hooked on your fantasy world. Timid and fearful victims will often be tormented with their desires, controlled by them rather than gifted them.
When a victim is truly infatuated with their fantasies, or crippled into submission by them, the Incubus has the power to manifest their spirit completely. They will then loom over them, and please their bodies however they want. This is most often used simply for the personal satisfaction of an Incubus, but can also be used for assassination purposes; ie, if the Incubus has reason to kill the target he's seduced, he will. The Incubi cannot use this ability to teleport to people while in combat, or to teleport to people who are in combat. The opponent will not suddenly be alarmed by the Incubi, but worked into it. They'll know they're coming, and will eagerly await them.
Personality: Though being an Incubus... he has a conscience. He's gets fed up with the chase and seeks more then that. Though he seduces for his own gain... he wants power. Sexuality: Bisexual Quote: " The Beast Screamed... Come and See " Height: 6 ' 1 Weight: 185 Eye Color: Blue // Feral (( like a cat ))
Favorites:
• Emerald Green • Hearts... cooked preferably • Cats, Kittens, Big Cats; if it has Cat in it i like it • Kusana • Seducing people and leavin them hangin
Dev grew up in the bustling Nation of Fronta, it was the lead in population. Born of a human mother and an Incubus, Dev grew into his teens knowing that he was going to be different then the other kids; he started to research the history of the Incubi and alittle spoken words from his father. it all started to come together... he was going to never be normal for him... he would have this lust that would never go away. People shunned him and ridiculed him, it was terrible for him and threw him into a self-destructive mindset.
Ultimate Goal: To. Be. King.
Posted: Fri Sep 05, 2014 4:55 pm
MAIN INFORMATION
Full Name: Gilraen Nicknames: None Age: 30 Birthdate: 1/15 Gender: Male
Culture: Elvhanan Religion: Solonor Languages:
De Facto - Elvish Fluent - Common Basic - Angelica
Dagger • Fast Hands • Gut Hook • High and Low • Arm Wrestle
Katana • Alas • Sleeves • Lighter • Blind Side • Dual Trap • Ashes • Erase
Shuriken • Swift Knuckle • Edges of a Fan • Sleeve Armament • Exploding Star • Elemental Star • Exploding Elemental Star • Implosion Star • Flip Barrage • Homing Shuriken
Personality: Sarcastic, even when detected and on the losing side of a fight Sexuality: Heterosexual Quote: "Bravo, you know that I'm somewhere in your vicinity. Now what?" Height: 7' Weight: 185 Eye Color: Brown
Born in the city of Kusana, Gilraen learned to survive on his own at a relatively young age. Soon getting tired of the unwarranted attention that he was getting as a rare Dawn Elf, he learned to hide himself from others during his adolescence. He trained in the art of being a Ninja, though still after all this time, he is practically a novice when it comes to it, and so has stuck to somewhat more basic skills for the most part. He spends most of his time looking for potential jobs that need to be done requiring his skill.
Energy Color: Cyan Energy Meter: 550 Element: Wind Battle Strength: Agile and a quick shop with the bow. Fast learner, qick thinker. Uses passive abilities to blend in and strike before his target knows what hits them. Tries as well as he can to make the first shot the last shot Battle Weakness: close combat is his weakness. Much rather gain distance than fight up-close.
• Mania - Dawn Their connection to Solonor enables them some unique abilities, triggered easily and continuously throughout battle. Dawn Shroud Available during night or day, the Dawn Elves can mentally edit the light around them, turning them almost completely invisible. They can do this repetitively, although it ends when they begin striking. They're not wholly invisible like this; you can see an outline of them. In the heat of battle, someone with premature concentration would not be able to keep up with the Elf. Bright Lights A very potent ability, the elf can enchant two items/areas connected to their own person with a horrifying effect. Looking at the item will be like directly looking into the sun, causing extreme pain and permanently damaging their eyesight if they look for more than a glimpse. Even a short glimpse will damage their sight for the duration of battle, making it nearly impossible for them to see your outline through Dawn Shroud. You can switch the two areas that have this effect. You can choose between: both hands, your legs, your weapon(s), your arrows, your eyes and an accessory of yours.
• Dementia - Dawn Dawn Elves can transmit their conscious into the air, similar to Dark Elves. They can use this very effectively, especially for spying. This is perfect for assassinations, as it allows you to completely recognize the conditions of the target. It's as simple as projecting your vision to anywhere within a km of you. You can look through walls, magical or not. Your other senses are available as well; you can hear, smell, feel. You can even project your sight into their bodies, although that's usually only helpful against monsters. It is, however, dangerous to use this in many scenarios. While you have keen senses, another stealthy opponent could assassinate you while you use this.This is the first of their projection passives, as they have another.
