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The Wild Hunt

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PostPosted: Fri Jul 01, 2016 3:22 pm


A Nihilistic Revenant


Approved
PostPosted: Thu Jul 07, 2016 8:31 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [THE ELDER BLOOD]

      Kian is a descendant of the first mage, and the first human King of Fraxon, Lensley I of House Genesse. While Kian is not even aware of this fact, it has always been relevant to him - known or not - in that it manifests in a particular ability, one that Lensley developed. The power came to him not entirely naturally, but as a gift from the Gods as a result of his proselytization of his people to the church of Vangelism. The power first appeared to him as he engaged in the popular Fraxonian Pagan Hunts, where mages of any caliber would search for Pagans and slay them as a show of might. When meeting the Pagan Amias Nicht in combat, Lensley learned from what evidently appeared to be space manipulation and developed his own version of it, one with few boundaries; one even some angels feared.

      This ability is Space-Time, the ability to quantify time and space within certain parameters for your own usage. This is an ability with some parallels to Niraliel's time manipulation abilities, but mostly it draws inspiration from Elessia, who has been known to be perhaps the most fleet-footed of all angels, and certainly the most unpredictable. Elessia is the origin point from which this ability descends, and only her and one of Elder Blood can even near mastering it.

      Space-Time is quantifying space and time within a certain distance or pathway. We know this. Now, what does this mean? What are the limits? Can a power such as this be contained intelligently, or is it wild? The truth is, the power is unpredictable, save for in the hands of masters. Lensley did not truly learn to harness the Elder's Blood until near the end of his life, and only one ancestor of his has since come to challenge his authority as the progenitorial master of this ability. The truth is that the ability itself is as wild and unforeseen as space, and its dangers lie even beyond the borders of our atmosphere.

Strengths

      • Elder Blood techniques, holy and bestowed upon him, are natural to Kian. Their power is gifted to him not by learning or discipline, but as a natural reaction with his blood itself. He is made with the power of the Elder Blood, and all he need do to master it is find the passion to do so. As a result, abilities within the Elder Blood cost 25% less energy to use.
      • The Elder Blood is empowered by a natural instinct to protect the wielder. It is empowered by fear, passion, rage. If in a dire situation, or provoked to extreme fear, passion or anger, the range and radius of all Elder Blood techniques increases dramatically.

Weaknesses

      • The Elder Blood is extremely volatile. Even though it seems to grow in power in more dire situations, it is dangerous to use. If Kian's energy pool drops below 25%, he takes extreme damage and for a time becomes fatigued. This can only happen once a fight.
      • Lose all weapon styles but sword styles.


Techniques


      Elder Leap D-C
      This can be seen as a superior variant to Daywalk to some, though its mechanics are different. Elder Leap allows the user to quantify a pathway in any direction or angle (horizontally, vertically, etc) within 35 feet and by quantifying the space between you and that target, you may appear there within instants in a flash of green light; super-speed, of a caliber which few can compare to. This is a glance at the primary benefit of space-time manipulation, transportation.

      For C rank energy, Elder Leap can jump up to 85 feet instead of 35.

      Condense Matter D-SS
      Appearance: Nearly invisible force-field
      Condense Matter is an ability that, well, condenses matter. While using space-time for transportation can be seen as eliminating the physical properties of a pathway for an instant, this can be seen as forcing a chosen area to become completely indestructible, save by energy. The condensed matter is often deployed as a force-field around the user, and its size cannot much exceed that. It lasts until dispelled, but can be destroyed by techniques of a higher rank. The user may pass through or move condensed matter, but all others may not. It cannot be deployed very far away from the users' body at all.

      Even the regulation of gas through this condensed matter is highly limited. Enough air will come in to enable breathing, but for example if you were to use it next to someone smoking a cigarette, you would not notice or smell the fumes whatsoever.

      Variants
      Condense Matter, Parry Deflects (or slightly reflects) attacks with physical properties, at the cost of decreasing in size to merely armor for the wielder.

      Condense Matter, Attack Changes the structure of the shield to turn it into an array of weapons, with the same durability. These can controlled telepathically, though with some difficulty, especially for early users.

      Worlds Apart A
      Appearance: A green portal, glowing energy
      This opens a portal, in which anyone allowed by the user may leap through the space-time field. It is a tear in the Third Plane, and allows transportation to the end goal, which is but another tear. This tear may be anywhere in the world, as long as the user has been there before, and thus knows the planar coordinates.

      The tear may be small or relatively large, from the size of a mere human torso (contact will teleport regardless) or the size of a great gate standing before a crowd.

      Variants
      Worlds Divided SS
      This is an enhanced augmentation of Worlds Apart, in which the user may travel to another Plane, such as Heaven or Hell. One must quest by VC+ approval to obtain this ability. This is the ability used by Elessia to invite Narathos into the other planes. However, a mortal using this ability is so risky that it could kill them instantly unless under the perfect conditions. Requires mod permission to use.

      Charged Space D-SS
      Appearance: A vicious blast of green energy, with the user's eyes glowing brightly, and the entire body glowing in a bright green aura.
      A charged release of energy, using the caster as the focal point, with the energy expanding outward depending on the rank.

      D = 3 meters
      C = 6 meters
      B = 9 meters
      A = 12 meters
      S = 20 meters
      SS = 50 meters. Moves 1/2 radius every second
      SSS = 100 meters. Moves 1/3rd radius every second

      Depending on the rank, different effects will occur as a result of being hit by this charged spatial energy. From D to A, it will result in blunt damage (depending on the rank), with A ranked blunt force possibly resulting in being knocked unconscious or seriously wounded with bones fractured or broken entirely. This is a result of condensed matter bashing against your body, almost as if the air itself mutates into the density of a hammer.

      S+ ranked spatial blasts will quite literally jumble matter caught within them, shredding organics within to decimals of their original form, killing anyone caught in the blow. This attack will destroy but be destroyed by shields of the same rank. However, shields that do not cover the intended target at least partially from all angles may not spare them the brunt of damage.

      Variants
      Focal Space D-SS
      The same thing, except it spawns this blast on a distant location. There are indicators as to where it will appear, such as hazy green energy appearing before the blast unleashes. There is at least a few seconds to move from the location after the green haze appears.

      Elder Blood S-SS
      Appearance: A portal appears, similar to 'Worlds Apart'. Through it, a bright titanic force of green energy harasses the target.
      Using the fundamentals of space-time disassemblement, Kian opens a portal around the size of a large human male and unleashes a blast of green energy that follows the target. This discharges spatial energy through the focal lens, meaning it is literally leaking this energy from beyond the atmosphere, and sometimes beyond the plane. Enemies caught in the beam of energy will be completely disassembled, their matter being torn apart and scattered through space. This beam can be halted by barriers of equal rank or higher, but the portal itself must be destroyed in order to stop the beam.


