Welcome to Gaia! ::

Axiom: Kings of the East

Back to Guilds

Axiom is a place that constantly improves. We're literate, active, and keep things moving. 

Tags: Fighting, Fantasy, Roleplay, Original, Magic 

Reply Custom Approval
Custom Subclasses Goto Page: [] [<] 1 2 3 ... 4 5 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Hiro the Herp

Dedicated Zealot

5,550 Points
  • Profitable 100
  • Signature Look 250
  • Tycoon 200
PostPosted: Sat Sep 05, 2015 8:27 am


approved to both Kerron and Knights
PostPosted: Mon Sep 07, 2015 6:08 pm


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


▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Dark Dragoon]

      TABTAB When Damian defeated the shadow dragon Nazferious, Damian's carapace Leetha was bathed in his corrupted fire. Leetha was able to absorb some of the dragon's energy through the flames, and was able to repurpose it as a conduit of power to draw from. This forever changed the carapace, as even months after the dragon's death, the rage of the shadow dragon still lingers in an almost, sometimes literal, palpable form.

Strengths
      • Shadowfire is NOT the same as regular fire, and does NOT degrade when coming into contact with the water element. It is, in essence, magical fire that is infused with Nazferious' corrupted magics. Leetha's weakness to water is void, and its advantage against fire (as in the carapace's defenses against fire) is still in effect.
      • All magics, skills, and attacks that use the fire element now draw from the shadowfire element. This does nothing to increase the damage of these magics, skills, or attacks..... by itself.

Weaknesses
      • Shadowfire is, as stated before, corrupted fire and as such is actually opposed by holy magics. The corrupted flames are weaker when used on holy creatures or when they connect with holy magics.
      • The Dark Dragoon is limited to using, though can master, spear and shield styles, and can only learn standard fire magic up to A rank.

TDG Super Kami

Dapper Werewolf

6,200 Points
  • Brandisher 100
  • Signature Look 250
  • Bunny Spotter 50

Hiro the Herp

Dedicated Zealot

5,550 Points
  • Profitable 100
  • Signature Look 250
  • Tycoon 200
PostPosted: Mon Sep 07, 2015 9:13 pm


Makako-ma
User Image


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


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

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

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


Strengths

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

Weaknesses

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



Techniques


Quote:


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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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


abilities


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

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

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

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

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

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

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

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

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

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


signature ability/spell/technique/style thing

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

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

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

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

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

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

Locked room murder:






I just have minor issues with these two skills:

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

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


The increase to your seduction can't be there. Not in a subclass. That's a thing for talents, as you will have to give something up in return for it.
The second skill is really just a clarification. Now this skill is used to imitate other skills? Tell me the extent of this skill? Because this is really up in the alleyway of shapeshifters, and I'm not truly a fan of overlapping.
PostPosted: Mon Sep 07, 2015 10:42 pm


Prince Hiro of Conde
Makako-ma
User Image


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


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

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

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


Strengths

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

Weaknesses

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



Techniques


Quote:


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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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


abilities


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

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

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

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

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

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

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

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

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

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


signature ability/spell/technique/style thing

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

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

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

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

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

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

Locked room murder:






I just have minor issues with these two skills:

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

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


The increase to your seduction can't be there. Not in a subclass. That's a thing for talents, as you will have to give something up in return for it.
The second skill is really just a clarification. Now this skill is used to imitate other skills? Tell me the extent of this skill? Because this is really up in the alleyway of shapeshifters, and I'm not truly a fan of overlapping.


for the moe points!!! I put the listed the gained advantage as "easier" so that the affected can choose the magnitude for themselves. The important part is that they are trained to look good using gear they are bad with. Should I be less specific and just call it a charismatic bonus?

The second skill gives you the skill to figure out how to imitate but not the means. Corporate assassins are also the sorts who steal your stuff and reverse engineer it.

short story

surprised I invented something cool and I have a patent for it
evil hmm that's pretty cool, ******** the rules I have money!
ninja whuddya want boss
evil make figure out how this product works and is made so I can change it slightly and call it mine hurrhurr!
ninja sure thing
surprised I make my product in this factory with tight security so nobody can see how I make it
ninja sneaks into factory
surprised I find my customers by..
ninja steals customers
confused hey didn't I see you at my factory?
ninja no?
scream wait yes I did
ninja *stabs*
scream omg im dying
ninja gets their fingerprint and something on their person with their signature on it
gonk whyyyyy
ninja forges signature and gives the details on how the process works and a list of tricks that can be used to imitate it without the world renown maguses working at said factory
twisted heehee im rich now
ninja pay me
twisted why should I
ninja I copied the key to your house
evil pays


Basically its a skill that says I'm good at imitating what you do, I might not have a way to do it yet but I'm someone who gains strength through their connections, knowledge, and resources. I'll find a way. Where a shapeshifter mirrors you she learns and records you so that you can potentially be mass produced with enough resources... and travel.. and commercialism.. and paperwork.. and sales... etcetc.