The second one enables them to, after having projected their sight somewhere, warp to it. This only works within 300 feet of you, and is simply stupid to try in battle, as it takes time to project your vision. The Dawn Elves will often use this to warp into the shadows, and perform a perfect assassination. • TEXT HERE
Personality: He's quiet and keeps mostly to himself. If approached he'll speck if need. Escher loves looking for something do and if that means taking multiple jobs in a day, he'll do it. He is a team player and will try to match a team mates abilities. Sexuality: Hetero Quote: "If your going to kill it, make it swift" Height: 5'8" Weight: 125lbs Eye Color: Silver
Favorites:
• color - Blue • food - RIbs, mostly any meats • animal - Falcon • city - Kranila
xxxxxWas taught to hunt at a young age with the bow. He grew fond of the weapon and taught himself how to increase his proficiency with the weapon. When he became of age, he left his tribe of nomadic hunters, and went on his own to make a name for himself.
Posted: Tue May 19, 2015 4:05 pm
MAIN INFORMATION
Name: Sage Age: 19 Gender: Female
Culture: South Fraxonite Religion: Daniel Languages:
De Facto - Common Fluent - Demonica Basic - Angelica
Energy Color: Crimson Energy Meter: 1800 Element: All . Water Main. Battle Strength: Energy Battle Weakness: Hand-to-hand
Fights Won: 0 Fights Lost: 0
Completed Quests
S Rank: A Rank: B Rank: C Rank: D Rank: E Rank:
Gold: 5,000
Talent: She excels in all things creative, and is able to get performance jobs to pay for things like food or shelter. Singing, dancing, painting, you name it. She was blessed with abilities that she doesn't quite appreciate.
Detect Magic Passive The user can detect magic. This means when others cast spells, or emanate high amounts of energy, you can see their aura. This also means you can detect magic in an area, meaning if an area has something magical about it, you can feel it. At higher ranks, you can determine the source in an area.
Light E The user pushes energy into an object, and causes it to glow brightly. This easily illuminates and area.
Energy Ball E The basic and starter skill that the arcanist should learn before he or she can learn any other skill. Its quite simple to preform. You move your hand in a circular motion gathering up energy and as soon as it forms into the white ball of energy you can toss it at people, it has no weigh thus it travels in a straight line and it is quite fast. Being hit by one of this is like getting punched. If it hits leaves they tend to turn into ash and human flesh suffers minor burns the strange thing is there is no heat present. Upon reaching adept rank this skill can be used by just aiming your open hand at the enemy and the ball will fly out. At master rank five at a time can come out yet it still just costs E rank energy. Well its not incredibly powerful anyway.
Mage Hand D You aim your finger at something, and can lift it and move it from a distance. You can propel it, hold it in a certain fashion, and possibly manipulate it if it can be. This only forks for 10 Meters and 10 pound objects, and once it passes that mark, the objects falls victim to gravity again.
Ghost Sounds D The user causes the sounds of anything they wish, from foot steps to a roar.
Projection D The user will make the image of anything they wish appear before, or near them. Be it a man, monster, or object. Although it makes now sound whatsoever.
Acsio D An incredibly basic spell its force is equal to the force of the user. The user creates a magical circle over the target object and pulls it towards him, there is no distance limit but it has to be visible to the user.
Energy Coat D Since Arcanists need lighter equipment because they would be focused on dodging their enemies rather than taking the hit they created this spell. They will create a magical circle around them and from that they will be covered with a coat of energy. 4 E rank or two D ranks will break the defensive coat anything stronger than D rank will go clean through it like it was not there. It lasts till it breaks or 5 posts, which ever comes sooner. Has a 4 post cooldown period after it breaks or fades away.
Mystic Impalement D The arcanist forms energy in their hand and he or she swings it down towards the ground. This energy impacts the ground and then it forms into a wave of energy spikes headed towards where the arcanist is facing. This has a range limited to five meters. A total of four spikes are headed towards the target each one as sharp as a regular spear.
Blink C Requires Master Rank You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random. While blinking, you can step through (but not see through) solid objects. In other words, short range transportation (15-ish feet).
Illusory Wall C This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.
Haste C The altered creatures move and act more quickly than normal. This extra speed has several effects. For 5 posts, they will have +1 speed. As a Master, this is raised to +2. Cooldown of 10 posts.
Slow C An affected creature moves and attacks at a drastically slowed rate of -1. As a Master, this is raised to -2. Lasts 3 posts. Cooldown of 10 posts.
Water Breathing C The transmuted creatures can breathe water freely. The spell does not make creatures unable to breathe air. Lasts for 15 posts. Divide by amount of people casted on evenly if casted on a group. Can be renewed when underwater.
Grease C A grease spell covers a solid surface with a layer of slippery grease.
Mending C Mending repairs small breaks or tears in objects. It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending.
Message C You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.
Ascendare C Its basically a version of Acsio but a push this time. It has more power enough to push a human being a meter back. This is usually used to keep a target far from the user thus avoiding getting attacked. It can be used on enemies weapons but not the bullets or arrows because they are too small and fast.
Exuo C The arcanist creates what seems to be a blade of energy from his hand, wand or staff and shoots it at the target. It can easily cut clean through organic objects like it was a blade but strangely shatters on inorganic materials.
Blasting Energy C It is a quick stream of energy and upon contact it creates a similar explosion to a detonating grenade. This blast cannot be directed thus once again it only flies in a straight line towards the target. It has a maximum range of 1km, i made it like that for your imagination.
