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Posted: Sat Sep 07, 2013 4:40 pm
xxxxxxxxxxTHE PAGANS "In the silence of six centuries, you forgot me. You did not remembe that I was there - always - lurking, waiting, seeking to regain my crown. And I'm here . . . I've come back for it. And you aren't ready." XXXXXXXX- SEVASTIANA, PAGAN GODDESS OF VIRULENCE
xxxxxPATRON DEITY THEMSELVES
xxxxxHISTORY One of the most ancient and unique of all supernatural races are the Pagans. Their origins are unknown, but it is a consensus between all scholars and scientists who have studied them that they are a race of monsters that can either be hostile or friendly to man. In fact, it is the pagans who initially protected the settlements of men as they struggled to fend off the monsters that had roamed the planet. The sight of a Pagan single-handedly fighting off hordes of monsters was something the races of men looked to with admiration; even deified. Indeed, many of the Pagans were once worshiped by tribes and even nations as Gods walking amongst mortals, extremely powerful, beautiful and immortal creatures with divine grace. These days were the glory days for the Pagans, until they began to overlap each other. Indeed, just as the tribes would go to war with each other for land or simply to pillage, the Pagans, as the commanders of their tribes, would battle one another. They had no unification or desire to get along with their kin; rather, they were all jealous of each other. They hated each other, schemed against each other, and brought about death upon their kind.
The problem is that Pagans can't breed. Where there was once hundreds of these majestic and powerful creatures, there now stand to be less than fifteen in the whole world. Some of them are still being worshiped, but only in small cults. Others have lost their grace, and are now considered as heathens; heretics who defy the will of God. Rather than conform to society, though, they stick to the shadows. The Pagans are the most selfish, cruel, conniving and arrogant of all the races. They seek nothing more than to stand at the throat of the world, and proclaim to all of men that they are God.
xxxxxDESCRIPTION The Pagans are very broad. In fact, it's difficult to even categorize them as one bloodline, as they all tend to have very different of skillsets. While they do have abilities that they all share, as well as similar backgrounds and lifespans (infinite, essentially), they don't have much that they share with their kin. It is the distinct personality of all of them, as well as their unique energy, that defines the Pagans. None of them really differ from each other at the core; they're all soulless, evil and self-serving.
Pagans tend to pick one sort of 'pantheon' that their powers revolve around. Since this can be almost anything, the bloodline is quite versatile with your choices.
xxxxxSTRENGTHS • The Pagans start off with a unique talent, called a Pagan God Ability. This needs to be approved in the Talent Request thread. You may also have another talent on top of that one, as it's basically just a bloodline passive. This talent will contain most of your skills as a Pagan God (meaning many custom abilities), what pantheon you assume to preside over (for example; the Pagan God of Fertility), and what sort of specific bonuses you have as a Pagan. This talent can and should be very powerful, as it's basically your bloodline. • Pagans have the potential to be very hard to kill. Depending on how much you focus on defense, you can obtain amazing qualities; such as being unable to bleed, resisting poison, having very, very hard skin, etc. Offensive Pagans are still slightly more sturdy than most people, but the difference is very miniscule. • Pagans can communicate with monsters, like Bards. In fact, it is believed that some 'monsters' we have today are actually Pagans, like Techno Queen. While their communication may not always be fruitful, they can 'tame' monsters, just like Minstrels.
xxxxxWEAKNESS • While Pagans may be extremely proficient in their pantheon, they tend to lack everywhere else. They can't have an element (unless their pantheon is of that element and focuses on it; for example, the God of the Sun = fire), and they tend to be extremely biased against machinery and stuff like that. • Pagans tend to hate each other, and they all have huge mental/personality issues. Most Pagans, having fallen out of their glory, are disrespected, hated, insulted and even pursued by creatures like Nephilim/etc. They really can't settle down anywhere, and will pretty much never have a 'friend'. Even lovers are only temporary distractions for them, to be disposed of whenever they lose their mystique.
xxxxxPASSIVE ABILITIES • Glory To Me Pagans are very... noble. They have the air of a King or Queen about them; even a divine. This comes from this particular ability. 'Glory To Me' is a mental allure that they constantly release from their vessel, similar to an Incubi's seduction, but weaker. Rather than seducing people, this ability fools their mind. It can make them see things that aren't real. In fact, they can even feel these things. This ability is literally impossible to ignore or break out of, but it serves little benefit other than prestige. A Pagan will often use this power to make themselves appear divine; the sun will rise behind them, their clothing will flow and shine with the breeze, they'll just seem so... God-like. They can even change their appearance using this, although it's a temporary thing. This ability can have some uses in battle, though. For example, if a Pagan is to cast a shadow over themselves, it'd make them harder to see. If they make the sun shine behind them, they can make their enemy flinch away from the overbearing light. They can also fool enemies into thinking they've struck a shield or something like that, although that sort of manipulation over reality is something that only Pagans who focus on this type of power can do.
• Infinite Knowledge Pagans have been around for so long they are archivists of history. They have seen the rise of new races, the falls of empires and the creation of culture. They start with two defacto, two fluent, and two common languages. Pagans have retained all historical knowledge about every race, class, etc.
xxxxxTECHNIQUES • Olympus B Pagans do have the ability to form a sort of familial bond, even though they usually don't trust or love the members of their 'family'. However, this does have some use. They can telepathically speak to their family members, as well as feel their location inside of their body. It's like a strong instinct as to where they are. Olympus can be formed with non-Pagans, but only very rarely. You may only have one familial tie, and it may only be gained by consent. If a non-Pagan is tied to you, they will feel almost enthralled by you; they'll come to respect you, adore you, there have been many cases of people even beginning to worship the Pagan. These bonds are pretty much whatever the two feel like; they can be similar to marriage, brotherhood/sisterhood, father/motherhood, etc. It should be noted that even when bonded by Olympus, Pagans will tend to hate pretty much everyone except for themselves, so don't get all sappy just because they've noticed you.
• Terraforming A Requires: Expert Rank The strongest of the Pagan gods are known to have their own domains. These domains are populated by monsters loyal to the Pagan, where even the plants will come to life and strike at foes. It is here where they are most powerful, and those who manage to track a Pagan into its domain shall either become legends or corpses. How do the Pagans obtain this 'domain'? This ability. Terraforming can turn almost any area into a place befitting of the Pagan, transforming a desert sea into a jungle of life, turning marble floors into marsh waters; almost anything is possible. Terraforming is easy and can be done in battle, but it will take weeks for monsters to begin to populate a terraformed area. Generally, a Pagan God will only have one hierarchy of monsters residing in their domain. For example, a god of poison might have arachnics living in their domain. A god of fire may have drakes, even dragons in their domain. The domains must all be approved, and ones with too powerful of monsters should be reconsidered.
• Excalibur A This is another unique ability, like Terraforming, that is most often used outside of battle. The Pagans can engage in missions and quests to fight horribly powerful monsters; usually bosses and whatnot, and from their remains, forge legendary weapons. Out of a titan turtle's shell can be made a nigh-impenetrable shield, an Arachnic Queen's legs may create a magical spear, etc. These weapons are famed for their prestige, but only the Pagan may actually use the special, inherent abilities of the weapons. To anyone else, they're regular weapons with nothing special to them. These have the potential to become exponentially more powerful than other custom weapons, especially depending on the power of the boss defeated. Excalibur takes up two weapon slots.
xxxxxADDITIONAL COMMENTS The Pagans do not remember being born, or having a childhood, or anything of the like. The one memory that they all seem to carry of their past is drowning in an endless sea of water, but gazing up at a nearby shore. This memory would end with all of them sinking to the bottom of the ocean, and then rising after years of darkness; of silence. Many of them believe they were angels cast down during the great flood, or simply men and women who somehow managed to survive, cursed or blessed by the water.
The Pagans of Axiom are different than real-life Pagans. There is no Zeus, Ra, Isis, Hera, etc.; only custom ones.
xxxxxRESTRICTIONS • There may only be three Pagan RPCs at once, as they are beyond rare. The more Pagans that die, the lower this limit will be; eventually down to one. • You need VC/Captain approval to play a Pagan. They are similar to the chimera and quicksilver when it comes to joining them. • Your pantheon must be something particular. You can't be the Pagan God of the Universe or something like that. • The pagans are 6/6.
[ Bloodline created by Shane ]
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Posted: Sat Sep 14, 2013 12:19 am
xxxxxxxxxxTHE PHOENIXES [ We rise again. ]
xxxxxHISTORY Ancient beings that have been the rivals of the shade clans, always training, always focused. They have been living in the world for as long as the element of fire has been around. They are the true wielders of the fire element and lived for over a thousand years in peace.
xxxxxDESCRIPTION Phoenixes are a strong and fast bloodline, capable of mastering fire quite easily due to their nature. They sacrifice their durability of combat and effectiveness to resist damage to dish out more damage and move as fast as they could. They are unable to take ANY form of water damage as it will damp them out and cause them to be at their very weakest power. They strive in survival due to their drive to win in fights that are forced upon on them. Their main rivals aren't only the shades, but those of Sylph and Undine tribes for their elements of Wind and water. They are smart in battle, but...not smart about the world and it's advances, being one of the primitive type of beings that lived in the world.
xxxxxSTRENGTHS • Automatically starts with favor from the god of Flames, Alistair. • Very strong and fast attacks. Decent stats. • Light up dark areas with just their appearance. • They are able to control the temperatures of fire anywhere they can see. • Fire Elemental spells and bloodline spells are increased in potency • The Urge of fighting: Berzerker class skills are increased in potency
xxxxxWEAKNESS • Cannot survive in wet climates, must be constantly on fire. • Cannot go into cold climates due to freezing temperatures. • Severely weak to water skills. (+2 in rank damage) • Can only be a Fire Element user.
xxxxxPASSIVE ABILITIES • Flare of the World Phoenixes are apart of the world, able to sense and talk to fire itself due to the flame's living nature. They are immune to any flame substance, and lava allowing them to travel through extremely hot areas without any trouble. Due to this, they would be able to resist most radioactive levels in a single area. When talking to flames, a Phoenix must dance along with the flames, some times creating a small fire tornado. As they get stronger in ranks, they are inatively stronger and faster, but are at their max strength when exposed to intense levels of heat, or residing in a lava pond.