The Wild Hunt

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___youwillknownihilism
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PostPosted: Thu Jul 07, 2016 10:40 pm


Lord Forrester
Let's say approved even though I hate it.
PostPosted: Thu Jul 21, 2016 3:15 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [The N I G H T M A S T E R]

      War doesnt change. It only grows in scale, evolves in methodology. But war itself never changes. From sticks to guns, clubs to blades, some things never fall and never grow. One of the constants of war, however, is that the strong overcome the weak. Almira learned these lessons at a young age. A master of War, one who claims War as his domain taught her these lessons along with many a way to participate in the worldwide wargame. As a vanguard she is a monster to deal with in close combat already. As a vampire, she commands both blood and the shadows to fight on her behalf. It is a combination of the two, taught Tiranus, Pagan god of War, who taught her that these two should be a single unit, one cohesive pairing, especially to a vampire born to two pureblood vampire bloodlines. If she could more closely control the shadows then she could become more than just a Vanguard and a Vampire. She could become the Night Queen.

Strengths

      • Herald of Dusk: Shadow Magic she uses is even more powerful than another vampire. Her status as a Pureblooded Vampire gives her a claim to strength rivaled perhaps only by Asteroth himself. Bloodline Shadow techniques are all and all increased in their overall utility and power. In the case of the bloodline skills they become far more intelligent and enjoy a base of +1/+1 to their stats. These creations last longer and are more ravenous in how they chase down opponents or attack them. This applies to the skills of the Night Queen bloodline as well.
      • Dead by Dawn: In combat, she passively begins to increase the darkness in the thread, not blocking the sun but instead using her ambient energy, the energy lost in the process of using skills, to darken the areas in which the skills effected, moved through and the like. This also increases her ability to perceive those areas significantly, almost as if passively. This applies to anything she does that uses energy, and lasts until the battle concludes.

Weaknesses

      • She gains a distinct weakness to fire skills that manage to do damage. It ignores half of her damage reduction when dealing it's damage to her, rounded up. It then proceeds to do an extra rank of damage to her.
      • Loses elemental magic as a trade off for these skills.


Techniques


      The Rite of Blood E-SSS
      This skill will turn you into a pool of blood, sentient and with a bonus 1 to strength. This skill can allow you to form parts of your body into blood as well as partially reform. It makes you far harder to kill as well. Lasts for five posts, where you can passively become more and more blood. For a comparison of how much blood you turn into, see the amount of water manipulated by mer.

      The Swarm E-SSS
      Turns you into a swarm of bats, similar to the Feeling Batty skill but builds upon that and turns you into a mass of living shadows, increasing your speed by 2 while it is active. You can reform yourself at will. This functions similarly to the skill above and the amount of bats is dependent on the amount of energy you spend. A human sized swarm, or around E-C rank energy would be 10-50 bats. while anything from 400 up could be an amount similar in size to a large mansion of them, with only enough to reform her body needed in the case of the bats being destroyed. Your entire body need not even turn into shadows for this skill to function, as you can simply manipulate the mass of shadows. It must, however, stay connected to you. Lasts for three psots.

      Tides of Blood C-S
      This can do anything to your blood, or swarm of bats if in that state, from making them harder to destroy to making them deadly. Your imagination and amount of material present is what determines the effectiveness.

      Hemoplague C-S
      Almira will allow her blood to push outward in a wave, poisoning the very blood of anyone who it touches. This bloody poison affects even those immune to normal poisoning as it makes their blood thin, and run from their orifices to her. This goes for 3 posts and then goes back to normal in which time you lose a total of 4 pints of blood, if not cured. For the S rank cost of this skill will it will, instead of a wave, simply infect all opponents within 25 feet of her.

      Bloody Whip C-SS
      Using her own blood, Almira can form a long, deadly whip. It can reach almost across a thread, aiming to rip, catch, or cut down an opponent and free the blood from within them. With the S and SS rank costs spent on the skill, the whip can split into multiple fast moving lashes, of equal range, that move at the speed of their creator. The skill also, with this fee, can cut through up to only one technique of equal rank, and only one, and continue to attack.

      Nighthawks [ B ]
      This skill is called, by Almira, the Fourth Shadow. It gives life to a shadow from anywhere that takes wing in the shape of it's namesake and fly with 4/7 stats. It climbs into the air, or flies along the ground in a two dimensional state regardless of the level of light in the area, and aims to divebomb an opponent. Unlike other shadows it does not attempt to slash them, but rather to explode on contact in a hazy black bomb that can do damage equal to that of a grenade. The scary part is that after this, it can reform once and come back in again the same way, often without an opponent noticing.

      Black Gown [ A ]
      A skill to aid in her melee prowess, Almira can absorb nearby shadows that crawl up her body, forming an all black dress like like a thick mist that reduces incoming damage by one rank. This armor lasts until it is consumed by an attack of equal rank (or higher, which ignore the damage reduction entirely) and can be manipulated by Almira, or combo'd into other skills at any time. The shadows she takes no longer are projected from whatever they were being casted by.

      Shrouded Advance [ A ]
      While her Black Gown is active, or while she is in an area void of sunlight, she can use this skill to advance on an opponent at +2 speed with the shadows covering her body whipping and slashing at anything that comes near her body during the post this skill was used.

      Shadow Walk S
      In the middle of the day or even in the night, this skill will block out the sun or even the moon, causing true night to fall and boosting their base stats by 1 for five posts. Under this darkness, for 50 enregy they can teleport anywhere, as long as it isn't within ten feet of an opponent. This marks the location they are going with a feeling of malice a second before she arrives. During this time, the Black Gown is constantly active as well.

      Haze of Red S
      A skill requiring at least Master rank, Almira will seem to radiate blood from her pores, affecting an area of 100feet with a red haze of thickness. This skill scrambles sensory skills and can move at a speed equal to half of the Almira once created. Inside this haze, she has a plus one to strength and can slowly attempt to assault enemies within it by having blood enter their orifices, wounds, and then eat away at any and everything they touch. For every post inside, you extract blood from all those, friend or foe, within to add to the assault. If used within a city, this can quickly turn into a huge mass of blood that she can manipulate. This lasts a base of three posts, but can be extended by paying 150 energy points a post afterwards.

      Transfusion SS
      The user of this skill will first be within 20 feet of an opponent and then aim a hand at them. If they don't get out of range instantly then two liters of their blood will be wrenched free, violently, causing massive pain in an opponent and putting most species in dire straights. Requires Master rank.