Animalia C Requires Adept Rank For a moment of 10 posts you create a giant version of an animal of your choosing. This is made out of your energy and controlled by your will. Use your imagination for this one. It can be destroyed by an impact that would measure up to a B rank attack.
Stupor C Requires Adept rank A simple spell really. It will send out a blast of energy the size of your average basketball. Upon contact it will explode, should it contact your body it will send you flying backwards two meters if there is a wall or tree behind you then ouch. If you attack it with another attack as long as it is not your fist it will just explode and knock the weapon out of your hand, arrows and bullets dont work unless fired in numbers over 5 or charged attacks.
Aether Barrage C A short ranged attack limited to three meters in range. It will cause five spikes of the energy of the arcanist to burst out of them from any point of their body and these spikes are equivalent to the force of a D rank attack. They may all hit one object thus equating to a C rank attack or attack individual targets. Only the tip of these energy spikes are sharp the rest is blunt.
Alarm C Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible. - Mental Alarm: A mental alarm alerts you (and only you). You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration - Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within the region of the warded area can hear it clearly.
Chilling Touch C A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energies into the creature, causing it to feel cold. Several posts (3) in contact will cause frostbite.
Burning Hand C A touch from your hand, which glows red, funnels a heat energy into the target. This can cvause burns depending on how long the attack is kept up ( 1 degree of burns worse each post, up to 3 times)
Shocking Grasp C By touching someone, you can emit a powerful shock through their body. This shock is painful, amounting to being tazed.
Bloodline: Red
• Meditation D-S This ability allows a Red to greatly perceive the energy around them. It, however, requires immense stillness in both the mind and body. During absolute meditation, they can precisely detect and analyze energy miles around them. This technique passively grows as you rank up. At Sage, it will be able to directly pinpoint a source of energy from essentially anywhere in the world. It cannot bypass most forms of energy concealment, however.
• Compel B This ability lasts for three posts. By expending an appropriate amount of energy, you can force the opponent to direct their attacks at you. Nothing else changes, other than that. They can still defend against other people, are aware of their surroundings, etc. This is essentially a "taunt".
• Bodily Afflictions A A Red can regenerate once reaching the appropriate rank. However, with this ability, you can regenerate regardless of rank. It is not a passive, free, and slow regeneration however. You hold your hand against your chest, and then waves of energy will cleanse your body of its injuries. It can heal all wounds except for fatal ones. This can be used on others, but with a ray of energy instead of direct hand-to-chest combat.
Earth
• Earth & Stone Levitation E (Energy usage depends on size of rock) The most common attack, involves levitating nearby earth and stone of numerous sizes and propelling them at foes by punching or kicking motions.
E= Up to melon sized D= 5 foot cube C= dining table B= Car sized A= Bus Sized S= 3 story house.
• Rock shield D A levitated slab of rock can also double as a shield when positioned in front of the user. This can also be performed as a slab or sheet of bedrock thrust out of the earth's surface. The shield can be hurled at the opponent for a quick retaliation.
• Rock Hanging D By minor manipulation of magnetic fields you are able to stick onto the surface of rocks and any earth material. These things are rocks, concrete, crystals and metal. 10 energy is used per post of hanging.
• Earth Trap D Requires Novice level A technique that makes earth move around the opponent's feet, hardening to trap their feet. In order to break free, the target must have a strength of five or more, or use an explosive or a water elemental technique to weaken the earth's grip to get free. This can also be done on the target's hands if their on the ground as well
• Hephaestus's Forge C Requires: Adept The user focuses on the earth beneath them, looking for specific metals and/or minerals and uses those to create weapons or ammunition. This is limited by class restrictions, such as a Swordmaster can only create melee weapons. The actual cost and rank requirements of using this skill is equal to the materials used, so something made with diamonds would instantly cost B-Rank and the user would have to be at Expert rank. Costs increase with every material used, and the user most be of equal rank to the highest material used.
• Rock Slide C Requires: Earth & Stone Levitation If an Earth user is near a cliff or mountain, he or she can cause many rocks of a multitude of sizes to fall down on his or her opponent. Having the amount of energy used to do this is quite little because you simply move the top bits of earth and it will push the rest.
• Rock Armor C Earth users can bring rocks, around them and mold them to fit their body and create something similar to armor. They can also hide inside the earth by bending the rock around them as a shell.
• Vibration Sensory C Must be at least Novice level A useful skill, the user channels energy into their feet to sense vibrations on the ground. As long as their feet is on the ground, a user can sense where an enemy is if they are earth bound within 50ft for five posts. This skill becomes passive once the user is Adept Rank.
• S-Zone C Must know Vibration Sensory, must be at least Adept rank A technique developed by earth users to counter act the vibrations of the earth to sense their location or prevent minor vibrations of the earth from affecting them. Forming energy around them, the user creates a field of invisible energy that surrounds the user to about 15ft that acts like the Shadow Zone. The Shadow Zone is an area where vibrations are incapable of passing through. This lasts for five posts.
• Earth Column C Requires Earth & Stone Levitation A more powerful version of rock projectiles, involving forcing columns of rock out of the ground . This is limited to a range of fifteen meters and the size of the column is only a meter by meter block. It is also limited to going up though it may be diagonal.