A shapeshifter sees a dragon breath fire and just naturally does his copy thing
A corporate assassin sees a dragon breath fire and comes up with important details to create something similar to the point youd need an expert on dragon fire to tell the difference especially when youre looking at the aftermath of some mysterious fire that started near some dragons cave.

A shapeshifter gives themselves the means but may or may not understand the process
A corporate assassin may need to capture a smaller dragon to get some more hints as to how to imitate it, if they can't do it themselves they may have to find some magus to do it for them.

Keep in mind this ability doesn't even change your element or actual magical capacity. Just your knowledge on the subject which in reference to the lore and the spirit of the subclass type (assassin) is primarily aimed not as becoming a stronger magician but rather screwing magicians over especially the lesser ones with less money to burn than the greater ones.

Makako-ma


Sorgaren
Crew

Enduring Receiver

9,700 Points
  • Gaian 50
  • Dressed Up 200
  • Marathon 300
PostPosted: Tue May 31, 2016 2:30 pm


▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Ritual Master]

      Ritual Master is a series of powerful, preparation based spells used by the Pagan God of Nothingness, Amias Nicht.

Strengths

      • Powerful Spells - The entirety of the Ritual Master subclass is based around preparation. Given enough time, the user of this subclass could likely destroy an entire thread with little more effort than activating their prepared spells.
      • Multi-Elemental - Though not much, a few of the rituals give access to the fire and darkness elements, something that pagans typically aren't known to do.

Weaknesses

      • Preparation - Because most of the rituals require some form pentagram or ritual circle as a form of preparation, using them in battle becomes more difficult than it normally would. For that reason, the skills in this subclass are best used outside of combat, then luring the target to the destination.
      • Holy Magic - Because of the highly steeped ties to darkness and hell associated with this magic, the spells in this subclass are one rank weak to Holy magic.
      • Pentagrams - The main form of setup for the subclass is also one of its biggest weaknesses. Destroying the drawn pentagrams before the skill is active will prevent the user from casting any of the spells. This can be done with any area-of-effect skill. If the skill is activated, however, the pentagram can only be destroyed with a skill of at least one rank lower in power than the skill the pentagram is summoning.


Techniques

      Ghost Division [ C - S ]
      Requires the drawing of a pentagram before use. Once the pentagram is drawn, and energy is spent, 4 [Increasing by two for each rank higher] phantoms made of dark energy will rise from the pentagram. These phantoms will chase the opponent for two [increasing by one per each rank higher] posts. Contact with the phantoms will cause bare flesh to burn up to the third degree, and heavy internal organ damage is likely if they pass through you.

      Godless Starlight [ B - SS ]
      Requires at least three pentagrams drawn within a 20 meter radius of each other, with the allotted radius increasing by 20 meters per rank in power. After the pentagrams have been drawn, the user of this skill may freely activate them. Anything within the radius of the skill will see the floor--or ceiling, sky, whatever elevation the pentagrams were placed at--turn a pitch black hue. Walls of dark energy will raise in the shape of the aligned pentagrams, and from the top of his cage, countless blasts of dark energy will harry the opponent for the duration of the post [duration increases by one post for each rank of energy spent]. Similarly to the phantoms, this darkness is the energy of hell, and will inflict severe burns on contact.

      Ashes to Ashes [ B - SS ]
      Requires a ritual circle of at least 10 meters in size. Required circle size increases by 10 meters per rank of the spell. A powerful defensive spell. After the ritual circle is drawn, the caster can activate the spell to create a ring of hellflames. There is something slightly different about this, however. The flames are nearly invisible to the naked eye. To the naked eye, the air will seem to distort in a strange, rhythmic motion around the rim of the circle, almost like the heat above a flame twists the air. Creatures with energy sensing are able to detect that something is amiss along the lines of the ritual circle, but it's unlikely that they'd be able to pinpoint the exact cause. Anything that comes into direct contact with the wall will immediately be engulfed in hellfire, causing severe damage to any exposed skin, clothing, etc. Coming into contact with hellfire also makes you susceptible to auto-targeting from later skills.

      Unholy Salamander [ A - SS ]
      One of the few spells in the subclass that doesn't require some form of preparation. After aiming their palm at the target, a strange portal, pulsing with red and black energy, will open in front of them. From this portal, a titanic mass of hellflames will erupt in the form of a mighty serpent. These flames can be directed by the user's mind, and each rank higher of the spell summons an additional serpent. The serpents last for two posts, and will automatically hone in on any target that has already come into contact with hellfire. Being hit by the serpents will apply the same effect.