• Essence of the Fire Spirit The user can enter an ethereal flame mode, becoming a spirit of fire itself for a single post. With it, they get a bit stronger and can resist a lightning strike at that point. This is mainly to absorb spell attacks, fire and earth mainly, while also taking being able to survive severe damage from water, but this cancels this form on the spot. But this is only limited to one use per battle.
xxxxxTECHNIQUES • Burning Spirit E An area back-off attack as the user summons flames around them and pushes them away. This attack does not harm, but pushes the enemies away some distance. Enemies a rank higher aren't effected, but ranks lower are sent flying away.
• Fire Touch E The user emblazens their fist and weapons with the power of fire, giving them an additional rank in damage. This lasts only 2 posts in battle since the fire touch isn't as strong.
• Flame Blow D The user takes in their training of the martial arts and mixes it with their flames, allowing them to replicate a quick body blow, faster than a normal body blow. Fire touch turns this skill into an EX mode type, in which crumples the foe if it connects.
• Whisper of the fire art D-S The user whispers in ancient tongues, summoning up a various color of fire, all at different temperatures to enhance their striking power and their speed itself. White fire is their strongest form they can reach due to it having radioactive properties as well. Blue through yellow last five posts, black lasts six.
STR/SPD D: Blue Flames: Can resist a bit of cold. Increases: 1/0 C: Green Flames: Can resist gaseous clouds without taking them in. Increases: 0/1 B: Yellow Flames: Can summon up electric flames instead of normal ones. Increases: 2/0 A: Black Flame: Can see in night time while their flames keep them hidden. Increases: 0/2
• Blue Flare D The user summons up a star of blue fire as they send it crashing down on their opponent. The attack does both physical and fire based damage, but both can be affected by armor, or bloodline.
• Furious Dash D A deep breath of the oxygen around you fuels your body up to become a large fireball as you dash at your opponent, aiming to knock them down with a strong headbutt. Headbutting steel is not a good idea and will give you dizziness if you do that.
• Flame brand C A feint technique, summoning up a fire sword to strike before it vanishes mere seconds before striking the opponent. This is mainly a cancel skill and can be transitioned into any other skill that uses fire itself.
• Blackdamp Syndrome C The user takes in both oxygen and carbon monoxide, tainting their flames but not their heart. They are able to exhale extremely high temperatures of Carbon Dioxide due to the bonding of the Oxygen and Carbon Monoxide with their flames. Flames cannot breath this, and is best used outside, and not in closed spaces.
• Smelt Blade B The user turns their hand into a 1800 degrees Fahrenheit unfinished smelted blade. This skills temperature can be controlled as it could burn allies nearby without touching them. The blade drips its melted parts as it is stayed as is, almost coated in a lava-like surface. This skill lasts for 6 posts as it replaces their weapon and style temporarily into a longsword style, with only Full Crown usable.
• Flame Brand(Temp) B The user summons up the legendary Flame Brand, a sword eternally made of fire and steel, for 7 posts. This blade's current form is not as strong as it's full powered state, meaning that it is not a finished product. They are capable of cutting through stone due to the intense heat of this sword when swung. Fire touch makes this move a bit more unstable, with a chance of summoning up the true sword with the name of Firebrand.
• Lava Fist A The user rolls towards their foe for a quick movement, trying to get close, becoming vulnerable to an attack at that point. If the foe is caught of guard though, the user transitions into a stand and performs a legendary one-inch punch covered in lava. The strike is said to be devastating enough to shoot lava out of the fist itself.
• The Legendary Firebrand Sword S The user's fire touch, when mixed with Flame Brand, summons up Firebrand. A sword that looks like steel, but becomes nothing but flames for the wielder with enough experience on their mantle for combat. This can only be achieved in Master Rank, and if the user scores a 100 on their roll for summoning flame brand with fire touch active.
• Super Volcano SS The user spends a post standing still and focusing on their element to the very core. The flames of the Phoenix turn white on their body, with their eyes in a vibrant mix swirl of black, green, blue, and yellow. In the next moment, they thrust up their hands and scream at the sky as they create a super volcano at their feet as it erupts. The sky becomes black with ash, lasting for a moment as it rains down at the area it was used at while searing temperatures of 4000 degrees Celsius fly up and rain down on the ground with the fire bond active. User must roll 10, 20d...anything higher than 13 is a hit while the rest is a miss. All hits do C ranked damage and pile on as this event continues for the post. Afterwards, the user must take a rest to cool-down their own super-heated temperatures, taking 4 posts in total to recover.
[ Bloodline created by KnightsRoyal ]
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Posted: Wed Sep 18, 2013 12:19 am
xxxxxxxxxxDJINN "Courage, above all else, is what makes a strong warrior." XXXXXXXX- AKEEM MALEK, EMPEROR OF ARAMIL AND KEVAI xxxxxPATRON DEITY NONE
xxxxxHISTORY The Djinn, an all male race rarely found in Axiom unless you look hard. Their origins are only a legend, totally unproven. However, there is a very detailed story about the first sighting of a Djinn; a man believed to be the first of his kind. It was only a few hundred years ago, on a farm in Yuran. A mother and father of seven children had caught a purple-skinned man sleeping in their barn, naked against a stack of hay. They wondered what it was, although they almost immediately assumed it was simply some form of monster. Grabbing a shotgun, the man poked at the creature, and made him awaken. He questioned him thoroughly, only to discover that the man had no idea of anything. He didn't speak any language, and he honestly seemed more concerned about the surroundings than the man and his gun. He didn't even know what a gun was, so he didn't fear it. The man and women quickly grew interested in what this sort of creature was. Many questions went through their head; was he an amnesiac? The product of an alchemic experience gone wrong? A demon? He looked a lot like the story description of a diabolus, but they'd never seen one, so they had no idea!
They allowed him to live with them, as he seemed more peaceful than any kind of monster. He bonded immediately with the animals, and was very sweet and playful with the children. The man considered him as like a son, almost. And he grew smarter, quickly. Every night, thousands of thoughts surged into his head. He learned the common language within weeks, and quickly exhibited the ability to deduct information and solve problems with ingenious ideas. The man named him Ifrit, and he became the first Djinn. It must've been at least ten years of peace between Ifrit and the small children who'd all grown to become adults, before he began to dabble in the magic of his blood. He realized that he wasn't normal like these people. He was something far stronger than all of them. He hadn't aged a day since they first met, and the old couple seemed to wither and die so quickly. He grew to see them in contempt; they were so inferior.
The djinn continued to dabble in magic, and the more he learned, the more ambivalent he grew towards the people around him. He eventually became apathetic to them and their feelings, and abandoned them shortly after. Wandering the world for years, feeling lonely knowing that he was the only of his kind, he eventually retired to his bed and slept for a whole year in silence. It wasn't until he felt the soft skin of the eldest daughter of the farmer that he woke up. She had come looking for him, resolved that she loved him and wanted to start a life with him. He saw it as an opportunity to create a child like himself, so he slept with her that night, and the result nine months later was dozens of young Djinn, the overwhelming number killing their mother as they left her womb. It was like ants crawling out of their hill. Not the most glamorous way to come into the world, but hey. It got the job done.
xxxxxDESCRIPTION Djinn are... colorful people. They are literally like skittles; they come in yellow, green, blue, red, purple, grey, black, white. Some people believe that it's the color of the Djinn that decides what type of 'person' they'll be, but this is unproven, just as astrology deciding a personality is unproven. As for their physical attributes, the Djinn are all fairly tall, the average male about 6'4" in height. Since they're patriarchal, they tend to value masculinity, and thus they're usually muscular and only extremely rarely effeminate. They tend to have pointy ears, like elves, though they are not related to them whatsoever. In terms of abilities, the djinn are mostly physical fighters. Their discipline seems to be in manipulating force, and their own bodies. Djinn prefer to use their own bodies, as a sign of their strength and masculinity. So, they are the perfect berserkers, you could say.
They use their specific type of magic to create the perfect physicality, mentally controlling the force that they put into all attacks, augmenting their flexibility and reaction, and whatnot. The djinn's powers all come from their mind. In a way, you could say they use telekinesis.
xxxxxSTRENGTHS • Your mind and body work together. In a way, your mind can 'wish' for something and it will go through, the force around you making way for it to happen. This doesn't even require concentration, it's an instinct. Because of this natural perception and ability to augment your surroundings, it's easy enough to say that you are extremely perceptive. • You are physically stronger and faster than other bloodlines. A werewolf can close to compete with your body, but you will be superior to them by a small margin. • The perfect berserkers, Djinn have a potency boost to ALL physical abilities and bloodline abilities, while also getting a second, stacked potency boost Berzerker skills. They are highly focused hand to hand combatents
xxxxxWEAKNESS • 'Force' is your only element. You may not have another element. However, you may make a personal "force" style, making it an element as potent as lightning. • As you focus entirely on fist-fighting, you lack the ability to have a sub-class. You also cannot be anything other than berserker. • Unlike other physical bloodlines, you cannot regenerate. You also don't have much to fight against ranged attacks with, other than simply dodging. It's not very hard to beat down on a djinn, with their lack of defense. You also have very high energy consumption, especially for a berserker. • Holy magic is empowered on you by a rank.
xxxxxPASSIVE ABILITIES • Three Wishes Up to three times per fight, the djinn may manipulate the force around an attack to redirect it and make it miss, for free. This can only be done on skills of one to two ranks higher than them. This is an extremely powerful passive of the djinn, an intelligent djinn capable of using it to largely make up for their vulnerability to ranged magic. It can also help to leave an enemy open in close-quarters combat.
• Mind Games The djinn have a permanent 'force' around their skin that will reduce incoming damage by a rank. This puts them on the same level of base defensibility as a werewolf, although they can't regenerate, so... At adept rank, this force can become amplified by the djinn's mind, psychomanually controlling the level of force in the layer of magic. They can apply energy to it to block all manner of attacks, meaning they don't really have to learn defensive abilities. It is really no more potent than any other defense of its rank, but it is considered to be a bloodline ability and thus is boosted.
xxxxxTECHNIQUES • Forceful Feet D Using your force magic, you can enter a quick burst of speed, sending you about twenty feet forward. The enemy will simply see you blur across, a wall of force pressing in front of you. Your perception isn't really dimmed, even though the burst would be disoriented by others. Part of the force magic being controlled by your mind is that your mind has learned to remain unaffected by it.