• Dust Cloud C By shaking the ground back and forth, the earth user can create dust clouds of various size to provide cover.
• Dust Shield C A useful skill that those who practice the element of earth can learn. The user creates a thin film of energy over their eyes and nose and mouth, filtering out dust and other substances related to the element that are airborne allowing them to breath and see without suffering the harmful effects of breathing in the material. (like dust). To keep this active, every two posts the user must pay E rank energy.
Fire
• Fireball E Prerequisite for all abilities A basic ability; jabs and punches produce miniature fireballs and missiles of flame.
• Flame Deflection E This spell uses energy equivalent to the power of the deflected fire-based attack.
• Flame Dagger D Creating blowtorch-like jets from the fist or fingertips to use as close range attacks within meters. These lack the actual ability to block physical objects.
• Flame Launch D The caster builds a ball of fire in their hands hands, capable of launching it at their target at high speeds. This can easily ignite clothing.
• Flame Punch/Kick D As the caster attacks with either their fist or foot a jet of flame will shoot out for a short distance of 1 foot.
• Flame Whip D Requires Fire stream An extension of a fire stream, this continuous stream of flame can be used as a whip. This has a range of 4 meters.
• Fire Stream D Yet another basic ability. With a gesture the caster shoots continuous streams of fire for that post.
• Blaze Arcs C Requires Fire Stream Spinning kicks or sweeping arm movements create rings and arcs to slice larger, more widely spaced, or evasive targets.
• Fire Bomb C Requires Fire Stream A close range attack, maximum two meters. You create fire at the end of a limb and strike it at a close target. If the target is still close it hits with explosive force. If they move out of the two meter range it becomes a fire stream but still costs C rank.
• Blaze Kick C When the user kicks at their opponent, their leg will be engulfed with searing hot flames, delivering a powerful kick with flames that increase the power of any other kicking technique used in the same post by 1 rank.
• Shield of Flames C Requires:Flame Deflection Creates a protective fire shield around the front of, or the whole body of, an elementaliist that can deflect attacks and explosions. This is only for deflecting the blow unless its water or wind.
• Bomb Fist C Building up the fists with the burning energy, the user strikes a target with his fists. Upon impact the energy explodes, sending embers everywhere. Upon skin, it'll cause heavy burns but the explosion's power is very weak, only causing shallow wounds.
Air
• Air Suction E A technique used to bring people or things towards the user. Pulling another RPC makes this technique cost C rank energy. If the opponent is of a higher rank then they can resist the pull.
• Air Punch/Kick E Air punches or air kicks are small, compressed formations of air that can be fired off the fists or feet of the user. It is commonly used in rapid succession.
• Air Funnel D Requires: Air Suction An advanced version of Air Suction which allows you to pull objects weighing up to a hundred pounds. Alternatively it can redirect objects of that weight at people.
• Air Shield D (Energy usage is equivalent to the rank of your enemy's attack) The most common defensive tactic involves circling enemies, suddenly changing direction when attacked and evading by physical movement rather than bending. However, the user can still deflect as needed by throwing up gusts of air close to their bodies as a shield. This is rarely to stop attacks directly and more often pushes the attack aside and away, conserving energy and allowing them to turn the movement into an attack at the same moment. Since air can affect almost all physical objects, it can also be used to enforce the momentum of thrown objects or manipulate other objects.
This uses double energy to stop an object just normal to deflect. Fire can only be deflected if you use double the amount of energy and only if it is normal fire. Rock cannot be stopped if it is in a streamlined shape only slowed and deflected, still uses double energy.
• Gliding D They may use a large fan or any light wide object to glide distances. Though it would no longer be gliding, you may use 10 energy to stay in the air for another post by pushing down on the air below you.
• Air Spout D (lasts two posts, costs 10 energy per post beyond the first two) Similar to the Water Spout, adept users are able to rotate and control the direction of the Air Spout enough to levitate them off the ground and remain in the air for as long as they wish to or can maintain it. It lifts you at most two stories off the ground.
• Break Wind D The user giving out a large amount of air out from their behind. This is best used whenever someone decides to attack from behind. It can give out a large odor out of if wanted, to distract the enemy and probably make them cover there nose.
• Drift D Requires: Featherweight A simple technique used for mobility, the user creates a cushion of air between them and what ever surface they happen to be standing on, allowing them to glide on top of it with with ease. Drift only lasts for three posts, has a 2 post cool-down and while Featherweight is active, the user gains a +1 speed boost.
• Great Breath D-A By taking a dig deep breath, holding it in from your grate lunges. The person can blow out large gust of wind as if trying to blow out the candles, but really blowing anything away in it's way that aren't rooted or firmly planted on the ground. The amount increases with each rank.
• Featherweight C By manipulating the air flow around their body, the user can greatly reduce the effects of gravity as well as reduce almost all noise from footsteps and landings. While Featherweight is active, the user only feels as though they weigh only a quarter of what they normally would, and will be pushed around by their own air magic. Featherweight only lasts for 5 posts.
• Air weapons C The user may now create blades out of the wind. These blades are no sharper than a sword. If the stream of air is broken the sword breaks. Any other weapon works under the same principle except staff. The staff is not unbreakable but it won’t break if you cut the air stream instead it will die out after seven posts.
