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The Urban Superstition

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PostPosted: Fri Jun 10, 2011 3:26 pm


Psychomancer

Strong Willed, Vicious, Connected


The Psychomancer is a person who when born, had a special gene or slight deviation from the intended genetic make up. This gene alters something inside their chemistry that causes them to have a connection to life energy that allows them to make their energies physical. Their energy is very much visible when in use. and takes on the color of the Psychomancer's energies. Under their energy on their profile, they must specify their Energy Appearance, or if it takes a certain form.

Speed: 7
Strength: 3

Strengths:
-Learn skills faster by 3 posts
-1.3x More energy
-Strong at Every range
-Wide Variety of Skills

Weaknesses:
-Can't take hits well
-Can't learn their element till Expert
-Can't have a Bloodline that's Holy/Unholy/Undead
-Their energy is see-able


Grasp
Rank: E
The Psychomancer grasps something using their energies. This allows them to move the object they grasp at will. Specifically their own. This however cannot be used to kill somebody, as the force is too weak. It could be used to pick them up however, or lift objects.

Life Sense
Rank: E
The Psychomancer can truly feel life. They can detect any life form around them, aside from Assassins and Ninjas, who by nature have hard to see energies. That changes at Master however. They can sense undead, but feel disturbed by it, often manifesting itself in "The Willies."

Bolt
Rank: E
The Psychomancer will form a small ball of energy in their hand and launch it. The damage of this skill scales with the Psychomancer's rank.

Indirect Push
Rank: E
The Psychomancer will send out a brief but hasty burst of energy, pushing object and creature/people away a few feet. It' has the pushing power of about a human,

Slash
Requires: Psychic Weapons
Rank: E
The Psychomancer will form their energies into a thin blade, attempting to cut something. The damage of this skill scales with the Psychomancer's rank.

Indirect Pull
Rank: E
The Psychomancer will jerk the life energies of the surrounding area to them, pulling surrounding creature/peoples towards them. It has the power of about a human.

Calming Aura
Rank: D
The Psychomancer is now learning to affect the minds around them with their own energies. While using this skill, creatures and characters are soothed. Already calm people and creatures may fall asleep. Requires energy for each post active.

Column
Rank: D
The Psychomancer forms a 12 Foot column around them. It can be used in many ways, and is only limited by the user's imagination. The damage of this skill scales with the Psychomancer's rank, but remains 1 rank below at all times.

Shield
Rank: D
The Psychomancer will create a wall in front of them, or another in order to block projectiles, or even to deter melee users who run into it. This skill can block up to C rank attacks.

Smash
Requires: Psychic Weapons
Rank: D
The Psychomancer will form a hammer/block/object out of their own energy, and bring it down upon the enemies head. The object can't be larger then 5x5x5 feet. The damage of this skill scales with the Psychomancer's rank.

Psychic Weapons
Rank: C
The Psychomancer has learned how to make weapons from their energy. These weapons are formed from the Psychomancer's own energy and have a 1 time use. This skill is simply a key to unlocking skills that are lower ranking but required this skill to learn. This skill, aside from that, serves no other purpose, and has no other effects.

Direct Push
Requires: Indirect Push
Rank: C
The Psychomancer will push the energies in front of them, causing things caught in what is a column to move in the opposite direction of the Psychomancer. This equates to about a 7 in strength.

Direct Pull
Requires: Indirect Pull
Rank: C
The Psychomancer will jerk the energies in front of them, causing things caught in what is a column to move towards them. This has the strength of about a 7

Choke
Rank: C
Requires: Grasp
The Psychomancer performs grasp, but on an enemies throat or another part of their body. This can also be used to get a more secure grip on something.

Barrier
Requires: Shield
Rank: B
The Psychomancer will create a thick bubble around them self or another to keep them safe from projectiles or pesky melee users. This skill blocks attacks up to A rank and below.

Guillotine
Rank: B
The Psychomancer will form a much larger blade then Slash, usually about 12 feet long and an inch thick. They'll then bring this mighty blade down in a way of their choosing on top of their enemy. Or whatever they may be cutting.