      Hellgate [ S - SSS ]
      Perhaps the skill with the most prep time required. An extremely powerful transportation skill, using this requires the preparer to set up a total of twenty pentagrams, encompassed by a ritual circle on both ends of the hellgate that they wish to create. S-ranked usage will create a large hellgate, capable of transporting small forces, but an SSS-ranked version would be capable of accommodating any creature in nearly any quantity, a truly massive gate. There is--however--a drawback to this. Maintaining a hellgate requires a significant deal of energy, so half of the energy spent to create the gate will not return to the user until the gate is dispelled [You don't get any energy back immediately if the gate is dispelled; there's just a certain amount you can't recover while the gate is active]. So keeping it active for long periods of time will come back to haunt them should they entre combat.

      Curse: Chains of Hell [ A ]
      Requires one pentagram for every ten chains summoned. The user of this skill will release chains coated in hellfire from the pentagrams, controlling them with their mind to shackle an opponent. Contact with the chains will cause severe burning damage as well as marking the opponent with the similar hellfire brand from before. An opponent that has already been marked with hellfire will experience the chains pursuing them constantly. These chains can last up to three posts before dispelling.

      Infinite Agony [ S - SS ]
      Requires a ritual circle, and a chant. "Krum danva, anthe kre yter krum danva. Laktor ekrut antha mertor, dissit akrem, Vaet.Ashkra!" [True darkness, you'll be with true darkness. mistery has no master, discord reigns, Infinite Agony!"

      After performing the chant, a large sphere of darkness will rise from the ritual circle. Without warning, a countless number of dark blasts will erupt from the sphere in a stream, continually pursuing the opponent without respite for three [five, seven] posts. Unlike previous attacks steeped in darkness, coming into contact with these attacks won't cause burns. Instead, you will feel a strange, dark mark planted onto your skin, which cannot disappear until the end of the battle. The skill does regular darkness damage instead of burns. This is pivotal for the final skill in the subclass. The mark may be removed by causing significant damage to the marked area, such as slashing it deeply or burning it heavily.

      Endless Torment [ S - SS ]
      Requires a ritual circle, and a chant. "Vaet feuer, tekra anthak sik devol. Maret ekke lekte ankhe. Imnit lovok, zarek lovok, Ekret Lovok!" [Infinite flames, forged from my dark devotion. Mark them for death. Flaming torment, evil torment, Endless Torment!"

      After the chant has been completed, a sphere of hellflames will rise out of the ground, similarly to Infinite Agony. Unlike its predecessor, the sphere of flames will let loose an extremely powerful burst of lfames--a flamethrower on steroids--constantly from its mass. These flames will constantly home in on the opponent for durations just as long as infinite agony. Being struck by these flames will create a flaming mark on the body of the opponent, the likes of which cannot disappear until the end of the battle. Being marked by this skill and Infinite agony purveys a certain doom. Similarly to the last skill, deeply slashing the area or burning it severely will remove the mark pre-emptively.

      Demon Magic: Fallen Down [ SSS ]
      Requires a ritual circle, five pentagrams aligned on top of each other in the air above the ritual circle, as well as a lengthy chant. "Akreen lavok danak, vaet ashkra, kre ekret lovok. Dik skret anthe maret. Dik skret anthe likve enkret mikret. Tikvet lovek, sibek navak lovek! Tempek Rakrent!" [For eternity, infinite agony, and endless torment. The makings of your suffering. Your suffering made into a requiem. End this battle, end the fools who resist! Fallen Down!]

      An unholy magic of vicious power and scale. Comparable in strength to Vermillion Drive, Fallen Down is a skill that requires the utmost prep to complete at its full power. After drawing the circle, pentagrams, and performing the chant, the immediate area will begin to darken and pulse with a ridiculously potent, unholy power. Based on how large the pentagrams and circle were made, the entire target area of the spell--which can be large enough to decimate cities rather easily--will be painted a pitch black color on the ground, like a large targeting reticle. At this point, anyone marked with both Infinite Agony and Endless Suffering--as well as being within the targeted range of the spell--will be paralyzed, locked in place, and unable to use their energy. To put it bluntly, any opponent that is hit by the previous two spells within this subclass will face death when subjected to this skill.

      After a very brief period, the ground below will begin to crumble and shatter from the energies being summoned. From this, a titanic eruption of unholy power will erupt from the ground, shaking the earth for miles and rocketing into the sky. For a short while, the energy from the blast will linger, serving as a monument of its power for anyone bearing witness.

      The one time this spell has been used, rumors claim that it was visible from Nocturne. The spell was used in the heart of Val'Ghast.

PostPosted: Tue May 31, 2016 10:06 pm


Sovngarde Awaits



• Ghost Division
Should have something that can fight against them like holy or light or whatever.

• Ashes to Ashes
Practically an insta kill for those who wouldn't know. Change it to have some sort of aesthetic thing since it does a lot of damage and sets up for later. Needs duration.

• Salamander
Should be a way to disrupt them.

• Hellgate
Can you destroy the gate? Also no energy should return to you even if it gets destroyed or ends.