• Forceful Shift D Using your mind, you can move your body, very quickly and without hesitation. Even a body recoiling from something can be moved this way. Manipulating your own force is so simple, it barely costs you any energy. You can use this in a variety of ways, but the most common way is for dodging. Whether to shift to the side, duck, or even side-step, the shift is great for avoiding close-calls. It's also an ability designed to take advantage of an enemy's opening.
• Forceful Flight D Using your force magic, you can quickly make extremely high jumps from the ground (or even chained off of another jump), flying up to fifty feet in the air. This can be chained into Forceful Impact, although regardless, your landing will not hurt you (thanks to 'mind games'). You can chain forceful flight off of forceful flight, but only once before you have to land in order to use this ability again.
• Forceful Impact C This ability is a landing move that can chain off of forceful flight, or pretty much anything that involves falling down and landing. You can even use this with a regular jump, considering djinn posses the physical ability to make very high jumps. In pretty much any position, you will create a shell of energy around you (so yes, this can be used as a defensive move as well) that reacts to forceful landings with massive kinetic force, potentially creating small craters upon landing. This barrier also effects your landing speed; it'll dramatically increase the pace in which you fall to the earth. Its rank of strength will increase depending on how far you fell from.
Anything below thirty feet - C rank strength Thirty feet to sixty-five - B rank strength Sixty-five feet and above - A rank strength
• Love Tap C Using a burst of psycho-kinetic energy, the djinn may literally send the force that a punch/kick would make against someone's skin at an opponent. The 'taps' are barely visible in the air, but appear almost as a clear puff of smoke. They're quick, and upon impact, other on-punch/kick abilities can be chained. This can extend up to thirty feet.
• Force Connect C Upon physical contact with a foe, you can literally use the force to glue you and them together. For example, upon kicking a foe and sending them up into the air, you can use this ability to remain connected so that you may continue to kick them, or can turn this into a sort of combo. This 'bond' can easily be ended by you. The enemy cannot end it, but they may easily forcefully push you out of it by making it dangerous for them to keep contact. If a djinn dies while 'glued' to the enemy, it will take over an hour before the bond breaks, and they fall to the ground.
• Dragon Dance B The djinn may unleash a volley of kicks and punches simply by using force. Their body won't even have to actually move, and yet over a dozen impacts will be made with the enemy. These extend up to five feet, basically a short-range, but repeating 'love tap'. At the end of the volley, an arc (similar to a drop-kick) will smash down at whatever's within ten feet of them.
• Psychic Grapple B If the djinn manages to wrap both arms around an enemy, they may release a psychic blast into their body, similar to an extremely high voltage of lightning. It will ripple through their body, crushing their bones and turning them into a flimsy pile of jelly. This move is the basic, grapple-form of Psychic Smash.
• Forceful Body B Similar to a mage's haste, you may use this ability to (and it can be freely re-allocated) give yourself up to a +2 boost in either stat for basically the rest of the match (ten posts). Unlike haste, however, this can only be used on yourself, while mages can literally use it as many times as they want, covering them and all their allies.
• Psychic Smash A Connecting the force of the area into your arm or leg, you smash against the target. Pretty much whatever this impacts with will be met with the most intense blast of kinetic force; humanoids will have their bones and insides shattered, others will face similar effect. This has been known to literally leave gaping holes wherever it impacts.
• Retaliate A If an opponent physically attacks a djinn, they can instinctively activate 'retaliate'. They will very swiftly and precisely dodge the attack, then immediately find the opponent's most vulnerable place to target, and with extreme, unrealistic speed, they will smash against that target with their fist or their feet. This ability has a similar effect as psychic smash, applying intense kinetic force upon the blow. However, it's not as powerful as that.
• Force Annihilate A The final, advanced form of Love Tap. It may reach up to one-hundred feet. With long, drawn-out motions (such as heavily pent up punches, and dropkicks) you may chain this ability, allowing its use. It releases an almost invisible strike, similar to a blast of wind, at the desired location. Upon impact with the target (or even upon dissipation, if the target only very narrowly dodges), it will apply the force of a psychic smash, annihilating their insides. Its speed is relative to yours.
• The Sultan A This is a power where you commune with people's dreams. You can enter multiple people's dreams at once, learning from them. Their secrets. Their plans. However, it can only be someone that you are physically close to, and they must know you well enough for it to make sense that you're in their dream. This is another psychic ability, as it uses your overwhelming mind power to enter a person's conscious. Djinn have been known to use this in clever ways. Some djinn have used it to become people's friends, lovers, etc; you can shape how the dream goes, meaning it could go from being a laid-back dream about exploring to a deviant romantic dream between you and them. You can do this during your sleep, or when you're awake. Doesn't matter.
• لجن Al-Jinn S Requires: Master Rank A release form of the Djinn, this allows them to slightly move all incoming attacks out of trajectory for three posts. Furthermore, using the force around their bodies, their strength is increased by two points for five posts, and their Mind Games are one rank more effective for these five posts. In this form, their eyes glow a golden color. If they use both this and apathy at the same time, it is a white iris with a sort of golden outline. Upon learning this ability, your amount of 'wishes' becomes four, permanently.
• Apathy SS The ultimate ability of the djinn. Using this power, they can literally begin to mentally tear away at and dissolve the enemy. It's been compared to the feeling of thousands upon thousands of blades marching into your skin, or a hungry mob tearing you apart. You literally will begin to break apart. This is a mental shockwave, and it only applies to enemies directly in front of you within ten feet. It makes a horrible, screeching noise before it initiates, and the djinn's eyes will begin to glow a bright white. This lasts for two posts, and can only be done once in a battle. It is possible to do it more than once, but you will roll a d6. Anything other than 1, 3, and 6, and your brain will begin to bleed; your vision will blur, and you must immediately escape the area or you will be totally at the enemy's mercy. A cleric must heal you, or you will slowly die. Using it even once will give you migraines, although since you're a berserker, you'll be able to ignore this pain.
xxxxxADDITIONAL COMMENTS Here I will go deeply into Djinn culture, society, rationale, reproduction and aging, etc.
Djinn live a very long time. They're born just as any other baby, but they develop very quickly, reaching full development after about two years. They tend to be very mean as children, certainly the playground bullies. Once fully developed, their body will not age for the rest of their lives. They live to be around three hundred years old, with the death of the first djinn, Ifrit, being only a recent thing. In their long lives, they tend to focus on adventuring, and meeting spiritual enlightenment. They synchronize very well with nature, and so you can imagine that the Elves and the djinn get along famously. Some of them have even made residence in the elven villages outside of Kusana. Many of the djinn, though, are lustful for power. They tend to be untrustworthy, as when they grow stronger than someone, they will suddenly disrespect them. Djinn are known for being apathetic towards people weaker than them, literally not caring at all for their fate. So, if you want to be involved with a djinn, you've gotta keep up with them, or they'll lose interest.
Djinn are very romantic, although they tend to have inhibitions about how far a romance should go, especially with women. The only way for a djinn to reproduce is to have a child with someone, obviously. Any child born between a djinn and a non-djinn will be a pure-blooded djinn, not a hybrid. However, the mothers of djinn children almost always die (only draconian mothers can survive the labor), as the babies are large and often born in large quantity. So, these men will often take their romance very slowly, never speaking once of having children with someone. It's a forbidden secret of theirs that their girlfriends and wives will not live to be mothers. Because of the fact that all djinn are raised by their fathers, they're even more apathetic to non-djinn, and have a detachment towards most women in general. They're raised in the patriarchy; this all-male environment where everyone tries to pass another up by being stronger than them. They're immediately born into the acknowledgement that it's survival of the fittest, and this is where their apathy really comes from. It's not something genetic, but psychological.
These men tend to prefer to stay together. They, like the elves, have their own 'reserve' villages where they almost act like there is no outside world. The reason their nations supply them with this land is because they're very fierce warriors, and will assist greatly in war-time. It's almost like a military base. In terms of organized religion, the djinn are an open book. Some worship God, some worship pagan deities, some worship demons. Some even worship Justor and Solonor, the ones that are closely tied to the elves. These ones tend to believe that they're another race of elves.
Their society is ruled by the Marid, the strongest djinn. All of the djinn deeply respect the Marid, but will be inclined to replace them if they lose a one-on-one fight with a competitor. The djinn Marid can be literally anyone, from any race, as long as it's a male who is stronger than all of the djinn in the world, basically. Not exactly easy to pull off, but it's been done. The Marid has certain obligations to the society, although it's less so governance and moreso a show of prestige. They are the face of the djinn; they show their strength, masculinity, pride, wearing it almost as an imperial regalia. The Marid, for most of the lifespan of the people, has been Ifrit. Upon his death, their society has been laid about with thousands of competitors wishing to prove they're the best, with tournaments galore, inviting even a large number of non-djinn into the commotion.
xxxxxRESTRICTIONS/RULES • Your stats are 7/7 • You don't live in a lamp. • Even if an ability says it is done with the arm, it can be done with your feet/legs as well. These abilities can also be chained with literally almost any berserker ability, as long as it makes sense for you to be able to.