      My Children SS
      First, a swarm of bats will seemingly rise from the skin of the user, their eyes red with blood as they decide the fate of their opponent is sealed. They will produce enough bats to cloud the very skies above them as they fly and screech. These bats will fly at +2 of her speed, manipulated by her to try and slash and bite at the people in the area. This lasts four posts, unless they are destroyed.


___youwillknownihilism
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Hiro the Herp

Dedicated Zealot

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PostPosted: Sun Jul 24, 2016 10:58 am


I mean. I guess.
PostPosted: Fri Jul 29, 2016 8:54 pm


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[WITCH]

      Talia wanted to be a master of all sorts of dark arts in order to stop the process of death. She explored various kinds of energy manipulation, learning from hags in the woods to cracked scientists in the manors of Fraxon. Over her travels and time she took the best of each particular sect of magic and brought it under one banner, her own.

Strengths

      • Talia casts spells at a -1 post reduced time. Spells that don't have a charge time aren't effected because duh.
      • Instead of being able to start with Justor's mark, Talia can instead use gene mods. Her piety has not led her to forgo technological advances, though her affinity for unholy magicks has removed her ability to start with Justor or Solonor's mark.

Weaknesses

      • Many of the moves require preparation or channeling, making a large number of them difficult to perform in the heat of battle or nigh on impossible.
      • Talia loses her element.


[VOODOO]

      Effigy [ Varies ]
      There are a number of skills in this subclass that are linked to this ability. Effigies must be created first before any of them can take affect. These do not require blood nor some part of the body. All that needs to happen is the maker have their target's image in mind. The more accurate an effigy is the more power it can have over someone. If the maker creates an effigy while looking at the target it is spot on. The only way it can be more powerful is if actual bodily pieces/liquids are taken from that person and used in the creation. If that is the case, the abilities are one rank stronger.

      Limb Manipulation [ B, Requires Effigy]
      Once an effigy has been created the maker can contort, twist, snap, etc, each of the limbs of their doll. By paying the proper energy cost they can cause the same thing to happen to their target. At this rank they cannot break limbs, merely cause painful muscle spasms and disrupt the physical abilities of a person. They can cause them to stop running, drop a weapon, etc. If the effigy was made in the stronger method then they are able to cause more harm to them.

      Sensory Deprivation [ C, Requires Effigy ]
      By effecting their effigy in various ways the maker can cause their target to suffer in similar ways. Removing the effigy's eyes will cause a blindness, destroying its ears will cause deafness, etc. This effects any sense that the target has for 3 posts. Each sense removed will have its own cost. The sense of touch cannot be removed

      Matter over Mind [ A, Requires Effigy ]
      Putting the effigy through rigorous tortures will illicit a reaction from the target. These are purely of the mind, though not necessarily illusions. They bring pyschosomatic responses out in the target. This means if they burn the effigy and the target is unable to stop themselves in believing that they are being burned, their body will react as if they actually were. Drowning, extreme cold, shocking, any sort of effect one can put on to a living being can be wrought upon the effigy and forced on to their target.

      Bound [ S, Requires Empowered Effigy ]
      By ingesting the effigy and absorbing its power the maker can make a living thing become the next voodoo doll. Only in this way are they able to flat out cause the death of a person. If one thing happens to the voodoo doll, it happens to the target. That means death is shared.

[EVOCATION]

      Physical [ B-SS ]
      There is a force that goes side by side with the energy that exists in physical beings, it is known as aether. Talia can sense and manipulate the aether. This extends mostly to a degree of control over the elements present in the world. It isn't generation of them, merely manipulation. If there are the elements already in existence Talia can bend them to her will. She can enlarge them in size by increasing the aether or shrinking them by removing the aether. Contorting shape, changing states of matter, etc. At the lowest rank this extends to being able to control something akin to a few gallons of water. At highest rank this can be used to divert a tsunami or destroy a tornado. Or make one.

      Psychic [ B-SS ]
      In the same manner of manipulating the aether to contort and control physical beings Talia can manipulate the essence of the mind. By projecting a likeness of her own mind on to others she can distort their thoughts and make them think in a similar manner to her. Due to her increasing levels of paranoia and distorted thinking this makes others crack under the mental pressure as well. At lower ranks it serves to make people forget recent details. At higher levels this can drive a person insane for a short time, generally the duration of a battle or until Talia leaves the area. This ability is a channel, and thus is broken upon interruption. All Talia needs to do is have a person in her sights to initiate project her thoughts though not to maintain. While channeling she is rendered nigh on useless, unable to use other skills aside from abilities that can move her around. The effects that can take place are thus, chosen by Talia: A short term madness, where a deep seated paranoia takes place. This forces the target to view allies, even their closest relations, to appear as malicious enemies. Amnesia, where the target forgets who they are or why they even began to fight in the first place. Tremors, terrible shaking caused by the fear gripping them. It would cause a target to be unable to focus and concentrate, let alone formulate plans and strategies for attacks and counter attacks.

      Spiritual [ B-SS ]
      Holy and Unholy energies exist all throughout the plane of Axiom. Normally a creature is limited to a one or the other. Her connection to Justor combined with her dark elf nature and necromancy practices as enabled a distorted union of the two. This is the spiritual aspect of evocation. By drawing on those two natures Talia can create a blast of energy that is both holy and unholy. The size of the blast is in relation to the amount of energy poured in to it. At B-rank it is the size of your average weaponized explosion. At the highest rank it can encompass an entire city block. It is a blast of spiritual energy, meaning it does not destroy physical manifestations from the outside but instead inflicts their souls. For example, an A-rank unholy/holy creature hit by this spell of equal or higher rank would have their soul damaged/destroyed, leaving their outer body as a mere shell. A damaged soul would lose portions of itself; its ambitions, personality, drives, etc. The further damaged it is the worse this gets until they are akin to a zombie.

[INVOCATION]

      Subordination [ A-SS]
      By using names or phrases to manipulate a person or the items, their words provides them with control over who and what they desire to manipulate. Talia need only know the name of a creature, item, minion, summoning, etc In order to take control. For live beings there is a three-step cost in gaining control. The first is equal to the rank of the creature and then diminishes per rank only three times. So an S-rank creature will cost 250, then 100, then 75. Items need only be spelled once, though god weapons are harder to attune to and take 2 cost payments in the same way as the creature.

      Occult [S]
      Through her travels Talia has learned the names of several demons. Through the power of invocation she can summon them and force them to her will. They last 5 posts each before the link to Talia is broken and they are forced back to the second plane.