Gravity
Rank: B
The Psychomancer pushes all the energy in a 10 foot circumference around them down. This causes people to feel as if gravity has been increased, making it harder to move, and just as hard to stand.

Vanish
Rank: B
The Psychomancer bends light around them, causing them to become invisible. They also augment their footsteps, making this skill almost perfect. The only things that can detect a Psychomancer using this skill are the sense of smell, and something that sees in infrared.

Specific Push
Requires: Direct Push
Rank: A
The Psychomancer selects one object/person/creature and exerts a large amount of energy in it's direction. It shoves whatever it hits a good distance away, equaling out to about 9 Str.

Specific Pull
Requires: Direct Pull
Rank: A
The Psychomancer pulls a large amount of energy from behind something ripping it from where ever it stands/sits. This equals about an 8 in strength.

Beam
Rank: S
The Psychomancer focuses for 1 post, charging a beam of energy. This charging point looks like pure light and can be anywhere around them within a 5 foot radius. It's range is tremendous, but it's circumference is only a foot wide. It can be charged for 2 posts to make to 3 feet thick. The Psychomancer can move while charging this move. If something is tossed at the light as it's being charged, the object will melt or burn. If the Psychomancer touches it, it will be treated like a solid object, like a ball.
PostPosted: Fri Jun 10, 2011 5:26 pm


they come off as mentalists...people who follow the "mind of matter" type deal... why do they have 7 str?

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PostPosted: Fri Jun 10, 2011 5:57 pm


Snuff that Muffin
they come off as mentalists...people who follow the "mind of matter" type deal... why do they have 7 str?


They don't. They have 3 Strength. They have 7 Speed.
And I don't know. It just seems like a Combat Caster should be fast.
PostPosted: Fri Jun 10, 2011 6:14 pm


lol, oh ok...i read it as str then spd, lol

approved, looks great. go ahead an post it up

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PostPosted: Fri Jun 10, 2011 6:17 pm


Snuff that Muffin
lol, oh ok...i read it as str then spd, lol

approved, looks great. go ahead an post it up


YES! YEEEEEEEEEEES! YEEEEEEEEEEEEEEEEEEEEEEEEES!
MWA-HAHAHAHAHAHAHAHAHAHAHA-AHAHAHAHAHAHAH-HA!
PostPosted: Sat Jun 11, 2011 9:29 am


The Guardians

User Image

The Guardians are a race of magical inorganic beings that boast great magical and defensive power. Made up of a internal core set inside a metallic skeleton and connected to an outer shell of unearthly metal, making Guardians resemble suits of living armor. Unique to Guardians is they're spiritual magic; which allows them to create bonds with any living thing as well as the planet itself.

Strengths:
+ Because of their inorganic bodies, Guardians do not eat, sleep or breath. Additionally they can not be poisoned.
+ Guardians are normally stronger then the average human and do not tire easily (+1 to strength).
+ Their inorganic bodies also have different kinds of senses then organic beings, and instead see in monochrome, do not possess a sense of smell, have a much wider but less focused field of vision, and possess an extremely weak sense of touch. (This also means they barely feel pain)
+True death of a Guardian only occurs if the center of the inner core is destroyed, which is located in the center of the chest area.



Weaknesses:
- Guardians can not use elemental magic, but still possess an element (Must be Earth).
- Guardians can not be healed by normal means because of their inorganic bodies.
- Guardians despise advanced technology, and refuse to use guns and machines. They also can not be Gunslingers, Bombers or Mechanists.
- Guardians are normally slower then the average human, and can not be Assassins, Ninjas or Tricksters (-1 to speed).
- Guardians being inorganic, do not possess the ability to be Psychomancers.


Skills:

Living Armor
[Passive]
As the Guardian ranks up, the defensive capabilities increase. Starting with the ability to take 3/4 the damage from Unranked attacks under 3 strength, then increasing with each rank:

Novice:
-Unranked attacks under 5 strength are reduced 3/4 damage.
-Unranked attacks under 3 strength are reduced to 1/2 damage.