[ Bloodline created by Shane ]
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Posted: Wed Jun 04, 2014 5:00 am
xxxxxxxxxxThe Lich [ The New Beginning ]
xxxxxPATRON DEITY CATHERINE, GODDESS OF THE UNDEAD
xxxxxHISTORY As far back as the discovery of magic and it's uses and power, their have been those who sought to learn ways to cheat death with it. For the few who figured it out in ye olden times, they found that the afterlife's cold embrace is often more warm than the burdens of living after being born out of corruption. For this reason, Lich's have tapped into a deeper reserve of power and often seek to convert others to their ways. In their vast array of skills, they also have one powerful ability: reanimation. Any class with magical ability has the potential to give rise to the Lich, unless that magic was holy magic. Once the being dies, the person will rise again as a Lich.
xxxxxDESCRIPTION The Lich has no reason to hide what it is from the world. They look and smell like death, often being rotting corpses or straight up skeletons. This however, is only how they are perceived. Lich's are a form of ghost that has a somewhat physical form. Rarely are they actually seen walking. Normally their bodies seem to float above the ground. As a result of the energies keeping their body alive, their eyes and mouths glow green and often leak fumes of death, adding to their distinct features.
xxxxxSTRENGTHS • They have some of the most powerful spells in the guild. • Can never truly die, since they're dead already. • Poltergeist Abilities: Like the ghost car, can access a variety of ghostly powers regardless of class. • Fearless: Feel no fear from anything but the most powerful of holy beings, the gods. • 200 Energy per Rank. • Being a race among the undead, their specialty in magic lies within a form of Necromancy. This alone allows necromancy along with Bloodline spells of a Lich to be empowered by one rank. • Can reanimate the dead as stated above.
xxxxxWEAKNESS • No matter the class, limited to two weapon styles max • Can only be of the Beastmaster (only Dragoon or Packmaster your beasts will be undead,) Mage classes. • Generally weak against all physical attacks (+1Str.) • Particularly weak by nature against clerics and holy weapons (+2Str.) • Healing of clerics/paladins hurts you. • No hand to Hand styles. • Holy Magics.
xxxxxPASSIVE ABILITIES • Undeath Liches are, as described, the risen dead of the more magical races oriented beings in the world. They have already learned to cheat death once, and will no doubt do it again. If a Lich is killed, but not properly excersized and/or laid to rest, then they will only remain dead for a certain amount of time, after which their soul, no their very essence will reconfigure elsewhere, bringing them back to life as strong as they were at death. Contact your guild captain if this happens, and they will decide what it will take for your character to recover and how long you must wait for it to happen. Also, upon reviving, you lose a rank, going from Master to Expert for example.
• Aura of Fear When near a Lich, anyone who isn't of an unholy inclination, be it class or bloodline, will be unable to ignore the overwhelming power coming from them, and by extension the natural fear struck into their hearts by their sight. Rpc's a rank higher, while unable to ignore this, can push it away and fight normally. RPC's two ranks higher are unmoved by this. At equal or one rank lower, hostile RPC's will be hesitant to fight a Lich, and by two ranks this feeling causes a sense of fear so great that enemies are forced to choose flight, rather than fight.
• Ghost Form The Lich can completely suppress their physical form and turn into a literal ghost for up to 5 posts, raising your speed by 1 rank. In this form, they can only use nonphysical attacks, and in addition to that, they can only be harmed by magic. Once this ends, they cannot activate it again making it a once per battle skill.
• Poison/Disease Immunity Lich's are simply immune to these things, as they are already dead.
xxxxxTECHNIQUES • Blight E This ability is a simple one, but very powerful. The lich will call a bolt of energy down from the sky at a target. It takes only a half a second for this bolt to be created, and another second for it to strike. It can even come out of nowhere on a clear sunny day. It reduces healing effects and deals basic damage to the target.
• Aura of Pain E-B This skill conjures up an Aura around the Lich that harms everyone within it, regardless of their armor or class, for E rank damage for five posts. Of course, the damage is mostly external, but for each rank it is pumped up it deals more harm, until up to B rank standing within the five meter radius seems to burn and decay flesh slowly. It only lasts for three posts, and must be paid 10 energy to upkeep, doubling each extra post. • Defile E This ability can occur spontaneously anywhere within a twenty meter radius around the Lich. A ball of pure unholy power will well up anywhere of their choosing, and after three seconds explode. It sends blunt force in a five foot radius, which has enough power to knock all but the strongest (10str) on their a**. This skill has the blunt power required to dent steel as well, so shields will only defend against this for so long.
• Ectoblast D From either the hands or face of the Lich, dark energy will well up and be shot out like a stream of green flames. This beam has the ability not to instantly destroy, but rather begins to rot anything it lands on, be it organic or not. The stream can be kept up for three posts, but each post half the cost must be paid. Being hit with this means that you will need to be healed by a Cleric within twenty posts, or that part of your body will be completely lost. Even regeneration effects can only slow this down by up to another ten posts based on the rpc.
• Invisibility C A ghost ability where the user becomes invisible by cloaking their body in energy. This energy can be sensed in the same way that magic can. Energy cost must be re-paid every three posts in order to maintain invisibility, and it will be momentarily broken upon attacking.
• Tyrant Blast C The Lich will channel his power into a medium, such as his hands or preferably a staff, and let loose a ball of black energy. It moves shockingly fast, and once it hits it's mark it explodes dealing deceptively high damage considering it is a C rank technique. The damage done in the explosion kills all lower level life forms, such as D rank beasts, outright and cuts the effects of regeneration in half for three posts. The explosion goes in a five meter radius, and it moves with a speed of about 9. Has a two post cooldown.
• Arcane Storm B This ability requires a half post charge time where the Lich is gathering energy. Following that, they will spin their staff over their head and then send forth vortex of cackling energy that sucks in loose debris as big as small cars and shocks them with a sort of undead based energy similar to a lightning bolt, before bursting and sending all the things collected away from the burst point after moving thirty meters away. Two post CD
• Meteora B The Lich will channel their energy into the sky for half of their post, small balls of green flame collecting around them. They will then snuff them out at the end of the cast time, and the green balls of flame will fly down over the thread, exploding at A rank damage in a huge, twenty meter AOE. Three post CD.
• Hate Spike B The Lich channels energy into the ground and then at random instances over the next post, spikes of solid green energy shoot up five meters in the air. They can tear through steel easily, and seem to focus around the area that the enemy is, starting directly below them and then activating when they land again. The ground tends to tear up under where the spike will rocket up in under a second.
• Blood Right A If at any time the Lich manages to obtain the blood of their enemies, then they can ingest it. This makes their spells extremely accurate versus that target to the point where skills will seem to home in on them if the Lich so desires.
• Ghost Leggz A -Passive- Must be Expert rank. The user will now, after reaching Expert, be able to float up to twenty feet above the ground. passively.
• Screamo A The Lich will deeply inhale, and then scream so loud whole buildings can fall before them. A person hit directly by this will be sent flying super fast, and have their very skin rent by the energy as if tiny ghosts are tearing your skin apart. These wounds require high level healing, as they are treated by the unholy lich power.
• Deformation of Nature S Simply put, this skill puts up the aura previously described in Aura of pain, accept it literally can kill up to B rank beasts after a whole post of exposition, and causes RPC's within it to have their stats reduced by 2, as their bodies are assaulted by B rank energy by the second while they are in it.
• Requiem SS This Requires four posts of constant, uninterrupted charging to take effect. If you are hit, you must begin charging again, but you can still move around and avoid being hit while charging. It also requires the target be affected by Blood Right to even work. Anyone afflicted by Blood Right and in the thread will be blasted by unholy Lich power so strong it leaves a deep crater in the ground.
xxxxxRESTRICTIONS • Listed in "weaknesses" • A Lich's stats are 6/6
[ Bloodline created by Wei ]
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___youwillknownihilism Captain
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Posted: Sat Jun 07, 2014 11:59 am
xxxxxxxxxxCHRONO KEEPERS [I have watched all I love fade to nothing.]
xxxxxPATRON DEITY NIRALIEL, GODDESS OF TIME
xxxxxHISTORY xxxxxThey say that only fools don't believe in the possibility of everything, but only the foolish attempt the impossible. Alcaeus was one of the foolish. It all stated when a man at the bar said that it couldn't be done. It being time travel. Alcaeus could never give up the chance to prove someone wrong. He was born with an inquisitive mind and a take charge personality. If something was said to be impossible he'd prove that it wasn't by doing it himself. He'd done it and the past but this time would be his downfall. After he'd completed his so called time machine Alcaeus stood before it and marveled at his work. He never ceased to amaze himself with the wonders he created. The entire town always spoke highly of him and his work that may have been one of the reasons why his hubris was so great. Being the one to create it, Alcaeus figured it was only right that he be the one to test it. 'The first man to traverse time' had a nice ring to it, he thought. Then he made the one mistake that would haunt him forever. He got into the machine. As the machine whirred and the metal it was made of groaned Alcaeus began to fear he made a mistake. This was only proven when the inside became unbearably hot and Alcaeus began to scream as the air burned his flesh. His skin tingled and everything began to slow in his vision. He watched almost from a outside view as his body fell to the ground and the machine exploded with him inside. He watched it all happen in slow motion. And then he woke up. At first he was sure it was a dream but the remnants of the time machine and the scorch marks on the floor of his laboratory told him otherwise. But how had he survived. As crazy as it seemed, he had just watched his death with his own eyes and the proof was before him. This drove Alcaeus near the brink of insanity as he spent months searching for what could have possibly saved him. Never leaving his home, or his lab. His wife began to worry for her husband. Lately he had been so absorbed in his work. Nothing could draw him out. He never played with his son or had dinner with his family anymore. He'd locked himself away in his lab. As time went by Alcaeus finally realized what had happened to him that day 27 years ago. When he attended his wife's funeral, and his son had become an adult, he looked upon the service with dead eyes and the exact same face that he had dismissed her worries with 27 years ago. Recognizable. Unchanged. Un-aged.
xxxxxDESCRIPTION Chrono Keepers have lifespan of 5 hours, however being stuck in stasis prevents it from dwindling through natural means. Chrono keepers pay the costs of their bloodline techniques by using minutes of their lifespan instead of energy.
xxxxxSTRENGTHS • You don't age, feel fatigue or need to sleep. • Stronger and faster than the average human. (Strength 6 | Speed 6) • When a Chrono Keeper is wounded, his body will revert itself back to it's original state over the course of 3 posts. (Not powerful enough to affect mortal wounds or severed limbs) • Automatically react to instantaneous attacks if they have a skill to react with and the means to use it.
xxxxxWEAKNESS • You cannot receive gene mods. • You can never get any stronger physically. (Any strength bonuses will be reduced to 0 excluding those provided by Chrono-Capacital Overdrive) • Chrono Keepers cannot receive healing of any form. (Though their limbs can be reattached by Clerics) • If you run out of minutes you die. No loopholes. No revives. Your soul ceases to be.
xxxxxPASSIVE ABILITIES • Highlander Syndrome The cells in a Chrono Keepers body constantly kill each other and this causes accelerated reproduction of cells. This phenomenon brings the body's aging process to a complete halt. Unable to ever move forward or backward and cursed to be in stasis through all time.
• Punctuality All Chrono Keepers have an additional 60 FREE minutes that are available to them and do not subtract from their lifespans. Killing people or creatures of Sage or SS rank grant you 30 additional free minutes permanent. (Free minutes are recovered in intervals of 10 for every post made outside of combat.)