          - Heirahn
          A demon of raw destruction. Heirahn takes the form of a walking, burning smog in the shape of something humanoid, though only large. When it passes through physical structures or beings it disintegrates them and turns them to ash. With no true solid form it has a strength of 0, though its speed is high at 13.
          - Cimach
          A demon of secrey and shadows. Cimach takes the form of a woman who has no face. She is used to steal the thoughts of people when they sleep. By eating their nightmares and dreams she can absorb this information, essentially burning it from the minds of her targets. This is a painful process and results in an inability to remember what was taken. She then will relay the information to Talia.
          - Arzhal
          A demon of smoke and mists. Arzhal is a billowing plume of black smoke. It is sentient and capable of sensing the world around it despite its lack of eyes or ears or anything of the sort. It finds the cracks in things, be it living or not, and fills it up with its own smoke. Them, from the inside the smoke expands and solidifies until it literally causes things to rupture. It's ability to harden can serve as a protective measure as well, though more often than not it seeks to eradicate as opposed to defend.
          - Xakizor
          A demon of lies and subversion. Xakizor resembles a humanoid made out of fractured glass, which creates a reflective kaleidoscope effect. It will expand itself exponentially and began to vibrate rapidly, causing its reflections to constantly shift. This is a mesmerizing effect, causing those who stare in to it to became transfixed. Xakizor hypnotizes them in to believing that the scene has changed, that they are no longer in danger. It impedes them from using anything destructive and lapses them in to a sense of security. If Xakizor is destroyed it explodes violently in to a hailstorm of razor sharp glass shards. Depending on the size it took on this can be quite devastating. The max size Xakizor can reach is 50ft.

[DIVINATION]

      Scry A
      Talia can see and hear a person no matter the distance between them through any medium with a reflection, so long as she has seen them before and registered their magical essence in her mind. By uttering their name and expending her energy whiles staring in to a proper medium she can divine their location and hear what it is they are currently talking about.

      Hindsight B
      By reading the energy signatures leftover in an area and concentrating on them Talia can divine what has taken place here. The longer she focuses the further back she can go. This doesn't have any actual combat use.

A faint smile

Dedicated Friend


___youwillknownihilism
Captain

PostPosted: Sat Jul 30, 2016 12:50 am


If that's what you want.
PostPosted: Thu Aug 11, 2016 1:56 am


Makako-ma
Prince Hiro of Conde
Makako-ma
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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Corporate assassin]


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

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

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


Strengths

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

Weaknesses

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



Techniques


Quote:


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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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


abilities


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

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

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

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

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

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

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

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

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

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


signature ability/spell/technique/style thing

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

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

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

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

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

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

Locked room murder:






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.

As long as hiro doesn't have any further issues im ok with this subclass.

___youwillknownihilism
Captain


___youwillknownihilism
Captain

PostPosted: Tue Aug 23, 2016 10:43 am


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [The Blood Moon's Knight]

      It is said in some cultures that the dawn is red only when violence occurs in the night before. Other groups claim that a bloodmoon is a sign that vampires and werewolves roam en mass. The truth of these claims, in the case of Almira, is irrelevant. She was born beneath the blood moon, and the rarity was claimed to be a blessing, not a curse. That much is up for interpretation as well, but what is certain is that the bloodmoon was born of her own energy, unholy and dark. She calls the dusk, and it answers back in kind, slowly bringing forth a true monster from the depths of Almira's normally calm soul. Weather some odd biproduct of Gluttony, or something that runs deep within her blood none know but as the bloodmoon becomes visible in the sky, blotting out solar and lunar counterparts evenly, Almira becomes something even more monstrous.

Strengths

      • Blood at Dusk: Passively blots out the sun and moon whenever combat begins. As combat progresses, darkness begins to reign from the black orb, stretching across the sky as if a visibly corrupted night was poisoning the sky. At the same time, the black orb slowly becomes stained more and more red. After five posts, the entire sky becomes an eerie black, and the bloodmoon glows a bright red in the sky. This not only cancels any annoyance caused by the sun in combat, but it allows her to project her shadow magic from the murky darkness in the sky. After the five post timer completes, a separate resource bar called the Berserk meter begins to fill itself as well. Each post in combat, attack used, and/or attack sustained adds 10 points to the bar, which has a maximum of 100, and upon filling Almira gains a temporary +1 to her potency, but loses any form of friend or foe identification. It also augments her skills used from the subclass, but only lasts for 4 posts. Afterwards, she cannot enter the berserk state for another 4 posts.
      • Dead by Dawn: Four orbs of condensed shadows constantly orbit Almira in combat, born of her own energy and thusly an extension of her. She can manipulate these orbs to move at her own speed, and they also have 8 strength when attempting to browbeat a foe. These orbs, too, can be catalysts for any Shadow magic skills or any from this subclass. The orbs can be destroyed by a B rank attack if they aren't channeling a skill, or by an equally ranked damage to the skill they are channeling. They reform after 2 posts of destruction.

Weaknesses

      • During Berserk state, cannot identify friend from foe, which means that she will likely attack whatever is too near her, or whatever has attacked.
      • After entering the berserk state, cannot use any skills of the subclass for one post, and lose the ability to manipulate the orbs, which simply disappear.


Techniques


      The Black Pool Passive-SS
      A single orb can be pushed into the ground like a seed, burying itself without actually breaking the groud and immediately infecting the land with shadow. This passively allows a ten foot area to be covered in the black shadows she can so easily manipulate with her talent, and also use her shadow skills from. For every rank of energy, 20feet of the ground can be covered in shadows. When in berserk state, 60 feet around Almira is automatically covered in shadows, but after it ends, for the post of recovery, the pool becomes inactive.

      The Swarm E-SSS
      Turns you into a swarm of bats, similar to the Feeling Batty skill but builds upon that and turns you into a mass of living shadows, increasing your speed by 2 while it is active. You can reform yourself at will. This functions similarly to the skill above and the amount of bats is dependent on the amount of energy you spend. A human sized swarm, or around E-C rank energy would be 10-50 bats. while anything from 400 up could be an amount similar in size to a large mansion of them, with only enough to reform her body needed in the case of the bats being destroyed. Your entire body need not even turn into shadows for this skill to function, as you can simply manipulate the mass of shadows. It must, however, stay connected to you. Lasts for three posts. During Berseker State, this skill can transform one of the orbs following Almira into the corresponding amount of bats instead.


      Nighthawks [ B ]
      This skill is called, by Almira, the Fourth Shadow. It gives life to a shadow from anywhere that takes wing in the shape of it's namesake and fly with 4/7 stats. It climbs into the air, or flies along the ground in a two dimensional state regardless of the level of light in the area, and aims to divebomb an opponent. Unlike other shadows it does not attempt to slash them, but rather to explode on contact in a hazy, super heated black bomb that can do damage equal to that of a grenade. During Berserk state, it can reform once and come back in again the same way, often without an opponent noticing.