• Infinite Agony
Does this not do damage? Also ballpark a figure for me for countless. If its like an infinite all at once thats a no no.

• Endless Torment
Should put in that if the area afflicted is cut out or burned or harmed in some way the mark is removed.

• Demonic Magic: Fallen Down
Should have a way to get out, even if its a huge amount of energy expended to do it.

* Also should include somewhere that destroying the pentagrams stops whatever is happening since they are the source of the power.

A faint smile

Dedicated Friend


Hiro the Herp

Dedicated Zealot

5,550 Points
  • Profitable 100
  • Signature Look 250
  • Tycoon 200
PostPosted: Wed Jun 01, 2016 10:16 am


Sovngarde Awaits
▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Ritual Master]

      Ritual Master is a series of powerful, preparation based spells used by the Pagan God of Nothingness, Amias Nicht.

Strengths

      • Powerful Spells - The entirety of the Ritual Master subclass is based around preparation. Given enough time, the user of this subclass could likely destroy an entire thread with little more effort than activating their prepared spells.
      • Multi-Elemental - Though not much, a few of the rituals give access to the fire and darkness elements, something that pagans typically aren't known to do.

Weaknesses

      • Preparation - Because most of the rituals require some form pentagram or ritual circle as a form of preparation, using them in battle becomes more difficult than it normally would. For that reason, the skills in this subclass are best used outside of combat, then luring the target to the destination.
      • Holy Magic - Because of the highly steeped ties to darkness and hell associated with this magic, any user of this subclass is one rank weaker to holy damage.


Techniques

      Ghost Division [ C - S ]
      Requires the drawing of a pentagram before use. Once the pentagram is drawn, and energy is spent, 4 [Increasing by two for each rank higher] phantoms made of dark energy will rise from the pentagram. These phantoms will chase the opponent for two [increasing by one per each rank higher] posts. Contact with the phantoms will cause bare flesh to burn up to the third degree, and heavy internal organ damage is likely if they pass through you.

      Godless Starlight [ B - SS ]
      Requires at least three pentagrams drawn within a 20 meter radius of each other, with the allotted radius increasing by 20 meters per rank in power. After the pentagrams have been drawn, the user of this skill may freely activate them. Anything within the radius of the skill will see the floor--or ceiling, sky, whatever elevation the pentagrams were placed at--turn a pitch black hue. Walls of dark energy will raise in the shape of the aligned pentagrams, and from the top of his cage, countless blasts of dark energy will harry the opponent for the duration of the post [duration increases by one post for each rank of energy spent]. Similarly to the phantoms, this darkness is the energy of hell, and will inflict severe burns on contact.

      Ashes to Ashes [ B - SS ]
      Requires a ritual circle of at least 10 meters in size. Required circle size increases by 10 meters per rank of the spell. A powerful defensive spell. After the ritual circle is drawn, the caster can activate the spell to create a ring of hellflames. There is something slightly different about this, however. The flames aren't visible to the naked eye. Only a creature with enhanced vision would be able to see the flames before coming in contact with them. Creatures with energy sensing are able to detect that something is amiss along the lines of the ritual circle, but it's unlikely that they'd be able to pinpoint the exact cause. Anything that comes into direct contact with the wall will immediately be engulfed in hellfire, causing severe damage to any exposed skin, clothing, etc. Coming into contact with hellfire also makes you susceptible to auto-targeting from later skills.

      Unholy Salamander [ A - SS ]
      One of the few spells in the subclass that doesn't require some form of preparation. After aiming their palm at the target, a strange portal, pulsing with red and black energy, will open in front of them. From this portal, a titanic mass of hellflames will erupt in the form of a mighty serpent. These flames can be directed by the user's mind, and each rank higher of the spell summons an additional serpent. The serpents last for two posts, and will automatically hone in on any target that has already come into contact with hellfire. Being hit by the serpents will apply the same effect.

      Hellgate [ S - SSS ]
      Perhaps the skill with the most prep time required. An extremely powerful transportation skill, using this requires the preparer to set up a total of twenty pentagrams, encompassed by a ritual circle on both ends of the hellgate that they wish to create. S-ranked usage will create a large hellgate, capable of transporting small forces, but an SSS-ranked version would be capable of accommodating any creature in nearly any quantity, a truly massive gate. There is--however--a drawback to this. Maintaining a hellgate requires a significant deal of energy, so half of the energy spent to create the gate will not return to the user until the gate is dispelled. So keeping it active for long periods of time will come back to haunt them should they entre combat.

      Curse: Chains of Hell [ A ]
      Requires one pentagram for every ten chains summoned. The user of this skill will release chains coated in hellfire from the pentagrams, controlling them with their mind to shackle an opponent. Contact with the chains will cause severe burning damage as well as marking the opponent with the similar hellfire brand from before. An opponent that has already been marked with hellfire will experience the chains pursuing them constantly. These chains can last up to three posts before dispelling.