Adept:
-Unranked attacks under 7 strength and E-Ranked skills are reduced to 3/4 damage.
-Unranked attacks under 5 strength are reduced to 1/2 damage.
-Unranked attacks under 3 strength are reduced to 1/3 damage.



Expert:
-Unranked attacks under 9 strength and D-Ranked skills are reduced to 3/4 damage
-Unranked attacks under 7 strength and E-Ranked skills are reduced to 1/2 damage
-Unranked attacks under 5 strength are reduced to 1/3 damage.
-Unranked attacks under 3 strength are ignored.

Master:
-Unranked attacks under 11 strength and C-Ranked skills are reduced to 3/4 damage
-Unranked attacks under 9 strength and D-Ranked skills are reduced to 1/2 damage
-Unranked attacks under 7 strength and E-Ranked skills are reduced to 1/3 damage.
-Unranked attacks under 5 strength are ignored.


Sage:
-Unranked attacks under 14 strength and B-Ranked skills are reduced to 3/4 damage
-Unranked attacks under 11 strength and C-Ranked skills are reduced to 1/2 damage
-Unranked attacks under 9 strength and D-Ranked attacks are reduced to 1/3 damage.
-Unranked attacks under 7 strength and E-Ranked skills are ignored.

(*Ignored meaning they do no damage.)

Salvage
E Rank
By using and absorbing a source of metal, a Guardian can repair damage done to their body. Larger wounds require more metal and energy to fix, and the metal used is converted into the same unearthly material as their body, not reducing the Guardian's impressive defensive power.

E-Rank: fixes small scratches and dents; requires a source of metal the size of a large gear.
D-Rank: fixes larger dents and gashes; requires a source of metal the size of a small dagger or pistol.
C-Rank: Fixes minor internal damage, puncture wounds and holes; requires a source of metal the size of a long sword or rifle.
B-Ranked: Fixes major internal and external damage; requires a source of metal the size of a greatsword or cannon.
A-Rank: Restores lost limbs; requires a source of metal the size of a reinforced gate.

Spirit Link
C Rank
The caster creates a spiritual link between themselves and their target, by firing a thin, short-ranged (5 feet) leash. In doing so, they can either shift half the damage they'd take onto that target, or receive all the damage that the target takes, depending on wither they are friend or foe. Received damage is filtered through the "Living Armor" passive.

Bulwark
A Rank
By taking in geothermal energy straight from the ground, a Guardian can create a powerful defensive shield spell in front of them. The shield stretches 10 feet horizontally and vertically and forms directly in front of the caster. It can take in multiple hits of anything under A-Rank as longer as the caster doesn't move and lasts until the caster dispels it or runs out of energy.

Rising Spirit Force
S Rank
[Passive; Requires Master Rank]
After developing this passive ability, Guardians will slowly gain energy with every skill used offensively on them as long as it's a direct hit. Energy gain rate is 1/4 of the energy spent on the skill, and every 200 energy gained this way temporary increases the strength of the Guardian in question by 1+x for three posts, with x being the number of times the strength buff is achieved minus 1, for example: the first buff is =1+(1-1)=1 .


Ro Mayvine

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PostPosted: Sat Jun 11, 2011 9:39 am


It's a good idea, but i has many elements I truely hate in RP...I'm gonna have to think on this one for a bit.

I'll get an answer to you on monday
PostPosted: Sat Jun 11, 2011 11:28 am


Snuff that Muffin
lol, oh ok...i read it as str then spd, lol

approved, looks great. go ahead an post it up


Hey Beth, can I add a few skills I forgot to my list of skills for the Psychomancers?

Super-Size
Rank:A
The Psychomancer has learned how to control the size of their objects. By forcing more energy into their abilities, they can modulate the size of objects. This ability only costs B rank energy, but double the size and mass of objects created.

Pierce
Requires: Psychic Lance
Rank: D
The Psychomancer forms a long object with a point from their energy, usually around 8x1x1 feet, and sends it at whatever they please. The damage of this skill scales with the Psychomancer's rank.