      Black Gown [ A ]
      A skill to aid in her melee prowess, Almira can absorb nearby shadows that crawl up her body, forming an all black dress like like a thick mist that reduces incoming damage by one rank. This armor lasts until it is consumed by an attack of equal rank (or higher, which ignore the damage reduction entirely) and can be manipulated by Almira, or combo'd into other skills at any time. During Berserk state, this skill is activated automatically.

      Shrouded Advance [ A ]
      While her Black Gown is active, or while she is in an area void of sunlight, she can use this skill to advance on an opponent at +2 speed with the shadows covering her body whipping and slashing at anything that comes near her body during the post this skill was used. Is active during Berserk state automatically.

      Duskblade S
      Shadows will form around Almira, or even one of her orbs, and rotate in a deadly ring around herself as if millions of tiny blades are lacerating whatever comes in contact with them. The skill lasts for three posts, and rotates at a radius up to 6 feet around Almira, and as close as touching her. The ring itself is a foot thick and 3 feet wide. During berserk state, the blade can be turned into a dozen smaller rings, about the size of a bracelet, that seek out targets continuously over three posts. One equally ranked barrier can defend against this, however. These shadows are extremely hot as well, immediately cauterizing wounds weather berserk or not.

      Night Terror A-SSS
      Whenever a melee attack, either with hands or a weapon, makes contact Almira can pay energy to infect the body of an opponent with a terrifying kind of energy that corrupts their own. This skill makes skills the opponent use of equal or lower rank be infected by shadows when they are used that hinder the skill from the jump, lowering their strength by a rank. The effect lasts for 3 posts, or until a skill of higher rank is used. During Berserk mode, instead of infecting an opponent with this energy, this skill causes a massive explosion of darkness at the point of impact when this skill is used that scatters searing hot, black shadows in a massive radius like a volcanic eruption.

      Gift of Nocturne S-SSS
      After enxhcanting a weapon with this skill, the next attack with said weapon will be jaded by black energy that adds a second occurrence of damage on top of whatever the damage of the first attack would have been. If the attack hits a barrier, Gift of Nocturne is removed and the attack continues on unabated. During berserk mode, one use of this can be done at a rank lower cost.

      Haze of Red S
      A skill requiring at least Master rank, Almira will seem to radiate blood from her pores, affecting an area of 100feet with a red haze of thickness. This skill scrambles sensory skills and can move at a speed equal to half of the Almira once created. Inside this haze, she has a plus one to strength and can slowly attempt to assault enemies within it by having blood enter their orifices, wounds, and then eat away at any and everything they touch. For every post inside, you extract blood from all those, friend or foe, within to add to the assault. If used within a city, this can quickly turn into a huge mass of blood that she can manipulate while this skill lasts. This lasts a base of three posts, but can be extended by paying 150 energy points a post afterwards. Every post within this haze doles out A rank damage unless it is defended, meaning that the haze on it;s own would take two posts to cut through an equally ranked barrier. While it is only A rank damage, if the haze succeeds in getting inside of your body damage reduction will be ignored. During berserk state, damage reduction is always ignored while the skill goes on. Once the haze ends, it cannot be used again, but while it is active only one other skill may be used per post.

      Chasing Dawn Away S
      This skill flings a mass of shadows, densely packed, from the end of a weapon, the hands, or from anywhere she can create shadows from. This skill is no larger than a basket ball, and flies extremely quickly, exploding on contact. During Berserk state, this skill flings two of these instead of one, though the two only make one S rank attack.

      My Children SS
      At any time, any of her orbs can be charged, primed, and explode in a 50 foot wide blast of darkness that burns like fire, deals impact damage, and lacerates an opponent. When caught by this attack, the pain is massive, but there is a second of warning, with the orb giving off deep, painful heat as it charges. The orb reforms two posts later. During Berserk state, it only takes one post for the orbs to reform.



Alright redid my subclass.
PostPosted: Wed Aug 24, 2016 5:41 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Dread Lord]

      Blood. Demonic Power. Fire. These are the trinity that a Dread Lord pulls his or her power from. From ages past, cultists and would-be demon tamers have attempted to pull the energies from the unholy realm of Hell and call upon the strength of some of its more terrifying and ferocious denizens. These Warlocks pull from the teachings and findings of mortals who do not understand what it means to truly tap into such a font of power. A Dread Lord is a warlock that surpasses such tamers in that they are tacticians and summoner as, yes, but they do not fight from the back lines. They utilize physical power to fight amongst the soldiers to inspire fear in their enemies and ferocity in their allies. They fought side by side with a chosen ally, to which their very fates were twined together.

Strengths

      • Dread Lords, though utilizing their energy in more efficient ways, enhance their buffs. He/She and alies subject to a Dread Lord's buff has their stat caps increased by two. Buffs last 50% longer than the normal post duration and his reach a wider area by 50% (both rounded up). The wider area range also effects Aura of Pain. This enhancement does not stack per buff, just lasts as long as they are subject to Dread Lord buffs.
      • A Dread Lord summoning is almost instantaneous, not requiring a full post but only a few seconds as he/she tears open a portal to unleash said summoned demon.
      • Dread Lords can master their element.

Weaknesses

      • A Dread Lord loses 1 Damage Reduction
      • The Dreadnaught passive of having his/her attacks automatically bare Unholy power is removed.
      • His Weapon Styles are reduced to four styles.


Techniques

      The Honor Guard [ B ]
      The Dread Lord links themself to a demon that they have Tethered. They are treated as a companion, much like a Beast Master's pet and do not desummon when combat is done. Essentially, the Linked demon can be used inside and outside of combat. In order to Link to a demon, the Dread Lord must have Tethered the demon and must be of equal or greater rank.

      Call to Arms [ A ]
      Allies receiving benefits due to being buffed by a Dread Lord buff recieve stat increases based on how much their stat cap is increased.

      Revelry [ A ]
      The Dread Lord chooses a buff that he has active on himself and/or his allies. That buff's duration is refreshed entirely. (So say... Everyone that is effected by his Battle Cry) This has a cool down of the length of the buff refreshed plus half of it.

      The King's Charge [ A ]
      The Dread Lord shares his non-bloodline technique set with an ally. Every post costs A Rank energy to maintain.

      The Lord's Territory [ A ]
      The Dread Lord is able to tear open a portal to Hell itself. The Dread Lord is able to bring others with him or her, willing or not, so long as they move through the portal created. Exiting through the same means requires no energy. If an unwilling gets dragged to He, there are two ways to exit: survive six posts or defeat the Dread Lord.