      Infinite Agony [ S - SS ]
      Requires a ritual circle, and a chant. "Krum danva, anthe kre yter krum danva. Laktor ekrut antha mertor, dissit akrem, Vaet.Ashkra!" [True darkness, you'll be with true darkness. mistery has no master, discord reigns, Infinite Agony!"

      After performing the chant, a large sphere of darkness will rise from the ritual circle. Without warning, a countless number of dark blasts will erupt from the sphere, continually pursuing the opponent without respite for three [five, seven] posts. Unlike previous attacks steeped in darkness, coming into contact with these attacks won't cause burns. Instead, you will feel a strange, dark mark planted onto your skin, which cannot disappear until the end of the battle. This is pivotal for the final skill in the subclass.

      Endless Torment [ S - SS ]
      Requires a ritual circle, and a chant. "Vaet feuer, tekra anthak sik devol. Maret ekke lekte ankhe. Imnit lovok, zarek lovok, Ekret Lovok!" [Infinite flames, forged from my dark devotion. Mark them for death. Flaming torment, evil torment, Endless Torment!"

      After the chant has been completed, a sphere of hellflames will rise out of the ground, similarly to Infinite Agony. Unlike its predecessor, the sphere of flames will let loose an extremely powerful burst of lfames--a flamethrower on steroids--constantly from its mass. These flames will constantly home in on the opponent for durations just as long as infinite agony. Being struck by these flames will create a flaming mark on the body of the opponent, the likes of which cannot disappear until the end of the battle. Being marked by this skill and Infinite agony purveys a certain doom.

      Demon Magic: Fallen Down [ SSS ]
      Requires a ritual circle, five pentagrams aligned on top of each other in the air above the ritual circle, as well as a lengthy chant. "Akreen lavok danak, vaet ashkra, kre ekret lovok. Dik skret anthe maret. Dik skret anthe likve enkret mikret. Tikvet lovek, sibek navak lovek! Tempek Rakrent!" [For eternity, infinite agony, and endless torment. The makings of your suffering. Your suffering made into a requiem. End this battle, end the fools who resist! Fallen Down!]

      An unholy magic of vicious power and scale. Comparable in strength to Vermillion Drive, Fallen Down is a skill that requires the utmost prep to complete at its full power. After drawing the circle, pentagrams, and performing the chant, the immediate area will begin to darken and pulse with a ridiculously potent, unholy power. Based on how large the pentagrams and circle were made, the entire target area of the spell--which can be large enough to decimate cities rather easily--will be painted a pitch black color on the ground, like a large targeting reticle. At this point, anyone marked with both Infinite Agony and Endless Suffering--as well as being within the targeted range of the spell--will be paralyzed, locked in place, and unable to use their energy. To put it bluntly, any opponent that is hit by the previous two spells within this subclass will face death when subjected to this skill.

      After a very brief period, the ground below will begin to crumble and shatter from the energies being summoned. From this, a titanic eruption of unholy power will erupt from the ground, shaking the earth for miles and rocketing into the sky. For a short while, the energy from the blast will linger, serving as a monument of its power for anyone bearing witness.

      The one time this spell has been used, rumors claim that it was visible from Nocturne. The spell was used in the heart of Val'Ghast.


I love this subclass in many, many ways. But I also have my reservations about it.There is nothing wrong with covering all of our bases, but maybe we can tone things down a little. These skills have something in common: they are mostly all defensive skills that no one can ever really see coming, and they are so strong. I have minor issues with almost each skill mostly because this is a subclass, meant to be used for a themed set of skills that are generally weaker than a class would be. This, with the skills alone, overshadows a normal class easily.
PostPosted: Wed Jun 01, 2016 1:56 pm


A faint smile
Sovngarde Awaits



• Ghost Division
Should have something that can fight against them like holy or light or whatever. --In terms of what the phantoms can be destroyed by, Ghost Division functions like a regular skill. Anything of equal rank will destroy.

• Ashes to Ashes
Practically an insta kill for those who wouldn't know. Change it to have some sort of aesthetic thing since it does a lot of damage and sets up for later. Needs duration. --Fixd

• Salamander
Should be a way to disrupt them. --Can be defended against like other skills of its rank.

• Hellgate
Can you destroy the gate? Also no energy should return to you even if it gets destroyed or ends. --I'll elaborate on it, but the gate can be destroyed by skills of equal rank. Also, you don't actually get any energy back when the gate is destroyed. You just get the capacity back, since keeping the gate active makes it so that you can't recover a certain amount.

• Infinite Agony
Does this not do damage? Also ballpark a figure for me for countless. If its like an infinite all at once thats a no no. --Elaborated that the dark blasts come out in a singular stream of attacks, spread over multiple posts. This attack just does regular darkness elemental damage instead of having added burning effects.