Strike
Rank: E
The Psychomancer forms a midsized object out of their own energy, around 3x3x3 and slams it against whatever they please. The damage of this skill scales with the Psychomancer's rank.

The Urban Superstition

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PostPosted: Sat Jun 11, 2011 11:31 am


tone down the sizes on the last 2...those dimentions are HUGE!
PostPosted: Sat Jun 11, 2011 11:33 am


Snuff that Muffin
It's a good idea, but i has many elements I truely hate in RP...I'm gonna have to think on this one for a bit.

I'll get an answer to you on monday
Just curious, but which parts are those you hate?

Ro Mayvine

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PostPosted: Sat Jun 11, 2011 11:40 am


Mayvine
Snuff that Muffin
It's a good idea, but i has many elements I truely hate in RP...I'm gonna have to think on this one for a bit.

I'll get an answer to you on monday
Just curious, but which parts are those you hate?


well, this is a personal pet peeve and will have no part in whether it's judged, but i really hate non-biological, semi-human creatures being playable...

the factor on it's acceptance is the pain resistances...
Thats a huge factor, turning a simple fighter into an unstoppable juggernaught. In the hands of a responsible RPer, it'd be just fine, cause they know when to lay down and die...
But all too often i've seen people use pain tolerance as a way to ignore fatal attacks. I've seen people who lost and arm, and who should be bleeding out due to a major artery being severed still charge at an opponent for many more posts and walking off fine. I've seen a guy get an evicerating cut acrossed his stomach, and still fight...all cause of pain tolerance.

The other part i think might cause an issue is, since they arent biological, a severed limb will cause little trouble for them, especially since they can repair themselves.
Sure werewolves can regenerate, but they can also still bleed out from major wounds...

I like the idea a lot, and think it would make a great monster to fight, but I dont see it becoming a BL
PostPosted: Sat Jun 11, 2011 11:44 am


Snuff that Muffin
tone down the sizes on the last 2...those dimentions are HUGE!


I don't expect someone to use the WHOLE space. Why the hell would someone do something like that?

So 3x3x3 for the Strike
And the reason I said 15 for pierce is because it's more like a spear/lance deal. But bine, how about 10x2x2? I want it to be effective on larger targets like trolls and other critters.

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PostPosted: Sat Jun 11, 2011 11:50 am


well, it could be effective, but not for an E and D ranked skill...

the 15 was fine... i'm talking about the 3's and 2's... to me thats
L 15ft
W 3 feet
H 3 feet...

that makes it like this huge missile of a spear... at Sage rank i could under stand that... but not E...

Tell ya what,

make the skills have a progressive size increase, starting out small, then each rank it gets bigger and bigger...then you can add them
PostPosted: Sat Jun 11, 2011 11:56 am


Snuff that Muffin
well, it could be effective, but not for an E and D ranked skill...

the 15 was fine... i'm talking about the 3's and 2's... to me thats
L 15ft
W 3 feet
H 3 feet...

that makes it like this huge missile of a spear... at Sage rank i could under stand that... but not E...

Tell ya what,

make the skills have a progressive size increase, starting out small, then each rank it gets bigger and bigger...then you can add them


I made a skill for that already, so how about 8x1x1 and 3x3x3?
The other skill that doubles things will work out better that way.

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PostPosted: Sat Jun 11, 2011 11:57 am


The Urban Superstition
Snuff that Muffin
well, it could be effective, but not for an E and D ranked skill...

the 15 was fine... i'm talking about the 3's and 2's... to me thats
L 15ft
W 3 feet
H 3 feet...

that makes it like this huge missile of a spear... at Sage rank i could under stand that... but not E...

Tell ya what,

make the skills have a progressive size increase, starting out small, then each rank it gets bigger and bigger...then you can add them


I made a skill for that already, so how about 8x1x1 and 3x3x3?
The other skill that doubles things will work out better that way.


ya, that one is fine...

and these edits are good... you got my ok...
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