      All the King's Men [ Varies ]
      This technique serves two purposes:
      1.) By using S Ranked energy, the Dread Lord is able to summon up to three Tethered demons, though they must be of A Rank or below. On the other hand, It can be used to summon a S-Ranked demon, but it will be the only demon he/she summons through this technique. This technique cannot be used again until those demons summoned by it are not on the field.
      2.) By using the cost one rank below of Black Gate that he/she uses, he/she can double the amount of demons spawned from the Gate for its duration.

      The King's Paradise [ SS ]
      The pinnacle of demonic power, the Dread Lord blurs the line between the Mortal Plane and the plane of Hell. The region or city the Dread Lord uses this technique in morphs and changes into a hellish version of that area. Fire and brimstone engulf the landscape, the skies turn to damnation, it all becomes a demonic inferno of destruction. Those that receive benefits from the Dread Lord via his/her buffs are now doubled (Stat Caps, Duration, Buff Range). Au'ra of Pain's range extension is doubled. Those buffed by the Dreadnaught also gain another benefit: the cost of their abilities is reduced by a rank. This lasts so long as they remain in The King's Paradise.


TDG Super Kami

Dapper Werewolf

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

Sorgaren
Crew

Enduring Receiver

9,700 Points
  • Gaian 50
  • Dressed Up 200
  • Marathon 300
PostPosted: Sat Nov 19, 2016 8:56 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Soul Arrow]

      With her ever-present, deep connection to Solonor and Justor, Alassea has been perfecting this ability slowly since childhood. The ability to heal is one seen quite often within the ranks of the elves. However, Alassea's method is a little more unique. Using her arrows--whether they're created from her energy, or given to pre-existing arrows--she is able to launch healing arrows into her allies, the likes of which are absorbed into the bodies of her targets as healing energy, revitalizing and potentially even buffing them with proper use of the skills. In lesser ways, this has opened her up to a sect of healing magic not normally experimented with; projectile healing magic.

      Oddly enough, the healing magic she experimented with also opened up a few more, niche capabilities. In tandem with her light abilities as a Dawn Elf, it opened up some interesting options for utility as well as healing.

Strengths

      • Healing: Alassea's arrows are capable of being infused with a healing energy, granting her the ability to heal very minor wounds, such as scratches and shallow cuts, for free. Obviously, higher level injuries will require higher level arrows, which will be elaborated on in the skill.
      • Versatility: With such a refined control over her energy, Alassea is capable of creating a bow from energy should she lose her original weapon. This bow is capable of firing either traditional ammunition or ammo that she creates. The bow itself costs 50 energy to make, and each arrow of energy costs 5.

Weaknesses

      • This subclass--unlike most others--offers only healing and utility-based skills. It has no offensive capabilities whatsoever.
      • Extremely Energy Dependant; Save for the most minor of injuries, everything in this class comes with an energy cost. Long, drawn-out battles, or battles in which she must support multiple people, will very quickly drain her energy. Furthermore, this class has a surprisingly limited amount of ways that the healing can be self-applied. As such, this sub-class is much more suited to supporting than self-healing.


Techniques

      Soul Arrow [ Varies ]
      The capital skill of the subclass. By either infusing one of her own arrows--or by incurring the added cost of creating one--in a vibrant green energy, Alassea can let loose arrows of healing at her target. The severity of wounds healed, as well as their energy costs, are detailed below.

      C-rank: Gashes, first degree burns, multiple smaller lacerations.
      B-rank: Large gashes, dismembered limbs [stops the flow of blood from a dismembered limb, doesn't heal], second degree burns.
      A-rank: Large stab wounds, begins regenerating dismembered limbs, though process is incomplete. Heals third degree burns.
      S-rank: Impalement, fourth degree burns, dismembered extremities such as fingers. More progressive regeneration of dismembered limbs.
      SS-rank: Large scale impalement[gaping holes], dismemberment, melted flesh.

      Standing in the Sun [ A - S-rank ]
      Alassea will let loose an arrow from her bow, letting it land within the ground near her target. The area in a fifteen foot radius around the point of contact will glow with a healing energy, applying the healing energy of Soul arrow to anyone in contact with the ground in that radius. However, the healing from this effect--as it's so spread out--is considered two ranks lower in potency than it would be in the Soul Arrow rank chart. Lasts for three posts.

      Defog [ Varies ]
      Defog is a particular, very niche skill. It's only purpose is to clear vision-obstruction substances such as mist, clouds, rain, etc. As such, it can be used for free if clearing a naturally occurring phenomenon. Otherwise, energy of equal rank to the obscuring technique must be spent. Once energy is spent, Alassea will fire an arrow coated in yellow energy. The energy will arc out from this arrow as it flies, spreading through whatever substance she wishes to remove. Almost as though shocked by lightning, the affected weather/technique will wither away quickly, restoring vision to the area.

      Rain Check [ Varies ]
      An offshoot of Soul Arrow. Instead of shooting the arrow directly into her target, this skill allows Alassea to save an arrow for later. By firing it into a surface, the use of this skill is to save an arrow for later; up to three posts. The arrow will remain there, and the first entity to come into contact with the arrow will receive the benefits of whatever rank she spent on the arrow. This does come at a risk, however; Alassea can't dictate who receives the healing or not once the arrow has been fired, so if an enemy were to grab it instead of her intended ally, she would inadvertently be aiding the enemy instead of assisting her allies. A double-edged sword, per say.

      Detox [ A - SS-Rank ]
      Much like Defog, Detox is another one of those niche abilities. However, instead of focusing on restoring vision, Detox has the use of restoring the constitution of its target. After firing an arrow--the likes of which has a strange, blue energy about it--the entity that comes into contact with this arrow will find themselves...feeling cured. The arrow comes with an energy designed to nullify poisons and clear the mind. This means that mind-altering effects, poisons, and other crowd control skills that exist within the body of the target are meant to be cleared with this skill. This does not serve to nullify outside sources, such as the energy of the opponent slowing you from a moat in the ground, for example. Basic poisons/mind-altering effects require the minimum usage, and the most powerful of skills require the SS-rank power.

      Mending [ S-rank ]
      When using this skill, Alassea will fire a light-green arrow into the body of her target. Unlike her usual soul arrow, the power of this skill is spread over the duration of many posts. This gives the target somewhat potent regenerative qualities while the skill is active, each post granting them the effects of a B-ranked soul arrow. The skill lasts for a total of three posts, with the final post giving them a surge of healing energy up to the A-ranked soul arrow.

PostPosted: Thu Nov 24, 2016 8:18 pm


Sovngarde Awaits
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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Soul Arrow]

      With her ever-present, deep connection to Solonor and Justor, Alassea has been perfecting this ability slowly since childhood. The ability to heal is one seen quite often within the ranks of the elves. However, Alassea's method is a little more unique. Using her arrows--whether they're created from her energy, or given to pre-existing arrows--she is able to launch healing arrows into her allies, the likes of which are absorbed into the bodies of her targets as healing energy, revitalizing and potentially even buffing them with proper use of the skills. In lesser ways, this has opened her up to a sect of healing magic not normally experimented with; projectile healing magic.