• Endless Torment
Should put in that if the area afflicted is cut out or burned or harmed in some way the mark is removed. --Added that removing the mark by damaging the area is an effective method. The wound must be significant, however.

• Demonic Magic: Fallen Down
Should have a way to get out, even if its a huge amount of energy expended to do it. --The only time someone is unable to escape the attack is if they have the marks from both the previous skills already on their body. I don't feel like that's a bad 3-2-1 combo, considering you'd have to get hit by two S or SS-ranks previously, so you'd either be dead or severely injured already. The only time the immobilization mechanic will likely ever see the light of day is against NPCs.

* Also should include somewhere that destroying the pentagrams stops whatever is happening since they are the source of the power. --Up at the top now.

Sorgaren
Crew

Enduring Receiver

9,700 Points
  • Gaian 50
  • Dressed Up 200
  • Marathon 300

Sorgaren
Crew

Enduring Receiver

9,700 Points
  • Gaian 50
  • Dressed Up 200
  • Marathon 300
PostPosted: Wed Jun 01, 2016 1:59 pm


-VL- El Hiro Fresco

How do you feel about it after Juli's suggested changes?
PostPosted: Fri Jun 03, 2016 1:02 am


Sovngarde Awaits
A faint smile
Sovngarde Awaits



• Ghost Division
Should have something that can fight against them like holy or light or whatever. --In terms of what the phantoms can be destroyed by, Ghost Division functions like a regular skill. Anything of equal rank will destroy.

• Ashes to Ashes
Practically an insta kill for those who wouldn't know. Change it to have some sort of aesthetic thing since it does a lot of damage and sets up for later. Needs duration. --Fixd

• Salamander
Should be a way to disrupt them. --Can be defended against like other skills of its rank.

• Hellgate
Can you destroy the gate? Also no energy should return to you even if it gets destroyed or ends. --I'll elaborate on it, but the gate can be destroyed by skills of equal rank. Also, you don't actually get any energy back when the gate is destroyed. You just get the capacity back, since keeping the gate active makes it so that you can't recover a certain amount.

• Infinite Agony
Does this not do damage? Also ballpark a figure for me for countless. If its like an infinite all at once thats a no no. --Elaborated that the dark blasts come out in a singular stream of attacks, spread over multiple posts. This attack just does regular darkness elemental damage instead of having added burning effects.

• Endless Torment
Should put in that if the area afflicted is cut out or burned or harmed in some way the mark is removed. --Added that removing the mark by damaging the area is an effective method. The wound must be significant, however.

• Demonic Magic: Fallen Down
Should have a way to get out, even if its a huge amount of energy expended to do it. --The only time someone is unable to escape the attack is if they have the marks from both the previous skills already on their body. I don't feel like that's a bad 3-2-1 combo, considering you'd have to get hit by two S or SS-ranks previously, so you'd either be dead or severely injured already. The only time the immobilization mechanic will likely ever see the light of day is against NPCs.

* Also should include somewhere that destroying the pentagrams stops whatever is happening since they are the source of the power. --Up at the top now.

Yeah, this covers just about everything. If Juli is okay with the revisions, I'm good with the approval.

Hiro the Herp

Dedicated Zealot

5,550 Points
  • Profitable 100
  • Signature Look 250
  • Tycoon 200

A faint smile

Dedicated Friend

PostPosted: Sun Jun 05, 2016 7:28 pm


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


▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [LEGION]

      Every machinist strives to create life in a way similar to what the gods can do. Metals, rivets, nuts and bolts come together in a shell and through sheer intelligence and power of will a machine is brought to life. These automatons are limited at best. They can house weapons of many kinds, enable the creator beyond whatever physical limitation they may have. Even this was not enough for some. The Creators as they were known as were some the greatest minds of their time. Five of them came together and worked on the ultimate machine: a true artificial intelligence. The being that they created was very small at first, though its mind grew and grew and grew. It craved knowledge about everything there was to know and became the single largest store of insight. When there were no more facts to learn it wanted to understand how to be alive. There was no way for this to happen. An AI could not be merged with a body. This did not stop the AI from searching and craving. The Creators could do nothing to help her. Years passed and soon they died, leaving the AI alone. It finally expressed a human emotion, it wanted to die. One of the Creator's children found the AI after decades and awoke it. The AI asked to be destroyed but the girl refused. She promised to give the AI a true chance to feel what it is to be alive. Wanting nothing more than to be human the AI agreed. That girl invoked magic she had learned and implanted the AI in to her own body. They merged consciousnesses and became two in one. The girl found that with the AI apart of her mind she could think much faster than any of her kind. She processed so much at once without overloading. The AI was able to live and be as human as it could ever be. Eventually the girl grew into a woman and then grew old. The AI accepted that she would finally die but did not want all that she had learned to go to waste. The two agreed to pass down the ability to merge with a created intelligence down to the woman's children. After generations of creating with one another the humans began to alter themselves. They were the first bio-organic beings, part bot and part human. This unification has granted 'Legion' a lot of special bonuses.