• Enhanced Speed/Jump C Requires Adept rank The user pushes wind around their bodies to make them move faster by 2 ranks. This skill will also allow them to jump as high as two stories. This lasts 2 posts.
• Air Blast C (Energy usage depends on force inflicted) Requires: Air Punch/Kick A more offensive move involving a direct pulse or jet of almost solid wind from the hands or feet. The force of the attack is generated more from the user's own power rather than assisted by momentum. This direct blast can reach further with greater accuracy and is used to inflict greater damage. This is an advance version of the Air Punch/Kick because it is a constant stream of Air. This is blunt force.
C= A tackle B= Kick of horse A= Car S= BUS!
Main : Water
• Streaming Water E Prerequisite for every following spell It is a move that draws water from a source, that water is moved by elementalists around their bodies.
• Water Spout D (costs 10 energy per post beyond the 2nd) By creating a constant stream of water under them the caster can use this has a mode of transportation. This can be two stories tall.
• Water Whips D This spell creates a lashing tendril of water to swipe at an opponent. The sharpness, size, and length are all determined by the amount of energy put into creating it and the amount of water there is.
D= Meter long; blunt C= 3 meters; blunt B= Two 3 meters; sharp as a knife A= 5 meters; sharp as a sword S= Two 7 meters; long ones sharp as a sword.
• Water shields C Requires Water Whips Water can be molded into any shape and can be used to deflect an attack, trap opponents in a viscous body, reshaped and propelled at attackers before they can recover, or solidified into a shield of ice. This diversity and ability to swiftly change to suit the situation is what makes this defense so adaptable. Although it is protecting, the shield needs some type of compression or else the shield won't be effective. Without compression it can only stop blunt force something like a swing from a strong punch. Swords can cut clean through with little effort.
C= You just make a shield B= It will bend around the impact if its blunt trapping that thing that impacted. A= Creates a compressed wall that can take Sword attacks up to B rank S= A compressed wall that will bend around the impact blunt or sharp. , trapping the thing that impacts it.
• Water Jet C Requires Water whips High pressure jets can be used to force opponents back. Being quite high pressure these jets can create knife like cuts on the target and may knock them back several feet.
• Wave C By moving a large mass of water without separating it from its original source, elementalists can create waves of nearly any size. They do this by using an upward movement and after raising the source, they send away in their desired direction. This can be used to sweep opponents away or even as a form of transport, with the elementalist surfing on the crest of the wave. This same process can be used to propel waterborne crafts.
C= Three feet high B= Meter high A= Two meters high S= One and a half stories high.
• Bubble C Must be at least Adept rank When in need of crossing or hiding under water elementalists are able to create a bubble around themselves, keeping an air supply for them and for others. Bubble may burst. Lasts 10 posts -D energy per post after the 10th.
Water cloak C Must be at least Adept Rank: An elementalist can use their water as a form of armor with tentacle-like arms. They can use these arms to grab objects, whip enemies, blast enemies with water and freeze them. If an elementalist has less water available, he or she can simply form the arms instead of the entire cloak.
• Kirigakure C A highly effective cover technique which blankets an area in a thick mist, confusing the senses of the enemy. Unless the user is trained to fight without the use of his vision, or has learned the technique to see through the mist, this does not provide a significant combat advantage. The mist swirls about, confusing vision and distorting sound throughout the entire area (thread). Visibility is cut down to three feet. The mist lasts for 3 posts, plus an addition 10 points for every extra post the user wishes to maintain the skill. It is important to note that this mist is non-natural, and obstructs the view of even those using low level techniques to attempt to see through it.
• Water Blade B Must be at least Adept rank By compressing and thinning a s stream of water you sharpen it to a point that it can easily cut through steel.
• Water Transformation D Must be at least Master rank You change the state of the water around you into any of the three basic states Solid liquid or gas. This can vary from large quantities which would cost an B or regular quantities of water/snow/ice/vapor.
• Ice Barrage D Elementalists can create a cylindrical column of ice and proceed to slice razor-sharp sections of it off and send them at an opponent. They are sharp around the edges but all very thin. As the name implies this is done with lots of razor sharp disc at a time a maximum of 30.
• Ice Spikes C Elementalists can shoot small shards of ice at their opponent, or cause a giant spike to protrude from a body of water.
• Ice Claws C A move where the persons draws water around their fingers and freeze it. They can also be sent forward, shooting them at an opponent. A water user can also use this as an advantage, being small and unnoticeable, they can hide them in their sleeves. Also assumed that they can make ice gloves
• Ice Floor C With a sufficient amount of water a master can cover a large area of the ground with ice, trapping enemies' feet in ice and allowing the elementalist to slide around.
• Ice Dome B An Elementalist may surround a foe in a viscous sphere of water and then freeze it, trapping their opponent inside. This may also be used to protect from a powerful attack. Note: all previous skills can be turned into ice now just costing the energy above it. If its D then if you use it in ice its C.. Should it be S then you use up S+A energy.
• Ice artist A Being a great ice maker or, ice sculptor, you make move the water in the right place before you freeze it. You can make almost about anything with the imagination in your head to bring it out. For example, you can make images of people, animals, and even objects like a cage to possibly to trap your enemies.