      Oddly enough, the healing magic she experimented with also opened up a few more, niche capabilities. In tandem with her light abilities as a Dawn Elf, it opened up some interesting options for utility as well as healing.

Strengths

      • Healing: Alassea's arrows are capable of being infused with a healing energy, granting her the ability to heal very minor wounds, such as scratches and shallow cuts, for free. Obviously, higher level injuries will require higher level arrows, which will be elaborated on in the skill.
      • Versatility: With such a refined control over her energy, Alassea is capable of creating a bow from energy should she lose her original weapon. This bow is capable of firing either traditional ammunition or ammo that she creates. The bow itself costs 50 energy to make, and each arrow of energy costs 5.

Weaknesses

      • This subclass--unlike most others--offers only healing and utility-based skills. It has no offensive capabilities whatsoever.
      • Extremely Energy Dependant; Save for the most minor of injuries, everything in this class comes with an energy cost. Long, drawn-out battles, or battles in which she must support multiple people, will very quickly drain her energy. Furthermore, this class has a surprisingly limited amount of ways that the healing can be self-applied. As such, this sub-class is much more suited to supporting than self-healing.


Techniques

      Soul Arrow [ Varies ]
      The capital skill of the subclass. By either infusing one of her own arrows--or by incurring the added cost of creating one--in a vibrant green energy, Alassea can let loose arrows of healing at her target. The severity of wounds healed, as well as their energy costs, are detailed below.

      C-rank: Gashes, first degree burns, multiple smaller lacerations.
      B-rank: Large gashes, dismembered limbs [stops the flow of blood from a dismembered limb, doesn't heal], second degree burns.
      A-rank: Large stab wounds, begins regenerating dismembered limbs, though process is incomplete. Heals third degree burns.
      S-rank: Impalement, fourth degree burns, dismembered extremities such as fingers. More progressive regeneration of dismembered limbs.
      SS-rank: Large scale impalement[gaping holes], dismemberment, melted flesh.

      Standing in the Sun [ A - S-rank ]
      Alassea will let loose an arrow from her bow, letting it land within the ground near her target. The area in a fifteen foot radius around the point of contact will glow with a healing energy, applying the healing energy of Soul arrow to anyone in contact with the ground in that radius. However, the healing from this effect--as it's so spread out--is considered two ranks lower in potency than it would be in the Soul Arrow rank chart. Lasts for three posts.

      Defog [ Varies ]
      Defog is a particular, very niche skill. It's only purpose is to clear vision-obstruction substances such as mist, clouds, rain, etc. As such, it can be used for free if clearing a naturally occurring phenomenon. Otherwise, energy of equal rank to the obscuring technique must be spent. Once energy is spent, Alassea will fire an arrow coated in yellow energy. The energy will arc out from this arrow as it flies, spreading through whatever substance she wishes to remove. Almost as though shocked by lightning, the affected weather/technique will wither away quickly, restoring vision to the area.

      Rain Check [ Varies ]
      An offshoot of Soul Arrow. Instead of shooting the arrow directly into her target, this skill allows Alassea to save an arrow for later. By firing it into a surface, the use of this skill is to save an arrow for later; up to three posts. The arrow will remain there, and the first entity to come into contact with the arrow will receive the benefits of whatever rank she spent on the arrow. This does come at a risk, however; Alassea can't dictate who receives the healing or not once the arrow has been fired, so if an enemy were to grab it instead of her intended ally, she would inadvertently be aiding the enemy instead of assisting her allies. A double-edged sword, per say.

      Detox [ A - SS-Rank ]
      Much like Defog, Detox is another one of those niche abilities. However, instead of focusing on restoring vision, Detox has the use of restoring the constitution of its target. After firing an arrow--the likes of which has a strange, blue energy about it--the entity that comes into contact with this arrow will find themselves...feeling cured. The arrow comes with an energy designed to nullify poisons and clear the mind. This means that mind-altering effects, poisons, and other crowd control skills that exist within the body of the target are meant to be cleared with this skill. This does not serve to nullify outside sources, such as the energy of the opponent slowing you from a moat in the ground, for example. Basic poisons/mind-altering effects require the minimum usage, and the most powerful of skills require the SS-rank power.

      Mending [ S-rank ]
      When using this skill, Alassea will fire a light-green arrow into the body of her target. Unlike her usual soul arrow, the power of this skill is spread over the duration of many posts. This gives the target somewhat potent regenerative qualities while the skill is active, each post granting them the effects of a B-ranked soul arrow. The skill lasts for a total of three posts, with the final post giving them a surge of healing energy up to the A-ranked soul arrow.



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PostPosted: Thu Dec 01, 2016 11:56 am


Chastiefol of Sloth


Approved. I think this is pretty good but it's not "OP". I genuinely believe this is a model sub-class and is really cool.
PostPosted: Thu Dec 01, 2016 12:14 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [THE BLOODMOON BISHOP]

      The progeny of Almira, the gluttonous Bloodmoon Knight, Lucien discovered a connection more deep than merely their ties of blood. What Almira found within her, so too did her progeny, and the wrath of the bloodmoon became more clear and evident within the vampress and her progeny than anyone else.

      Lucien Lordaeron, child of Almira, is known as the Halcyon Dream. The Sin of Lust. And now, the Bloodmoon Bishop. What do these names mean? These titles? They all reference facets of the Hunt. The trapping of prey. The Halcyon Dream, realized, is a thing of beauty; a haunting visitation within one's sleeping mind. The beginning of the lure.

      The Sin of Lust - a manifestation of worldly desires - is the realization of your dreams when the man, inevitably, comes to compel the one he's enamored in sleepless nights. And the Bloodmoon Bishop, violent and raw, is the beast that emerges when prey has truly been lured into the grasp of his maw. This facet of the Hunt is all about violently executing those who have been drawn into complacency by his beguiling gaze.

Strengths

      • Lightrender: Upon entering combat, around Lucien will form a dome of shadow that can only barely be seen by those outside of it. This dome will follow Lucien wherever he goes, though he will not necessarily be the epicenter of it, and will often lurk around the edges. The shadow stretches outwards and upwards for 50 meters, and its effects are simple as they are visceral. Light entering the dome or formed within it is dramatically reduced, UV light dampened to the point of near non-existence. The closer to the ground the light reaches, the more it is weakened, to the point of near complete darkness at ground level. The darker his surroundings, the more potent Lucien's stealth becomes. The vampire can latch onto pockets of darkness around him and pull them over him to perfect his concealment, the shadowmeld completely camouflaging him with the environment around him.
      • Enemies caught within the darkness of Lightrender begin to experience similar effects to vampires caught in natural UV light. Nausea, violent irritation and stinging pain can encompass those who have been frequently and consistently exposed to the darkness of the Lightrender dome. This takes several minutes (posts) to kick in very clearly, but after that point the conditions of the afflicted foes will only worsen.

Weaknesses

      • Physically attacking will dispel any stealth or shadow cloak given by Lightrender unless it is reinforced by an energy-based technique.
      • Continuous physical attacks by Lucien will completely dismantle the Lightrender barrier and prevent it from being reformed unless an expensive technique is used. In fact, it is best for Lucien not to attack at all for the first several stages of the fight. The fighting style supplied by the Bloodmoon Bishop is one of degradation of health and morale, as well as the consistent locking down and dismantling of foes' offensive. It is only when a foe is entirely drained that the 'execution' phase of this sub-class should be initiated.
      • Most techniques only work on organics, thus this sub-class is hugely weak to mechanists or races without consistent biological properties. However, it does work on races that have physical bodies but don't always manifest them, such as the Shades.


Techniques

      Empowered Stealth Passive
      Within the Lightrender, Assassin-Class Stealth has no set duration. This is a facilitator for the style of combat that Lightrender offers; one of complete subversion, where Lucien cannot be found, but merely fought against as a specter of looming darkness, applying virulent illness and winnowing dangers to his foes.

      Blood Sickness C-B
      Designated enemies within the Lightrender when this technique is used - for three posts afterwards - are caught with a violent fit of nausea and dampening of their physical potential. They suffer with weakness and fatigue, reducing their strength and speed by 1, or 2 if B rank.

      Vexation C
      Vexation applies a fragility to foes caught within the Lightrender, one that lasts for three posts. All foes inflicted with fragility take significant extra damage from all sources.

      Cloud of Darkness B
      This ability expands the Lightrender fifty meters in all directions, doubling its size. This effect lasts for the duration of the battle, though it may only be used once.

      Shadows of Nocturne B
      This will cause for the darkness within the Lightrender to form a thick mist that will spread throughout the area in a sort of slow-moving vortex. This mist is one of shadowy magic, and vampiric abilities that utilize shadows are empowered in potency and their range of actions while used within this vortex. Furthermore, with the constantly shifting nature of the shadowy mist within the Lightrender, Lucien and all nocturnal combatants are even more difficult to deal with, capable of riding along the darkness while others cannot anticipate them. Duration of five posts.

      Visceral Blades B-SS
      Blades of shadow, within the darkness, will form and viciously pursue a foe. These blades appear first as merely large daggers, but can have their forms shifted to more imposing objects and weapons. The special effect of the blades is in their strike: anyone struck with these blades will have their blood drained on impact and forwarded within the shadows of the Lightrender towards Lucien. This means - potentially, in ideal circumstances - they could pay for themselves if the blood is consumed.

      Curse of Gore A
      The Curse of Gore is an ability that causes for those caught within the Lightrender to begin to let out blood; blood will pour from their noses, mouths, nails, and even pours. This blood will be carried from their bodies and will scatter through the Lightrender, forming into a thin vapor to be consumed by Lucien without the opponent's notice. After the blood has been consumed, multiple new abilities open up. This ability can only effect a target once, and will only take one liter of blood from each target. One liter of blood is enough to cause shock and weakness in affected foes.

      No matter what preventative measures are taken, at least some blood will be consumed, due to the fact that the blood begins to evaporate into the Lightrender immediately after being exposed.

      Hunted A
      *Requires Curse of Gore being used previously on the target
      Upon consuming the blood of a foe, Lucien can emulate the features of a shark hunting bloodied prey. He will see the enemy purely, perfectly, regardless of obstruction and surrounded in a clear red outline. When pursuing this foe, he moves more quickly, and his movements are entirely muffled. Any attacks that make contact with this foe are inflicted with highly empowered versions of Vexation and Blood Sickness, causing for a single blow to the opponent to become paralyzing; the target becomes violently ill and will begin to vomit, hemorrhage blood, and even potentially die if they have already been damaged. Attacks made on a Hunted foe will still dispel Stealth, but won't disrupt the Lightrender as much.

      Dance of Sanguine Rain A
      *Requires Curse of Gore being used previously on the target
      Once the blood of a foe has been consumed, Lucien may draw near to the target and enact a brutal curse. This is known as the Dance of Sanguine Rain, and by forming a connection to the target via the consumed blood, he is capable of amplifying the effects of one particular thing within the target: blood loss. The target is afflicted with extreme hemophilia, where if blood is lost by them, it will be unable to clot and they will bleed at a much faster and greater rate than others. This lasts for the duration of the fight, after which their ability to properly coagulate returns.

      Shadowform S
      Melding with darkness, Lucien's form becomes one of a total black; he cannot be seen whatsoever while within the Lightrender, even if attacking from stealth. This form vastly reduces damage received as well, though it will not completely nullify any attack. The only warning of his coming is that of an aura of virulence around him; foes within 15 feet of Lucien in this form face onsets of illness, weakness and migraines. This lasts for five posts.

      Mindrender S
      This ability can be used to reform Lightrender if it has been dispelled by Lucien (likely due to consistent physical attacks by the vampire). More than that, it has a particular effect that vastly endangers all enemies caught within. Mindrender is the apex of deadly effects caused by Lightrender. It is the final 'execution' of Lucien's abilities, if the foe has not already died from illness, trauma or bloodloss.

      Mindrender locks all intended targets within the dome of Lightrender. More definitively than any other ability, it supplies them with an ultimate fragility, more deadly than Vexation or the Dance of the Sanguine Rain. Simply put, the next time the foe is impacted by any attack or ability to an extent more than grazing, they will immediately drop dead. The effects of Mindrender will transfer into their body through the wound - however small - and will completely destroy their brain, thus the namesake. Only a Fairhair can survive this ability. This 'debuff' lasts for 5 posts.

      Night Sky SS-SSS
      A finalizing assassination technique, one usually used after Mindrender to assure a kill. Night Sky is a skill that, for a single post, gives Lucien an in-quantifiable degree of speed. Surrounded by a shadowy cloak that empowers his blades, this ability requires several seconds to cast, and any stealth he may have had is broken while casting it. Once it is used, for a single post Lucien will have a degree of speed incalculable by any metric. He will move instantly, and will be capable of controlling his speed precisely in order to assassinate a target. He will not be torn apart by his absurd speed; this ability allows him to meld with it.


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PostPosted: Thu Dec 01, 2016 8:18 pm


The Wild Hunt
I actually dig it yo.
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