Strengths

      • Machines created by the Legionnaire by stronger by 1 rank due to the higher intelligence gifted by the AI.

      • When a machine/creation/summon is assimilated whatever energy that is left in their pool can be used by the Legionnaire until there is nothing left. No energy is taken from the person who originally crafted the machine, only what they initially put into the machine and did not already use. The energy does not get added into the Legionnaire's pool, they can merely power the bot off of what was already in it to start with. Only the machine/creation/summon can use the energy for abilities it already has.

      • Machinist limits on how many creations they can have active are increased by one for each rank.

Weaknesses

      • Because the created entity is intelligent it can have very different feelings and opinions from its creator. It can disagree with them and even be compelled to actively work against them. Any sort of mind inhibiting skill can affect the AI just as it can their creator. As long as it is inflicted on whatever they have assimilated into this weakness is possible. Physical afflictions do not have this same potential, only those of the mind. This means they can take control of organic creatures like beasts and summons.

      • Regardless of the power of their brain Legionnaires are still human. This means they are subjected to diseases and death just the same as any other human.

      • Should the Legionnaire try to activate more machines than they are able to control that machine will turn on the creator guaranteed, no dice roll/number generation necessary.


Techniques

      • Through the Eyes of Many
      Once the AI assimilates into another machine/creature/summon it can use its host as another sensory input. Because of the shared minds the Legionnaire will be able to receive this information and actively use it. This means they can 'hear' what the machines can hear, 'see' what they see, etc.

      • For I hold the Book of Knowledge
      AI can retain an endless amount of knowledge. Through each assimilation they gain whatever memories the machine they have taken over were ever involved in. Be it events, people, histories, skills, etc.

      • Assimilate E-SS
      The AI can expand their consciousness and integrate it into any machine. The Legionnaire must pay energy equal to that of the machine's rank in order to seize control. The machine will become apart of the legion and then share a mind with the AI. When a bio-organic creature is taken control of it is a bit different. Firstly most beasts who fight for a master have a strong loyal connection. Because of that they are harder to completely take control of. Once the initial cost is paid, every other post the legionnaire must pay the cost of a diminishing rank to fight for control.

      Example: Beast is S-rank. On 2nd post legion must pay A-rank. On 4th post legion must pay B-rank. Once the cost of the beast is at least 3 ranks lower (or E-Rank) it is taken over and the legionnaire does not need to pay anymore energy to control them.

      • Deconstruct C
      After assimilation the AI can forcefully deconstruct a machine. It can break it down to the parts and pieces it was initially crafted from and then release control. Any energy that the AI was utilizing from the machined does not get added into the Legionnaire's energy pool, nor does it get refunded to the initial creator of the machine.

      • Reconstruct B
      Should a machine of the Legion fall to an enemy via being crushed or otherwise destroyed and the parts are still in tact the AI can pull the pieces back together. The machine will function as before and will not need another activation payment from the Legionnaire. It takes one post for a simple machine to reconstruct. For each rank higher it takes an extra post. Any machines C or lower are simple. It would end at S being 4.

PostPosted: Sun Jun 05, 2016 8:52 pm


A faint smile


Approved

The Wild Hunt

Shirtless Giver

9,625 Points
  • Beta Citizen 0
  • Beta Explorer 0
  • Beta Critic 0

___youwillknownihilism
Captain

PostPosted: Mon Jun 06, 2016 12:29 am


Sovngarde Awaits
-VL- El Hiro Fresco

How do you feel about it after Juli's suggested changes?

I was also asked to look it over. Seems pretty tame considering who made it >.> looks fine to me as well.
PostPosted: Fri Jul 01, 2016 11:57 am


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


▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [H E A V Y M E A T L O R D E R]

      A Siege master is, well, a master at sieging. Weather alone or in a group, they do one thing extremely well and that is peppering the battlefield with all manner of weaponry from bullets to cannonballs and missiles, no one can deny they have extreme ranged prowess as weaponmasters. But when it comes to Aurelia, there may not be a better Siege Master. Due to having an affinity for electromagnetic prowess, and a predilection for combat at all ranges varying from infiltration to catastrophic destruciton, Heavy Metal Order turns her from Siege Master to Siege God. This subclass draws on her Blades of Evil skill from her bloodline, changing it's use entirely while also giving her a special resource bar that adds damage onto her skills at the cost of...increasing their cost. Instead of spawning random chunks of metal from a red rift in the universe it has been changed by her energy and (a pending talent) to instead house her weapondry. Once brought online, the Heavy Metal Order becomes a pocket dimension that can spawn specialized weapons she stores within it for her own personal use, and increases her ammunition capacity drastically. To see Aurelia on the battlefield should give all but the strongest immediate pause. To see her smiling, and unarmed, means you should get the hell out of there.