• Chronokinetic Combat Chrono Keepers have the ability to create and destroy Closed Space as well as move through it as they please without being harmed. Closed Space is a phenomenon that occurs by compressing time in a targeted area and everything in that area is unaffected by nature. Closed Space is detonated by the snap of a Chrono Keeper's fingers. (At Expert Closed Space can be detonated at will and at Master they will gain the ability to accelerate time inside of closed space.)
[Note: Closed Space Techniques can be layered upon each other at the cost of 10 minutes per additional layer, ignore original technique cost, and can occur up to 4 times. Only D rank can layer on E rank, C rank can layer on D rank and etc. At 2 layers time moves slower in the Closed Space (-1 Speed), at 3 layers time is slowed to a snails pace (-2 Speed), at 4 layers it's as if you are watching a movie frame by frame (-3 Speed).]
xxxxxTECHNIQUES
Rank E • Precognition (Passive) With a bit of guess work you can almost accurately predict enemy movement. (5 post cool down)
[Note: Requires Expert Rank before it can be used.]
• Temporal Rift The Chrono Keeper creates a small area of Closed Space about the size of basket ball. Deals light damage if detonated.
• Chronological Paradox A The Chrono Keeper will halt an object completely and freeze it in time. Can only be used on one object at a time and cannot be used again until the first object is released. (Lasts 1 post)
Rank D • Temporal Chasm The Chrono Keeper creates a moderate sized area of Closed Space. This pocket of Closed Space is large enough to envelop a normal human's entire body and upon detonation a decent amount of damage is suffered. In addition to this the victim is slowed for a bit. (-1 Speed for 1 post.)
• Chronological Paradox B The Chrono Keeper will halt an object completely and freeze it in time. At this rank you can halt up to 5 objects at once. At the cost of 5 extra minutes you can reverse their trajectory. (Lasts 1 post)
Rank C • Temporal Void The Chrono Keeper creates a Massive area of Closed Space. This pocket of Closed Space is large enough to envelop a palace made for a king and upon detonation a massive amount of damage is suffered. In addition to this the victim is slowed for a while. (-1 Speed for 2 posts.)
• Chronodrain The Chrono Keeper will gain 15 free minutes from any victim trapped in Closed Space. After this occurs the Closed Space immediately disappears.
• Chronometric Extraction The Chrono Keeper will surround the victim in a thin layer of Closed Space. Every post that the victim is surrounded in this Closed Space, the Chrono Keeper will gain 5 free minutes. (C rank energy can be paid to break this shell by the victim.)
Rank B • Chronolock The Chrono Keeper will lock a past image of themselves from a different timeline into the present time switch places with it to avoid harm. (Three Times Per Battle)
Rank A • Chronometric Matter Conversion The Chrono Keeper will open a pocket of closed space for a brief moment and is able to store any object inside of it for an unlimited period of time. (At the cost of 5 minutes, anything stored inside may be released.)
• Chronometric Timeline Distortion For 5 posts, the Chrono Keeper will summon 4 versions of himself from different timelines.
(Note: All the versions have 2/3rds of the original Chrono Keeper's stats. In addition to this they will all draw from the same resource pools to use their techniques but they will have access to all the techniques of the original however they will all be returned to their original timelines if the original Chrono Keeper dies because he is the medium of the distortion. Twice Per Battle.)
Rank S • Temporal Acceleration The Chrono Keeper will evolve anything within 4 layers of Closed Space to Sage or SS rank for 2 posts. After this occurs the Closed Space immediately disappears and the Chrono Keeper loses 15 additional minutes.
• Temporal Deceleration The Chrono Keeper will revert anything within 4 layers of Closed Space to Novice or D rank for 2 posts. After this occurs the Closed Space immediately disappears and the Chrono Keeper gains 15 free minutes.
• Chrono-Capacital Overdrive The Chrono Keeper will gain + 4 strength | +4 Speed at the cost of 5 minutes per post for 3 posts, and an additional 5 minutes for every post after. At 10 posts the Chrono Keeper will be drained of ALL minutes they have accumulated regardless of circumstance. (During the duration of Chrono-Capacital Overdrive all bloodline techniques are free)
[Note: Chrono Keepers can only learn S rank Bloodline Techniques at Expert.]
Rank SS • Continuum Shift This technique can only be preformed by using 60 minutes of their total lifespan. It may not be payed for with free minutes. The Chrono Keeper will envelope their body in a Quintuple Layered shell of Closed Space. 5 layers of closed space create an EXTREMELY delicate harmony where time is completely halted and does not move whatsoever. This will allow them to move freely and be untraceable for the duration of one post. (Twice Per Battle)
xxxxxADDITIONAL COMMENTS You cannot age but by no means are you invulnerable. If you get your head chopped off or you're impaled through the heart you die. You will die from anything that would kill a normal human, in your case it just takes a little more. If you can avoid this then happy living.
Technique Costs: E- 1 Minute D- 5 Minutes C- 10 Minutes B- 15 Minutes A- 25 Minutes S- 30 Minutes SS- 60 Minutes
xxxxxRESTRICTIONS
[ Bloodline created by SuperKawaiiOrpheus~ ]
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Posted: Tue Sep 02, 2014 11:43 pm
xxxxxxxxxxCENTAUR [Beast and Man as One.]
xxxxxHISTORY Throughout time there have been instances where man and beast have mingled and created something between the two. Werewolves, for example are men who transform into the beast. A centaur is very similar, though their origins are much different. Becoming a centaur is not something that is passed via a bite or some sort of blood plague like a Vampire. Instead, a being must choose to become one.
There was an elf named Kelios so attuned with nature he chose to live with beasts rather than even his own kind. He spent years working magic over himself and eventually received a blessing from the gods. Kelios took on a transformation most unlike any other; half of him became that of a horse and the rest of him remained. The transcended elf returned to his people and showed them the beauty of his being, and many came to worship him. Students flocked from all over the forests of Kranila to understand and achieve what Kelios had, though few could grasp it. Attuning oneself completely with nature required a self-sacrifice and a dedication to the world. An elf had to be completely willing to let go of their ambitions and become guardians of nature. Kelios taught them that every life was precious and the highest calling was to defend nature from the harsh maladies wrought against the land. The students were taught to heal the land where it was damaged, using spells to promote growth and bring life to places where it had been taken. Centaurs could be seen planting new trees all over the land or freeing up rivers that had been dammed up. Any animal that was unnecessarily wounded was given aid as well. Kelios taught his apprentices to be gentle and kind, to only act when acted upon.
Slowly, the order of the Centaur grew and grew until there was a veritable army. With Kelios as the leader the halflings protected nature with all their strengths. Poachers, axemen, and trespassers were all hunted and turned away and their influence grew and grew. One of the Centaurs greatest enemy were those who sought to bring technology into their world. Rage filled them whenever a forest was burned to make way for a city or even when a single mechanist brought its profane creations to their lands. A deep rooted anger filled Kelios up, and through him his followers. No matter how much they sought to shield the land from harm their actions were not enough. Kelios knew it was time to strike, no longer would the Centaurs sit idly by. They actively looked for battles and attacked with guerrilla tactics. Centaurs are very fierce warriors and with their knowledge and connection with nature were nigh on unstoppable. Kelios and his centaurs worked spells that turned the land into weapons. They called upon the beasts of their home to fight alongside them. They called upon mother nature to strike against her foes.
Eventually many tribes of Kranila grew wary of the Centaurs. These mystical beings with unrivaled power were no longer peaceful guardians but seemed to many as warmongers. The Centaurs had fallen from grace and were looked upon with hatred. Kranilans were generally peaceful and gentle, they despised Kelios for bringing constant strife into their lands. No longer seen as idols and guardians, the elves turned on the Centaurs. A war was waged and eventually Kelios fled deep into the forest, his army reduced to nothing. It took many years for Kelios to realize what he had done wrong. He had forgotten his true path and became a villain, the very kind he had sought to protect nature from. From that day forth he vowed to never allow himself to forget this. The secret of the Centaurs wasted away with the time until it was more lore and myth than fact. There are still those who seek Kelios and his teachings, the few who would become the next generation of true guardians.
xxxxxDESCRIPTION Centaurs look exactly like elves, dark or dawn. They possess the same strength, longevity, and much of the same beliefs. The major difference is their ability to transform themselves into the half form of horse and elf. All Centaurs will have a fierce devotion to nature and will seek to protect it regardless of circumstances. While they do not have a specific god to believe in, they put their faith in Kelios the world around them. Any who threaten nature are their enemies, regardless of race or affiliation to anything.
xxxxxSTRENGTHS • Two forms, one much faster than the other. • Connection with nature grants centaurs special powers. • Versatility in battle types
xxxxxWEAKNESS • Centaurs who have devoted their lives to nature will not only never get any sort of technological mod to their body, but will automatically look down on those who do. • When transformed they are a bigger target. • Some spells require the user to be in the transformed state.
xxxxxPASSIVE ABILITIES • Kelios' Guidance Only through the teachings of Kelios can becoming a Centaur be achieved. Once it is initially learned the elf can freely move between either of its forms. While in their normal form they retain all animal-senses, though their speed is not increased. When in full centaur form they gain a +2 to their speed.
• Nature's Guardian Centaurs are very attune to nature, and because of this they have a connection of sorts. They can freely communicate with animals and even wild ones will listen to them. As long as the creature is natural the Centaurs have the ability to temporarily tame them and request their aid in battle. They can also 'listen' to nature and receive information from it as well.
• Order of Kelios Centaurs have a powerful aura around them that affects other creatures aligned with them. Any sort of natural animal that fights with them has their power increased by 1 rank.
• Primal Instinct Just as any other animal, Centaurs have special sensory abilities. Their hearing, smelling, and sight are increased. Because of the increased sensory power they tend to make great Rangers and warriors. Similar to animals, they can also get a sense of when something wicked this way comes. They'll be wary of those who seek to harm them or what they protect though the exact reason why will not be known.
xxxxxTECHNIQUES • Charge D Once in their centaur form the user is able to begin to run at very high speeds. If they remain in motion (constantly running) their speed increases until they are moving at a full fledged charge. While charging they can still turn deftly and with little resistance. A centaur can only charge for eight posts before it grows fatigued and has to slow down. +1 to Speed.
• Trample C-A Once the Centaur has begun charging they can push energy into their body and run straight at an opponent. An image of them will shoot forrward ahead of them and meet with the force of their actual impact just before they do. The image is created of their energy and is used to break the initial defense of a target. It will knock away defenses its rank or lower and make way for the Centaur to trample right over an opponent. This can be deadly and in the least debiliating.
• Seeker B This spell requires very specific circumstances to be fulfilled. The Centaur requires some lingering aspect of the person they wish to seek. This can be an imprint of energy, a wound caused by this target or even a literal piece of the person. Through nature's power they are able to track them as long as they are still within the same country as the Centaur. If they enter a place where nature does not have at least a small foothold they will be lost to the Centaur.
• The Blessing of Earth D-S Centaurs have the ability to heal by drawing energy through the earth. Because they are literally taking the life force from the earth it is generally used in the rarest of circumstances and never without the utmost gratitude. To heal minor wounds it would take the energy from nearby plants and small bits of nature. To heal major wounds it could take the force of a large section of forest. The regeneration levels are similar to that of a vampire. At novice level a Centaur could only deal with cuts and bruises. At adept they could heal broken and fractured bones. Experts can deal with complete piercings or deep slashes and Masters would be able to regenerate a limb.
• Force of Nature D-S A Centaur can commune with nature and ask it to aid them in battle. This is done with already existant or created nature. They could have roots and branches bend to their will and try to snare their opponents or even have trees fall over. It all depends on the imagination of the centaur and what resources they have at hand.
• Wild Growth D-S A Centaur has the ability to bring nature with them wherever they go. Through their influence they could have flowers push through the stones of a city. This power is specific to the needs of the user. If they need a root to grow and create a ramp for them it shall do so. At higher levels a Centaur could create an entire forest from nothing but their energy, regardless of where they are. The growth rate is very fast, and would be similar to any other sort of creation or manipulation via magic.
• Call of the Wild D-SS A Centaur can send an energy charged battlecry far and wide, and on the next post beasts of all kinds will come to their aid no matter where they are. The power put into the call determines the strength of creatures that can be summoned. Lower leveled creatures can be summoned in groups up to 10, and higher level creatures tend to come in pairs or alone. The type of creature that will come is relative to the location of the Centaur. If they are in a forest anything from bears to wolves and other beings that dwell their can come. If they were in the harsh mountains of Nocturne creatures from there will come.
• Disaster A-SS Centaurs, due to their strong connection with nature, may request a disaster relative to their location to happen. Their energy floods the land and will cause a controlled catastrophe. Near the ocean a tidal wave or Tsunami may occur. Next to a mountain a landslide could happen or even a volcano could erupt. In plains the Centaur could summon a wicked thunderstorm that strikes the land and sets it ablaze. Blizzards, sandstorms, tornados, etc. It all depends on where the Centaur is.
• Fallen Army of Kelios SS The Centaur will push a mass amount of energy into the earth beneath their hooves. On the next post a true sight of wonder will arise. From the earth or any other natural substance fallen centaur warriors will rise. They will stand alongside the user and will charge the targets set by them. This is similar to trample and charge combined, but the scale is much larger. This ability is used rarely because anything in the way fo the fallen warriors is destroyed and crushed beneath them. A person caught in the stampede would die. and all of them are equipped with weapons ranging from spears to bows and even swords and hammers. The horde of warriors are equal in speed to the user and last 5 posts before returning to the earth.
xxxxxADDITIONAL COMMENTS • 5/7 (+2 in transformed state)
xxxxxRESTRICTIONS • Will not be of a class that requires technology (even guns) Never ******** in horse form. Ever.
[ Bloodline/Clan created by A faint smile ]
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Posted: Sun Sep 28, 2014 7:42 pm
xxxxxxxxxxTHE MAKASSARI "When we achieve our great victory, you shall not remember the fragile days of yore. Ours shall be a victory in totality, with not a single scar to bear." XXXXXXXX- SORANA, BLEEDING LORD xxxxxPATRON DEITYMAKASSAR, GOD OF MAGICxxxxxHISTORYOn the eastern coastline of the continent of Essfraxon -- named by our late, great colonial overlords -- lies a city-state known as the Republic of Geshan. You could consider this the last remaining city of the state of Amaranthine, a city that was once a mediocre farming community meant to provide sustenance to the gem-hoarders we called the "capitals". One might ask, how did we survive the Wurm invasion and not them? How did they, with their powerful necromantic overlord that we now know to be Azazel, fall, while we rose? If we still looked through the lens of reality, we would ask ourselves the same question. However, since the arrival of Him, we have found reality to fall deaf on our ears. Everything is possible. We understand that now. After so long in hardship, through the harrowing and the abyss, we came to realize that man can transcend. That man can become God. There is a way. It is through the Red.
If you were to consider energy to be a purple shade, then consider our shade the more colorful half. There is purple energy, blue energy, and of course, red energy. This is not really putting it literally, as energy reflects the soul of its container. Our energy is not actually visible, so many have called us differently; the Brine, the Transparent, the Aloof. What we call ourselves reflects our history; what happened then, as the Wurms came, and what has happened now, as we retake Amaranthine and craft the ultimate civilization.
On the eve of the capital's fall, citizens from all over the country began to panic and break out into anarchy, knowing we no longer had a government to stop us. The coastline was essentially the only area of Amaranthine that hadn't been overrun by then, as we had the brunt of the population and Wurms couldn't traverse far beyond the desert. To be honest, the greatest fear many held regarding their impending doom was not their demise by Wurms, but by each other. It was not so in Geshan, however. We were a peaceful and self-sufficient community, fully capable of surviving without the capital at our back. We continued on, and developed leadership. And, you could say that our leader was different than who we imagined to be all this time -- he was not just a human, not just a farmer. He was a vagabond of an order beyond, a God in his own right. He began to breech our perception of what was real and what was not.
This process of enlightening the brave and destroying the weak was known as the "harrowing". Through a span of forty-eight nights, more than sixty percent of our community lay dead. The rest of us, however, had realized our potential. We unlocked in us a latent power available to man -- and only to man -- a connection between the universal energy and us, an establishment of mutual understanding between the Red and the We. What this meant was a new order -- a city with new potential, a new supernatural race that will band together to erase the old world and create the new. We're the Red, the people of Geshan. xxxxxDESCRIPTIONA bloodline with great potential. The Red naturally have the most latent capability out of any bloodline, due to their ability to expand their connection to the universal energy. A fully realized Red-wielder can rip cities apart, warp matter around themselves, and manipulate their bodies to increase their capability.
The Red, Blue and Purple energies are named what they are due to the color of the spells they manifest. Wielders of Red magic generally use a lightning-like form of magic, one that is red in hue. They also manifest that color in certain ways; their iris will shade red, their hair will turn more strawberry, et cetera. xxxxxSTRENGTHS• You have massive potential. Your energy scaling is not what is normalized for most people, it is: Novice - 500 Adept - 750 Expert -1500 Master - 3000 Sage - 5000 • All magic is empowered massively in potency. • Further on the massive potential: It is possible for Reds to become tier 4 Gods. While this is extremely difficult to obtain, even at Sage rank, it is easier for them than most mortal races. xxxxxWEAKNESS• You must be a part of the mage class. • You can't do much without spells, training, and energy. Everything about you starts off extremely weak and may only rise through dedication; your physical capability, your magical potential, etc • You may not posses a mark, a sin, genetic modifications, and you may not be a hybrid • Red magic is dark in nature, and so they are one rank weaker to holy magicxxxxxPASSIVE ABILITIES• Metamorphosis Reds become more than just a body; they are connected to the long line of cosmic energy that exists within the universe. Their body becomes, more than anything, a station for their energy, rather than the other way around. Their physical state is constantly being rejuvenated and empowered by their energy, disabling it from the effects of negative aging, instead benefiting from aging throughout their existence. Almost as if evolving from their once human state, the Reds will continue to adapt and develop as they increase in power.
Novice - Regular Human Body Adept - Slightly advancing; the body will be engaged in constant maintenance, keeping their forms healthy and refined Expert - Growth in muscle and height. They will gain +1 speed, +1 strength. They will become immune to most poisons, save for ninja, assassin and biochemist poisons. Master - They begin to slowly regenerate, as vampires do. They become more invulnerable to psycho-manipulation, such as seduction and illusion magic, gaining a one rank resistance. Sage - Another growth in muscle and height, they gain another +1 speed, and +1 strength. Their body becomes more invulnerable to damage, receiving a one rank boost in natural defense, capable of neutralizing weak techniques and lessening the damage from higher ranked techniques. Their feet now enable traction, allowing them to control their movements precisely and maintain their balance. Their smelling and hearing greatly advance.
They no longer develop at all, meaning they remain this way for all time.
• Battle Meditation Listed further in the Red technique list, there is an ability that allows a Red to perceive energy from many miles away and pinpoint its location. This ability is similar, but lessened. It essentially allows the consistent calming of a Red's mind, so that they may focus on specific movements of energy and react to them. This is possible only through the connection to the universal energy. Essentially a hyper-awareness of their surroundings. xxxxxTECHNIQUES• 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.
• Static Red D-SS You'll begin to notice a trend with this technique. One of the great things about Reds is their self-sufficiency; despite being a mage, they will rarely need to rely on mage techniques. The reason for this is that their spells are not only well-diverse on their own, but evolve with them. They learn all techniques at D rank, and then the technique grows with their rank, ultimately maxing out as they become a sage. This means that for their lives, they will only really need to stick to a few spells, though others may be useful in certain situations.
Static Red is an extremely capable technique. At D rank, it begins as a ray of red lightning from the caster's fingertips, flying forth at the aimed target until the user releases the technique. At B rank, the technique can form at the elbows and arc out, from the eyes, from the shoulders, the ridges on one's chest, even the hips. This essentially means that it can be held indefinitely, if it is not destroyed. At A rank, it is no longer even connected to the caster's body, but a sentient ray of lightning that follows a target and seeks to decimate them. At this point, it is extremely deadly, and is perhaps the primary offensive capability of a Red in a one-on-one fight.
• Static Red: Storm C-SS The previous technique brings up the point of one-on-one fights, and group fights. This technique, Storm, is their primary offense in a group fight. It is essentially red, except it follows multiple targets at once. The downside is that it's slower, both in speed and in effect; it takes slightly longer to shock and burn opponents, meaning they may be able to minimize damage done to them if struck. It may also be broadened into tons of rays of lightning raining down, which is often the case if used as an offensive maneuver over a particular strategical point. This follows the same rules as Static Red in its refined state. Broadened, it only changes in terms of area of effect.
C = 50 FT B = 100 FT A = 250 FT S = 500 FT SS = 1500 FT SSS = 3500 FT That's when cities need to start worrying about their Red neighbors.
• Skinweave D-SS A cardinal defensive ability. The Red will lace their skin in a thin layer of extremely durable magical energy. Due to the see-through nature of the weave, essentially anyone without energy sight will almost believe that the Red is literally invulnerable to damage. However, like with most defenses, the Skinweave will be destroyed by an equal or higher-ranked technique. This technique's rank can be changed by adding more energy to it, even mid-combat.
• 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.
• Dispel Flesh C-SS A clear, red-hued wave of energy that first begins at the center of the Red's palm, and then continues to pick up surrounding environmental energy as it goes along its trajectory. This ability's trajectory can be altered for if the enemy moves, but not enough that it would be considered a homing ability. The longer the distance it travels, the faster it becomes, the larger it becomes, and the more direct physical damage it will deal. It does eventually cap, however, so it won't simply become a nation-eclipsing death blast after a while. The ability itself feels and appears similarly to a Djinn's force blast.
• Opposing Extremities Flexible This spell allows you to use one Blue ability from their list; it will act as that Blue ability. This ability can be used repeatedly in one match, but it cannot change into a different Blue ability within the span of one match.
• Duel of the Fates SS - Requires Sage Rank The awakening of a new Bleeding Lord. A Bleeding Lord can one day rise to the stature of a tier 4 God. They have massive amounts of energy, infallible abilities, an immortal form and an inherent connection to the universal energy. With the awakening of this ability, and the usage of it, they will change forever.
This ability can, however, only be used once.
When it is used, they cast aside their physical form and embrace the Red. They may still remain in their body, but they gain the ability to throw it away and possess others, bodies that will quickly adapt and grow the same abilities -- physical and magical -- as the previous. When they speak, they speak through their original voice, and then the voices of all their bodies that they'd cycled through. Beneath all of these voices is a hum that binds them together; the breath of the Red, a God beyond mortal comprehension. You could consider them -- essentially -- an Avatar of the Red.
One might ask -- what are the combat benefits of becoming a Bleeding Lord? There is only one. Perfection. In all ways, the Bleeding Lord can become something of a God. Legends will sing of you. Stone tablets must be crafted to write down your weaknesses, as without that, you may be found invincible. Your base energy pool rises to 6250; Haste becomes one point more effective, along with Slow, you can cast Arcane Drive without a waiting period, as well as Control Weather. You are much as a God of Magic would be. xxxxxADDITIONAL COMMENTSPeace is a lie. There is only passion.
There is a hierarchy within the Red Order, one that is generally marked by both their power and their political influence.
The Red - Novice Crimson Athlete - Adept Bishop of Geshan - Expert Duke of the Flames - Master The Bleeding Lord - SagexxxxxRESTRICTIONS• Listed in "weaknesses" • Only humans can be converted to Reds • Stats are 6/6 [ Bloodline created by Shane ]
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Posted: Fri Jan 09, 2015 1:26 pm
xxxxxxxxxxDULLAHAN [Beyond death. Utterly terrifying. Harbingers of the end.]
xxxxxPATRON DEITY CATHERINE, GODDESS OF THE UNDEAD
xxxxxHISTORY Dullahans are as old as death itself. They are spirits of great warriors who have returned to perform a service for the underworld. Their existance revolves around collecting souls for the passage into death. Wherever there is chaos and destruction, the Dullahan will gather. These beings absorb the spirits of the newly dead and become stronger for it.
xxxxxDESCRIPTION Dullahans are always made up of two separable but connected via magic parts. The head of the being is the source of magic and the holder of souls generated. The body is a suit of armor with a certain weapon of choice. While the two parts are able to move on their own they must always be near each other.
xxxxxSTRENGTHS • Two different fighting methods in one. • Power grows the more souls are collected. • The blood inside of the body is dead and useless to the head and body. • Two different stats for both parts • They do not need to breathe, and they do not age at all.
xxxxxWEAKNESS • The Dullahan is strong only when their head is nearby and out of imminent danger. Any physical damage done to the head can be shown harming the body due to a lingering muscle reaction between the two. (ex. punching the face will knock the body off guard or make it flinch.) • Being undead, it suffers a -1 rank penalty when attacked by holy energy. • If the head is destroyed the Dullahan dies.
xxxxxPASSIVE ABILITIES • Severed Head The Dullahan's head is capable of floating on its own through the air with no resistance. It can choose to rest on its armor or follow it around.
• Soul Powered For every soul collected the Dullahan is strengthened. The souls are stored in the armor, and if the armor is destroyed any extra souls can be lost. Because of their ability to retain more than one soul a Dullahan may need to be 'killed' more than once. The head is what needs to be destroyed for the being to die. If a Dullahan has an extra soul in it and is killed once, it loses any bonuses that other soul may have given them and is reverted back to its original power level.
xxxxxTECHNIQUES • Body: Disconnect D With a bit of energy pumped into the body, the armor is able to separate its parts. This is used to keep the body from being destroyed easily. While the separate pieces are physically disconnected, they are still held together via energy, meaning they are free to move as if normal.
• Body: Reconnect D With the body into pieces, but the energy still surrounding it, the user can use the energy itself to move the pieces to another area, out of danger. Once they've done that, the body begins to rebuild itself piece by piece for a post before it's fully regenerated.
• Body: Recall C In case the head is ever in immediate danger or has strayed too far from the body, it is capable of recalling itself back onto the 'neck' of the armor. The head essentially dissipates and reforms back in its rightful place.
• Head: Reverb Shock C A surprise type of technique most notably used by the head as a 'get away from me' technique. It utilizes the electricity located in the brain, amplifying it with their energy before it releases a shout. The amplified electricity shoots out as a small barrier, shocking whatever is around it in a 6 ft radius.
• Body: Phantom Pain C The Dullohan has the power to create a phantom pain inside of his target. The range of this technique is 10 feet all around them. Should the opponent be in the range they will immediately be inflicted with a pain equal to the energy this requires. It isn't a pain that will die out, though it does not physically harm. It serves as a debilitator and distraction. The pain can be healed away.
• Head: Degenerative Wave C The head can release a wave of ill intent in a range of 15 meters. This wave, if it lands, will stop and source of regeneration an opponent has for 5 posts.
• Body: Counter Measures C If assaulted the body will dissassemble and rapidly assemble back onto the limb/weapon they were attacked with. This effectively traps that attacking limb/weapon and keeps them from moving. From there, the Dullohan can strike out in whatever way they want.
• Head: Wave of Blood B The blood of the Dullohan has long since turned caustic and hellish. The head can fill their mouth with this substance and spew it out when they please. The blood will eat away at any organic substance.
• Head: The Foul Word B The head will release a powerful breath of their foul breath. From years of being dead as well as the energy behind it the wave that shoots out is incredibly foul. Anything that has even remotely increased senses will be sick from the scent and be forced to lose their lunch. The blast has a range of 15 feet.
• Body: Combine B The body reaches out to grasp at their own head, and if they get their hands on it, they will lift it up and dramatically 're-attach' their own head. This grants them devastating power as they gain half the stats from their head. They cannot use any head skills, but the body skills can now effect the head as well. This state lasts for a small moment. (3 posts).
• Body: Release Restraints A Utilizing the soul power it has built up the Dullohan can increase their strength and speed. For 5 turns they will receive a +2 to either stat. Once a post they may switch which stat receives the bonus. This has a 10 post cool down after the fifth post.
• Combined: Superior Slash B The body uses the elemental magic inside of their head to channel it towards their arms. As such, their muscles get even stronger as it grants their weapon higher strength for two posts. The weapon will begin to seep unholy energy, making it an excellent bane against holy beings. Increased unholy skill potency for the duration.
• Combined: Otherworldly Cannon B The user begins to channel their energy from their body into the head as they start to take in a deep breath. They soon exhale, creating a small portal before a blast of ethereal energy shoots out, estimating to be around 5 feet in radius all around. It cannot be stopped by any type of shield and will go through walls. It can only be stopped by energy skills.
• Combined: Extreme Spear A The head and body can focus their power together, combining their strength for a single attack. With a single punch they can cleave through an armored skull like it was butter.
• Combined: Feral Blade A The user strikes out quickly with their weapon, not putting much strength into it as they strike with a glancing blow. The foe that is actually hit by this is forced into a feral rage, aiming to strike out at anyone while they become unable to use any skills for 3 posts. Once it wears off, the foe cannot be inflicted by Feral rage again for 10 posts.
• Combined: The Graves of the Damned S As he raises his hand, the clouds began to move inward, blotting out the skies before energy coated tombstones began to fall from the skies. The tombstones fall around the user, marking a 30 feet radius away around the user in a circle. The tombstones erupt and explode in a 15 feet radius, leaving only a 15 ft sweet spot in the circle with the user. Once the explosion is over, the stone debris from the headstones create an unholy barrier that can only be broken via an S rank HOLY attack.
• Combined: The Head Taker Blade A Head taking is something the Dullohan specializes in. With this ability, every single slice from their blade will cleave through a target, preferably their neck. What makes the ability potent is that it stops beings from being able to regenerate for the duration of the fight or until healed. Anything that CAN survive without a head will have to do so until then.
• Body: Soul Stealer S The Dullohan has a single instant kill IF the hit is landed on the neck. They will swing their sword in whatever fashion they want, ripe with their damned energy. When it makes contact and severs the opponent's head their soul will be stolen. Their body will be but a husk, ready for destruction whenever. Creatures without souls are immune. Sucks to suck for the Dullohan if they make the mistake of trying to take the soul of something soulles.
• Head: Soulless Killer S The head takes in a deep breathe, mainly trying to suck in anything and everything as the mouth becomes a void of destruction. Any projectile or beam attack heading for the head that is A rank or weaker, will be devoured. This can be used to even devour people as the void breaks and destroys EVERYTHING that isn't their body.
• Combined: Soul Devourer A-SSS In their combined form, the user's body glows with a dark energy, slowly creating a suction effect. Just like the technique states, the dullahan can siphon souls into their body and it is best to use in an area full of dead things. Tombstones are broken down and used to cover the dullahan, giving them an armored reaper appearance. The more energy used, the stronger the armor is and souls the user siphons, recovers the user's energy up to at least S rank when used at its strongest form. The form lasts until the combined state wears off.((Rank - 2 ranks = Energy restored.))
• Necrosis Passive Dullahan naturally come with an eery presence to them. They are different from shades or other ghosts because of their lack of a metaphysical presence. They are real, yet they are ethereal. The connection with death they share grants them powers most do not have. Necrosis is similar to the aura of an Incubus or Succubus in that it is not something one can readily block. Necrosis is a feeling that washes over any being that is not the Dullahan currently casting it, a feeling that makes them feel as if their soul is being slowly siphoned from their body. This causes chills, anxiety, and an intense paranoia. The more energy that is put into this the more potent it becomes. At higher rankings, anyone exposed to Necrosis for too long can be reduced to a quivering mass of crazy. At lower ranks it would at most make people wary of the Dullahan.
xxxxxADDITIONAL COMMENTS
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [The Soul Reaver] Dullahans may specialize in this class, which is a perfect mix of being a mage and a warrior. The Soul Reaver is an advanced form of the Dullahan, being able to change classes once the Dullahan reaches Adept rank to learn these skills. All of the Soul Reaver's techniques are aimed at the foe's spirit and energy pool, to cripple the foe before the Dullahan takes their soul to end their life. The Soul Reaver are bastards in the Eyes of the God of Death and damnation, taking spirits for themselves for the Dullahan to become stronger with each gaining moment.
Strengths • 7/5(body) ; 2/7(head) • 1.5x Energy Pool. • Access to all elemental magic • Ability to master a type of weapon and learn the styles associated with it.
Weaknesses • Two bodies with one energy source. • Due to access to two different fighting methods, the Dullahan will never truly be a master of weapons or magic. Because of this, each part can only master one thing at a time. The body can only fully master a single weapon, he head can only master one full elemental style, while they can only learn the rest up to C-rank.
xxxxxRESTRICTIONS • Dullahans can choose from these classes: Mage, ShadowKnight, Necromancer, Knight, Weaponmaster, or the Dullahan specialized Class. • The head cannot be more than 100 feet away from the body, or the body will fall apart. • Stats 6/6 (body) (Head 1/6)
[ Bloodline/Clan created by A faint smile, Knights Royal ]
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Posted: Mon Sep 07, 2015 10:23 pm
xxxxxxxxxxTHE VOIDWALKERS [ Born in death, baptised in blood ]
xxxxxHISTORY Death is in perpetuity. The deed cannot be undone. Try as we may it cannot be undone. Try as the Gods may it cannot be undone. It is something that is beyond their control, even Kala's. It is a God of its own, and it is something that can overtake everything. Even reality itself may one day end, overtaken by a horde of nothingness that may not even be displayed or described as black and bare. It is a feeling that is unknown, that is feared, that none wish to see.
Turn to the afterlife as people often do, they only realize that it is a replacement. It is not the end, only the second step. There are those who have seen the path beyond, and they never speak of it to anyone. As people have often told themselves, only Michael knows, and only Kala knows. But there is one more that is aware of just what this entity that is 'death' entails. His name is Narathos, and he is in truth at the apex of the three. The reason for this, is that he has encountered this ever-expanding entity in its fullest. Narathos, in his quest for power, submerged himself deep into the realm of 'Death' and found something completely different within. It was beyond Catherine, it was an endless stream of black, white and grey that veiled nothing though there was nothing to see. Narathos himself saw a light deep in the center of the empty sea, and in it, there were billions of souls. He could see them. They were not from Axiom. They were from the world before.
And so Narathos tried to let them be free. For each creature he tangled with, battling against Death in a tug of war, he lost a part of himself. He saw pieces of his soul flow into the stream and become nothingness; then, years later, they festered.
These festerings would come to be called Void Walkers. They were then used as tools by Catherine, to bring spirits to the other side. This lasted for hundreds of years, before somewhat of a revolt happened. There were Void Walkers who wanted to be able to pick their own targets, those who wanted a sense of freedom in their mistake of life. This split the Void Walkers for a short time, before they came to an agreement that if you wanted to follow Catherine’s orders, you could, and if you wanted to be free to pick and choose targets, you could. This also quickly ended, as many of the Catherine followers died during the days of Sins. Leaving only the freedom Void Walkers to survive.
xxxxxDESCRIPTION Two forms, one is seen only when the Void Walker is revealing their true power, usually through magic. Their skin becomes transparent, turning into a mist of shadows, only their outline of their white bones being able to pierce the veil of darkness produced. They are intimidating and nightmarish in this state. They can scar those who gaze upon their raw form. The second form is a pale and haunting, unearthly beauty. Quite a stark contrast to that of their true form. They stand in the range of 5’4”-6’6”. They have lithe to muscular builds, and can range in weight to whatever is most appropriate for their build vs. height.
They are usually prone to all sorts of unspeakable acts, including, but not limited to: Eating the flesh of other sentient creatures, self-mutilation, “trophy” collecting*, and gratuitous amounts of violence. However, this is not a main personality trait, but something they do as a culture. They can still be very kind people, who may reject their culture.
The species has no eye lids, so they never blink, or close their eyes.
xxxxxSTRENGTHS • Immune to poison, disease, paralysis, and fatigue/sleep effects. • Can never truly die. (Do not have an age limit where there body fails them, as they are apart of an immortal void. If they are slain in combat, their soul returns to the void, which can return them to their prior realm of existence. This requires a moderator approved plot however.) • Anyone of this bloodline can use necromancy spells • Pain fuels them. They are able to ignore most wounds, however, loss of limbs cannot be ignored.
xxxxxWEAKNESS • Weakness to holy water. • Weakness to holy magic. • Can only be a Knight, Magus or Specialist • Weakness to fire (Unless controlled by them through magic) • Other undead races see through guise of mortality. • Sunlight irritates you
xxxxxPASSIVE ABILITIES • Aetherial Sight - Due to the exact nature of the Void Walker, they can see through ''the Mist" and see the world for its true form. They instantly recognizing any and all creatures. Also giving them a general idea of how strong another is regardless of race. (Rank-wise, not as precise to be know the exact amount in the other energy pool.) • Aura of the Dead - Void Walkers have the air and stench of death on them, at all times. Most of the time, it cannot be placed directly on the Walker, but they have an aura. The Void Walker is able to manipulate this aura to their advantage. For example, they can fool people into thinking lights have been dimmed, or even turned off completely, they can make it look like the weather became overcast and cloudy, they can make mists roll in, lower the temperature to 10 degrees cooler, and plant life look dead. This can confuse people, scare people, give people feelings of uneasiness, force sight disadvantages, make people cold, and give them the spooks. • Blood Healing - As the Void Walker gets covered in blood from foes, it will begin to heal the Walker. 1 post: Small cuts & bruises are healed. 2 Posts: Gashes are turned into small cuts. 3 Posts: Broken limbs can recover 4 Posts: Internal injuries or burns from light/flame/holy techniques can be recovered. 5 posts: An entire missing body part can be restored at a slow, and painful rate
xxxxxTECHNIQUES • Arms of the Void (E-A Rank) - You invoke the power of the Void, of the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within E - 10 feet D - 20 feet C - 30 feet B - 40 feet A - 50 feet This pushes away all enemies from the caster. If something prevents this effect (IE - Walls), the victim will feel immense amounts of pressure as the tendrils will still attempt to push the foe away. If the obstacle is weak enough, it is possible for the tendril to push the foe through it, if the radius would logically allow it. • Fear (Rank D) - You project your true form to a creature. If the creature is 2 levels above you, it has no effect, 1 level above, they will be surprised, but can continue fighting uninhibited, if they are equal level, they will experience fear and will drop whatever they’re holding, if they’re below you, they will drop whatever they are holding and must flee the fight and move away from you by the safest route, unless there is nowhere to move, in which they are forced to cower. • Ghost Form (Rank C) - The Void Walker can completely suppress their physical form and turn into a literal ghost for up to 5 posts, raising your speed by 1 rank. In this form, they can only use nonphysical attacks, and in addition to that, they can only be harmed by magic. Once this ends, they cannot activate it again making it a once per battle skill. • Finger of Death (Rank B) - You send negative energy coursing through a creature that can see, causing it searing pain. If 2 levels above you, can ignore the pain and keep fighting on with little impairment, if one level above you or at your level, they are forced to drop whatever they’re holding from the pain. If they are below you in level by 1, they drop whatever they’re holding and will fall to their knees in pain. If they are 2 levels or more below you, they drop whatever they’re holding, will fall to the ground, prone, and it has the chance of incapacitating the target. • Abi-Dalzim’s Horrid Wilting (A Rank) - You draw moisture from every creature in a 30-foot cube centered on a point you choose. (Constructs and undead aren’t affected; Plants and water elementals cannot dodge this.) The beings affected will feel the air in their lungs become moisture and be sucked out of their body’s (sucking the air out of the foe), if there are open cuts, blood will start to pour out of the wound at an unnatural rate. The Void’s Tentacles (A Rank) - Squirming ebony tentacles fill a 20-foot square on the ground that you can see. These tentacles will attempt to bludgeon and beat anyone who comes near them, as well as restrain them. Once caught, the tentacles will do one of two things, beat the resistance out of the foe, or hold you there for the Void Walker to do what they wish. What action the tentacles take is up to the Void Walker. • Hunger of the Void (SS-SSS Rank) - You open a gateway to the dark between the stars, the Void. A region infested with unknown horrors. The gateway is 20 feet in radius, of a 3 dimensional sphere. The Void is filled with a cacophony of soft whispers of the dead and the damned, as well as slurping noises that can heard from 40 feet away. No light, magical or otherwise, can illuminate the area, and creature fully within the area are blinded. The Void creates a warp in the fabric of space. The unknown horrors that are within the Void will attempt to escape the Void and attack any and all living creatures, except the Void Walker. These creatures include all races that do not have a special resting place after death and creatures of pure fantasy, such as dragons and other Void Walkers.
[ Bloodline created by Gauss Flynn ]
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