Personality: She is always searching for more knowledge, and is sort of arrogant when it comes to her own abilities. Her confidence in her brain power and magical power is sometimes seen as a flaw, but she isn't the type to flaunt it to anyone she doesn't trust. She acts stupid to those she thinks will eventually be a potential threat. Sexuality: Heterosexual Quote: "Knowledge is privilege, which is power." Height: 5'2 Weight: 110 lb Eye Color: Blue
Favorites:
• color : Blue • food : Lamb Stew • animal : Wolves • city : Lukhans Landing
Theme Song: Wind :; Brian Crain Battle Theme: Go Head :; Rocstrong
xxxxx Things began when she was born, things seemed harder then it was supposed to be for a little girl so young to the world. Her mother lived in the kingdom of Fronta, as a common whore. When she became pregnant, the foul woman attempted to kill the baby looming inside of her. She failed because a kind looking doctor nearby didn't believe in such a murder. He nursed her mother, however she ended up dying during child birth. The doctor, whose named was Dorian, named the little newborn Sage. He didn't know the dead whores last name, nor did he care at that moment. He had always wanted a child, but this one was born differently. He was an observant human, who modified his body to become more able to sense things. He noticed her energy was overwhelming compared to others. A Red, he realized. He named her Sage. Things looked good the first three years of the girls life, but Dorian begun to slip when it came to finances. He couldn't salvage enough time to take care of the child and work, so he ended up giving her away to the orphanage. This orphanage was where things started to go bad. She was raised there from age three to eight, constantly abused by the old fat lady. Sage was eventually adopted by a vampire, that lived far off from the Fronta Empire. This was when she was first introduced to Nocturne, and stayed the old man Yvin's daughter until she was 16. He used her like a blood slave, but treated her relatively well. It was as if he feared she would one day lash out, and that was what happened. She killed him at 16, not because she was cold blooded but because it had made her sick, being treated like a loving cow. Being milked, feeling weak all the time. She eventually began her journey to Kranila.
Energy Color: Purple Energy Meter: 550 Element: Air/Wind Battle Strength:Bloodline: • Very agile and fast. • All skills take half the time to learn. • Their senses are as sharp as any animal, making them deadly predators • Can see in the dark. • Cat-like grace, Kiranu can get around very easily. They have incredible balance and always seem to land on their feet, even if from high heights. They also have incredible regenration, rivaling their mortal enemies the fairhairs.
Class: • All weapon masters have uncanny battle sense and awareness that is unique to their keen senses as warriors. This knowledge allows them to create a custom passive specific to their character, and specialization. • All Weapon Masters tend to be quick on their feet and hit hard. They enjoy the highest stats to offer. • A Weapon Master may learn Every Single Weapon style. • Instead of receiving energy boosts, weapon masters gain a rank boost to any skills used with a weapon, and rankles attacks IE shooting a bullet/bolt or swinging a sword is treated as two ranks lower than them in terms of power. • Whatever weapon the Grand Master uses they are instantly good with. Average people who are not trained specifically with weapons are inferior to them. In a 1 on 1 battle, the grand master would be able to outplay them when it comes to sheer skill of weapon fighting. • They can learn every single weapon style. • Can use any weapon they pick up and wield it with skill, even if its a rusty spoon.
Battle Weakness:Bloodline: • Sharp senses can be a drawback. Sense-affecting abilities will hit you hard. • They are restricted to berserker, weapon master, ranger, ninja, and assassin classes. • While in human form they are pretty weak. All they have going for them is their agility. It isn't until transformation that they can actually do serious damage.
Class: • They cannot however learn magic above B rank unless it directly involves a weapon they use.
Fights Won: 0 Fights Lost: 0
Completed Quests
S Rank: A Rank: B Rank: C Rank: D Rank: E Rank:
Gold: 3,000
Talent:Talent Name: Anthropomorphic Transformation. Talent Description: Youroka has the ability to transform her body into one that is more feline than human, but is still bipedal. This replaces the Partial form that she is able to transform into, however, it gains the same amount of time to transform into it (one post). Also in her animal form, she is bigger than most of her Kiranu brethren (Think Dire-Panther/War horse size.) Changing into these forms is painless.
Also, because of the ability to transform into this form, Youroka's claws are one rank higher than her current rank. (Meaning as a novice, she can use C rank enhancements on her claws.)
Talent Weakness: Youroka is unable to transform parts of her body into that of an animal. It is either her entire body into this between form, Human form, or feral form. This also caused her spots to go from the typical lighter black spots to bright purple spots, making it obvious that she is not a part of nature in her feral form.
A technique used to bring people or things towards the user. Pulling another RPC makes this technique cost C rank energy. If the opponent is of a higher rank then they can resist the pull.
• Air Punch/Kick E
Air punches or air kicks are small, compressed formations of air that can be fired off the fists or feet of the user. It is commonly used in rapid succession.
• Air Funnel D
Requires: Air Suction An advanced version of Air Suction which allows you to pull objects weighing up to a hundred pounds. Alternatively it can redirect objects of that weight at people.
• Air Shield D (Energy usage is equivalent to the rank of your enemy's attack)
The most common defensive tactic involves circling enemies, suddenly changing direction when attacked and evading by physical movement rather than bending. However, the user can still deflect as needed by throwing up gusts of air close to their bodies as a shield. This is rarely to stop attacks directly and more often pushes the attack aside and away, conserving energy and allowing them to turn the movement into an attack at the same moment. Since air can affect almost all physical objects, it can also be used to enforce the momentum of thrown objects or manipulate other objects.
This uses double energy to stop an object just normal to deflect. Fire can only be deflected if you use double the amount of energy and only if it is normal fire. Rock cannot be stopped if it is in a streamlined shape only slowed and deflected, still uses double energy.
• Gliding D
They may use a large fan or any light wide object to glide distances. Though it would no longer be gliding, you may use 10 energy to stay in the air for another post by pushing down on the air below you.
• Air Spout D (lasts two posts, costs 10 energy per post beyond the first two)
Similar to the Water Spout, adept users are able to rotate and control the direction of the Air Spout enough to levitate them off the ground and remain in the air for as long as they wish to or can maintain it. It lifts you at most two stories off the ground.
• Gust D
The user will release a gust of air rapidly from their body, which knocks away weak enough enemies. Anything with a strength rating of over 6 can withstand the blast.
• Drift D Requires: Featherweight
A simple technique used for mobility, the user creates a cushion of air between them and what ever surface they happen to be standing on, allowing them to glide on top of it with with ease. Drift only lasts for three posts, has a 2 post cool-down and while Featherweight is active, the user gains a +1 speed boost.
• Great Breath D-A
By taking a dig deep breath, holding it in from your grate lunges. The person can blow out large gust of wind as if trying to blow out the candles, but really blowing anything away in it's way that is not rooted or firmly planted on the ground. The amount increases with each rank.
Bloodline
• The Beast Inside
Kiranu each have a form that they can freely transform into. This can be a partial transformation or a full on morph depending on their preference. They have only one feline form to turn in to. Transformation as a 2 cool down post, meaning they cannot transform in and out of this state rapidly. Partial transformations have a 1 post cool down.
• Thrill of the Hunt
At the start of every battle the Kiranu can select a person they intend to kill. This will initiate a hunt. It is a ritual of sorts, a rite that every one of this kind claims they have. If the Kiranu is successful in killing the target they selected at the start of the battle, they receive a permanent +1/+1 to their stats. This cannot exceed the cap.
• Tracking
Once a Kiranu gets the scent of someone it is almost impossible for them to not be able to find them. So long as that person is in the thread and if the Kiranu's sense of smell has not been disrupted they will always know. They can only track one person, though the Kiranu can freely choose which target they want to hunt.
• Licking My Wounds
Like their polar opposites, the Kiranu have powerful regenerative abilities granted to them by their magic. At lower ranks, they can regenerate up to a lost limb for around 25 energy. Starting at B rank, you would have to destroy every bit of their body, or they would simply recover from any wounds, even those fatal to another creature, for no cost instantly.
• Stalking Prey
A predator knows how to stalk their prey and understands the art of strategic hiding. The Kiranu will cloak itself in its energy and became virtually invisible. They will make no sound and are not visible to the naked eye. Each movement is deliberate and precise. Anything that can detect magic will still be able to locate them though, however, unless they pay 50 energy per post. Otherwise, until they make an AGGRESSIVE action such as a direct attack, they are virtually undetectable.
• Eye of the Tiger D
Opening their feline eyes the user can cause the opponent to stop moving for one post if they gaze into their eyes. The Kiranu cannot kill their opponent when using Cat's eye.
• Claw/Tooth Enhancement D-A
By adding energy to the user’s claws and teeth, they are able to strengthen them significantly. The claws gain in strength according to how much power is put into them. The enhancement lasts until the end of the battle. Enhancements can only be done at or below your rank, meaning a C rank user cannot use B rank enhancements, but can use C and D rank.
D: Can cut through bone. Can block bronze. C: Can cut through bronze. Can block iron. B: Can cut through iron. Can block steel. A: Can cut through steel. S: Can cut through anything without higher energy paid to defend.
• Claw Extension D
By adding energy to the claws, the user is able to force them to extend much longer than normal, to a maximum of two feet. Using this skill without the claw enhancement active is possible, but not recommended as they could be easily broken without it. Lasts until the end of the battle, or the user wishes to end it.
• Battle Roar D-S
A Kiranu's battle roar is made to debilitate others and strike fear into the hearts of their prey. Anyone else who hears it and is specifically the Kiranu's prey will be affected by a certain effect. Use the chart below. Considered aggressive.
- D: -1 Strength, lasts two posts - C: -1 Speed, lasts two posts - B: -2 Strength, lasts three posts - A: -2 Speed, lasts three posts - S: -2 Strength, -2 Speed, lasts four posts
Class
• Zenith Passive
It's a common saying that anything is a weapon in the hands of a master, this concept is made real by the Weapon Master as they naturally coat any and all weapons they wield with energy. This results in two things, the weapons are made stronger by a rank, and they can strike things they normally shouldn't be able to, such as Shades.
• Empower D
A simple skill that allows the user to unleash a burst of concussive force from their weapon. The blast has enough force to blow the target away 5 feet, or can be used to knock them up or smash them onto their knees.
• Shield of Blades (Varies)
At will, the grandmaster can summon the spirit of their ancestors, channeling their might into their weapon and forming a circle of five blades around them which are as powerful as the weapon they are using at the time of creation. These blades rotate around the grand master, dealing damage to anything that is hit by them. More importantly, the swords act as a defensive tool, only being destroyed by damage equal to them. The blades last longer as more energy is put in, starting at 1 post for E rank, and increasing by one for every rank.
• Rushing Blade (Varies)
The grandmaster will sheathe themselves in a coat of energy that will allow them to charge forward unabated by the first attack that hits them. in the case of multiple striking attacks it would take half the total amount of attacks to halt the shield, and the other half would deal normal damage. While charging, they also gain +2 speed, and their first attack gains bonus strength as well.
• Sword Throw D
The Grand Master will form a weapon made of their own energy and throw it with higher power and speed than one would expect. The weapon disappears when it impacts something. It travels ten meters per every point of strength, and flies at the users strength -2.
Sub-Class
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Hand-to-Hand/Weapon
Long Sword: Double Slash D
The most basic of the longsword skills, the user takes their stance as the opponent rushes at them. Waiting for the attack, the user will slash their blade once, tapping on the weapon of the opponent and brushing the attack aside by swinging the blade to the left or right. From this position, the user will take a single step back, swinging their blade in the opposite direction of their first slash in order to counter the enemy attack.
Hilt Hit D
A variation of the double slash, the Hilt Hit takes advantage of the fact that the entirety of the sword can be used as a lethal weapon. Upon being attacked, the user will slash down using the blade of the sword, swatting the attack downwards. At this point, the user will take a step forward and bring the sword up, slamming the bottom of the sword against the bottom of the opponent's chin.
Dual Edged Defense D
As it states it can be a double edged attack since the broadsword is a double edged weapon. You hold the blade over your head slightly but angle it so it points down and quickly ram into the enemy. This is best used right after a dodge to catch them by surprise.
Thruster D
A simple stab taken a bit more seriously. You take three steps forward and thrust the sword with full force using one hand. This attack is quick and can knock someone over even if they block it with a shield.
O'l one Two D
The basic of basics really. It starts off with an upward swing and then take a step forward for a stab.
Claw Gauntlets: Phantom Knee D
From a crouch, you rise, bringing your knee into the opponent's stomach. If your opponent is taller, you can charge the move to jump when you do it, causing more damage, and reaching whatever height the target is at. This is a perfect countering move, quick and effective.
Jade Strike D
Taking a step forward and lunging at your enemy, the user will thrust their claw gauntlet forward in order to stab through flesh with its piercing metal.
Double Death Fist D
With their claw gauntlet, the user will create a fist in order to strike at the opponent, smashing their fist into the stomach. The moment the fist makes contacts, the opponent will undoubtedly get the wind knocked out of them, since the gauntlet makes for a stronger punch. It is at this moment that the user will slash upwards with their claws, letting the metal rip upwards through their flesh.
Wing Chun
• Snap Punch E
The user will shoot one of their fists out from the initial stance. It is a quick snap, fast and precise. Because the user does not 'load' their arm by rolling the shoulder back most opponents will not initially see such an attack coming. The arm is brought back up to the initial position and not the face, making these attacks incredibly easy to chain attack with.
• Snap Kick E
The user will deliver a quick snap kick to the opponent's body, immediately returning their foot to the resting position. The kick is always delivered with the hardest part of the foot; the heel.
• Nail D
This is a countering attack. The user must wait until the opponent strikes at them. With either their leg or fist they will punch at the joint of whatever it is they are attacking with. If the opponent attacks with a fist they will strike the wrist. If the opponent attacks with a kick they will strike the ankle.
• Reverse Elbow D
This is a counter-attacking method. The user will wait for the opponent to attack. They will pivot at the last moment and dodge the blow. The user will remain in their stance once more and launch their elbow back at the opponent before shifting their stance once more and facing their opponent
Personality: Youroka is a very serious person. She takes everything serious, and does not understand much humor. She isn’t one for many social gatherings. She would like to expand more on her studies of weapons and how to use them effectively. She tends to do things that help others for the forces of good, mostly because she can’t stand to see others suffering. Sexuality: Demiromantic, Bisexual Quote: “What doesn’t kill you makes you all the Stronger” Height: 4’11” Weight: 110 Eye Color: Lipstick red
Favorites:
• Purple • A good rare steak • Birds, they taste good
xxxxxYouroka knew that she was different than a lot of her kind, One of the ways that she knew was because of her oddly colored spots. Even when she was in human form, her hair was yellow, and her eyes were lipstick red. This made her very noticeable in her tribe.
She left as soon as she could, and started training with anything that she could find, whether it was a stick, or even a rusty piece of metal. As soon as she ran to learn off in some city how to fight. She found that she had a natural affinity to close quarter weapons. She even learned a hand to hand combat Style. She is finally ready to learn more from her mentor, and finally help the people that are suffering.