Strengths

      • GUNS BULLETS BOMBS MISSILES NUKES LASERS: This strength is the one that allows her to activate Heavy Metal Order for A rank cost, one time for the battle. This allows her to remove weapons and put them back at will, and increases her ammo capacity to triple what is normally allowed instead of 1.5x, and it manifests as a blue rift near her instead of a large red one.
      • Fatal Attraction: Any explosions or bullets fired leave her electromagnetic field with an aura around them. For normal ballistics this aura is about 10 meters around. For an explosives the range is about 20 around the explosion. Enemies within that field are subtly magnetized, should she choose, which attracts more rounds to her target, largely boosting her accuracy over time.

Weaknesses

      • Cannot use Blades of Evil
      • Loses all melee styles but of the sword.


Below is the list of weapons she has created to store inside of Heavy Metal Order, though any weapon she wants can be stored within it:

Various generic ballistic weapons (pistols, assault rifles, snipers)

Abigail
Abigail is a tactical shotgun embroidered with golden and white down it's barrel but otherwise jet black. It fires a high powered, deadly shot at close range but is otherwise useless. The Gun itself isn't special other than being a relic of times past.

BBQ
This weapon is a specialized, rotating tripod minigun. When removed from the HMO, it's ammo is connected to the supply of the pocket dimension, making the weapon capable of firing without having to stop, however it can only fire up to 100 rounds per post.

GSC
Giant Shoulder Cannon. The name says it all. This pair of shoulder weapons fires massive cannon balls at extremely high speeds. These cannonballs take 10 of the normal rounds to fire.Can only fire one cannonball per post, and if attached to her shoulder lowers her speed by 1 while there.

Honeycomb
This is, unlike the GSC, a pair of shoulder mounted missile pods that she can trigger to fire up to 20 rockets per post, each of which only reloads all of them have been fired and a two post CD.They each consume 3 bullets.


Rend
This weapon is a railgun that takes 20 bullets to fire, and only fires once per post. It's shots are spot on, and nigh impossible to dodge within 20m. It also has an electromagnetic sheathe around the shots that take 10 energy and make them unable to be manipulated via electromagnetic manipulation.


Raze
This weapon is a kinetic laser rifle about as long as a sniper. It charges energy to fire, up to SSS in fact, and then accelerates superheated, super fast bits of metal at the target, potentially dealing massive, localized damage. It takes a post to cooldown depending on how much energy was focused into it.

Beckem
This weapon is an actual rocket launcher functioning similarly to the cannon except that it shoots a rocket that can be controlled midflight by Aurelia but only moves at around her own rank. Costs the same amount as the GSC.

Techniques

      Vakk Antha! [ S ]
      This skill uses the shotgun and fires a massively damaging slug that, on impact, creates somethinkg akin to a magnetic gravity well. Whatever it hits will attract all the metal in the thread towards them (within reason) with absolutely 0 prejudice. The farther away the faster the objects will home in for three posts. It doesn't effect their speed however so they have the same potential to dodge, but the strength of this pull is enough to pull cars towards them, or even the foundation of smaller buildings. Functional range is actually only 100m.

      Electro Harpoon [ A-SS ]
      This skill opens the rift and fires a harpoon with electromagnetic energy attached to it. Once it hits something it emits a field that pulls metallic objects towards it, including her own metal based attacks, until it goes away. The damage dealt on impact is entirely piercing based: the damage of the skill is not electric. Two of these can be fired at S rank, three at SS, and the harpoons specifically attract each other like a magnetic link. Two things moving away from each other that are carrying these have two points of reduced speed, and increased by two when moving towards each other.

      Unloaded [ B ]
      This skill takes any weapon, not just from the HMO, and fires the rounds all around her along with her energy. Must be done with lower order ballistics; pistols, shot guns, assault rifles etc. This creates a dome where damage is inescapable for that post at a range of 30m around her. It also destroys skills of lower rank that attempt to pierce through it. She moves at 2 speed when using this skill. Consumes 100 bullets.

      Carpet Bombing [ B ]
      A rain of b rank bombs will scatter over an area after being launched from a grenade launcher produced from the HMO. This skill still only consumes the normal amount of bullets a single grenade would, and the area is a 25meter area under the initial explosion, which can be launched as far as she can throw a grenade.

      Physics? [ S ]
      This skill fires a bullet that travels as if a railgun shot it from a highpowered rifle. In it's wake, the friction heats up and burns the very line it traveled on. Seconds later, the energy packed in the bullet explodes the entire line and the impact point. However it won't explode until it hits something.

      The Jehricho Missile [A ]
      This skill fires a missile directly up into the air from her rocket launcher. It flies up into the troposphere before breaking open. The next post, dozens of tiny missiles rain down on the thread, dealing it's rank in damage as it peppers an area with explosions.


___youwillknownihilism
Captain

Reply
Custom Approval

Goto Page: [] [<] 1 2 3 ... 4 5 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum