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Journey to a mystical world submerged in conflict , where anything is possible and no one is safe. Will you survive the Realm of Rykros? 

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DGwar

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PostPosted: Sat Aug 13, 2011 7:47 am


Fixed it.
PostPosted: Mon Aug 15, 2011 12:29 pm


((I realize at the moment, this is a dumb class due to the fact that there are no hand to hand styles. But they will go along well with a bloodline i'm going to make. Also, I think the 3/3 stat boost is fair... they don't use weapons!!))

Martial Artist
[ No | Weapons | Needed ]



History:
Martial artists are a group of fighters that were once too poor to afford weapons. But after mastering many hand to hand styles, they realized they could fight better without weapons then they ever could have with them.

Description:
Martial artists don't use any weapon besides the katana, and even then rarely. They rely on their hands to fight completely.

Rules for the Martial artists:

  • You may only learn the katana in terms of weaponry. You can wield other weapons, but you will be terrible and have no idea how to use them.


Stats: +3 / +3

Weaknesses:

  • No weapon styles (Besides the katana)
  • No armor
  • very few class skills


Strengths:
  • Put your strengths here.
  • Can master all hand to hand styles
  • This class teams up well with certain bloodlines


Learning Limits:

  • All hand to hand
  • 1 Katana weapon style
  • No ranged weapons


YourClassNameHere Abilities:

  • Blade catch
    [Rank] C
    Description: You catch a blade in between your hands. In order to do this, you must have a higher strength than the person swinging the blade at you.

    Iron stance
    rank:C
    description: While using this, it is impossible to make you fall, move backwards, etc. Somebody could punch you in the face, and you wouldn't move in the slightest. Somebody could hit you in the gut with a hammer, and you wouldn't move an inch. Get my point?


-Class Created by Dante

Spooky BLVK


DGwar

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PostPosted: Mon Aug 15, 2011 12:42 pm


Dante Cayenyne


Urban is making a Monk class if you want to see it. It's in the crew area. It seems similar.
PostPosted: Mon Aug 15, 2011 9:19 pm


Don't bother Dante. I'm already done. I've only 1 piece missing, and it's not a big deal as it stands.


Monk
[ Spiritual | Strong | Fighter ]

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History:
Although the word monk applies to many different religions where someone takes vows for a God, or gods, this one applies to the makers of the Continents, as well as Rykros himself. These are people who believe so faithfully in their makers, that they take up a fighting cause. They train hard and long, making their bodies strong, as well as agile. They train with few weapons, and pride themselves on using their fists. These, are the Monk's of Rykros

Description:
The Monk's of this realm are hardy fighters who fight for their creator, who is the creator of their continent of origin. Through each maker, a blessing is granted.

Rules for the Monk:
  • They are even more fervent in their worship of Creators
  • Will not harm that which cannot defend itself


Stats: +2/+2

Weaknesses:
  • Are Honorable, meaning they don't strike those who cannot defend themselves.
  • Will not strike a Creator unless
  • Limited to Blunt Weapons, with the exception of the Pole Arms
  • Cloth and Leather Armor Only


Strengths:
  • Multi-Use Class
  • Gets a Special Blessing for Prayer that they can change freely
  • Overall, strong stat wise


Learning Limits:
  • 3 Melee Weapon Styles
  • 4 Hand to Hand Styles
  • 1 Non-Firearm Ranged Style


YourClassNameHere Techniques:
  • Anything that is a style of casting or something similar can go here.
  • Prayer
    Based on who they pray to, they receive a Mantra that gives them special abilities, or stats, among other things. The Mantra can be changed at any time, unless the RPC is incapacitated. When changing the Mantra, the next post has the effect of the Mantra. The Current Mantra's received from Praying are:

    Mantra of the Mind: Based off the Maker, Tyral, this Mantra grants a bonus to Wind skills (+1 Rank), a small learning bonus (-2 Posts), and a +1 Strength/Speed bonus during the day.

    Mantra of the Diligent: Based off the Maker, Rykrot, this Mantra grants a bonus to Water skills (+1 Rank), a bonus to strength (+2), and a further bonus to strength when 3/4ths of your energy is gone of +2. The second strength buff only is available, when unarmed.

    Mantra of Harmony: Based off the Maker, Pital, this Mantra causes all healing effects and Earth skills to increase by a rank, as well as tuning the Monk to the world, gaining 5% of their total energy back a post.

    Mantra of Emotion: Based of the Maker, Grix, this Mantra boosts Fire skills and summon attacks by a rank, as well as granting the user a Speed boost (+2), and the ability to tune into the enemies and cause their emotions to run rampant, amplifying what they feel.


Monk Skills:
  • Sensing Chi
    Rank: E
    The Monk, who has opened themeless to the world, begins to see and feel the life energies of the creatures around them. It is different from a Seer's vision, but not by far. This allows them to see that which cannot be seen. This lasts for 3 posts.

  • Alone in the world
    Rank: D
    The reverse of Sensing Chi, the Monk shuts their Chi off from the world, allowing them to escape the scrutiny of creatures that see in energy for 3 posts

  • Iron Form
    Rank D
    The Monk focuses for a single post, using their energy to tense their skin, making it as hard as Iron. This stops D rank attacks, and can only be broken by a C rank attack, or above. This lasts 5 posts.

  • Chi Strike
    Rank D
    The Monk let energy loose in their hands, allowing them to hit astral beings, such as ghosts, as well as raising the damage of their strikes by a single rank. This is somewhat of a Toggle ability, as the cost decreases to a small upkeep of 5 energy a post.

  • Ralph Strike
    Rank: D
    A well placed, and hard strike to the targets stomach, that causes them to feel the need to stop and throw up

  • Chi Assault
    Rank D
    The user lets energy flow into their hands, and with a swift movement, the user discharges this energy towards a target. This discharge will travel into the distance until it collides with something.

  • Sleep
    Rank: C
    User grabs the intended victim's shoulder and squeezes down, causing them to fall fast asleep. This move cannot be used in battle, and lasts a single post. It also causes the victim to regain 100 energy.

  • A Whole Body
    Rank C
    A non combat skill, this is useful after battle. You slowly heal your wounds during this meditation period. Though it cannot heal a removed limb, it can heal anything that did not kill you will be healed over time. The C rank energy usage is constant till the wounds heal. The amount of time for a wound to heal varies due to the wound's seriousness.

    Light cuts and even deep ones as long as no muscle tissue is torn is one post.
    Torn muscles and fractured bones take two posts.
    Major Burns take three posts due to their nature.
    Light burns would take two posts.
    Punctured organs would take ten posts.
    If you are disturbed you must start over since it is a form of meditation. Note if the wound is that serious you may die as you try to heal it this way. Poisons won't be cured.

  • Bad Chi
    Rank: C
    The Monk focuses their Chi, willing it form at their finger tips as a disrupting force, causing a sharp stinging sensation on enemies. This causes their attacks to deal D rank damage constantly, and leave a burning sensation of an E rank attack every post. The skill itself lasts 7 posts, while the burning sensation lasts 3 posts, including the one it was received in.

  • Catching the Blade
    Rank C
    Requires: Activated Iron form
    This skill takes quite a bit of skill to pull off. You wait for someone who uses a sword or some sort of bladed weapon to attack and with the proper timing you catch it with one hand unharmed. This only works if the attack is not a C ranked attack. Masters can catch without the iron form and remain unharmed.

  • Steel Form
    Rank B
    Requires: Iron Form, Journeyman rank
    It is the same as iron form except you are now as tough as steel. Only B rank and above attacks can hurt you.


Also, behold my new Jack baner! twisted Bow under it's awesomeness.

The Urban Superstition

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Ferregar

PostPosted: Tue Aug 16, 2011 3:47 pm


Here is an updated version of the Custom Class I submitted, now titled Soul Stalker. I still haven't finished the skill list. I have them all written down, but I'm working through the energy consumption, ranking and filing of each. It hurts my brain sweatdrop Please let me know if any adjustments need to be made so far. I've increased some of the weaknesses to offset the class strengths.

Ferregar
Soul Stalker
[ Silent | Deceptive | Deadly ]

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History:
The Anima are a bloodline as reviled by mankind as they are feared. Since birth, every Anima knows what they are capable of, can sense the very essence of other beings, and hungers for it. While many Anima are slain before they can grow to be formidable, those who survive are always faced with a choice: disown their bloodline and attempt to live in harmony with those creatures that hate them, or embrace the great and terrible gifts they have been given. Should an Anima choose the latter, they might walk the path of a Soul Stalker, honing their hereditary predatory skills until they have an extra-sensory perception of souls, while training incessantly to move silently through the shadows to track and kill their pray. As they grow stronger, Soul Stalkers learn to manipulate the darkness around them, and their Exodus weapons become lethal extensions of their body. Their strengths make them exemplary support characters but their usefulness in one-on-one melee combat is questionable, as is their ability to directly fight multiple targets at once.


Description:
Soul Stalkers are the embodiment of everything that Humanity fears about an Anima. They are ruthless and cunning, leaving little to no room for mercy once they have marked a Soul for consumption. They are highly disciplined, be it by their own force of will or another Soul Stalker's tutelage, and their cunning is reflected in their tactics and training. While a Soul Stalker is not inherently evil, many turn to total darkness and begin to view Humans as no more than cattle whose only worth is the Soul inside of them. As such, they are an order that upholds secrecy to the utmost degree, and rarely display their skills in the presence of Humans unless they are in trusted company or are confident that those present will not survive their arrival.

Rules for Soul Stalkers:

  • If a Soul Stalker attempts to use any shadow/darkness related ability outside of the shadows in a well-lit environment, it costs twice as much energy.
  • If a Soul Stalker attempts to use any shadow/darkness related ability in a shadowless environment, it requires three times the energy and a d20 must be rolled. On a roll of 1-7, the ability fails as it is too bright to manifest.


Stats:
SPEED +2/ STRENGTH +1
Weaknesses:

  • Soul Stalkers cannot use Medium or Heavy armor
  • Soul Stalkers rely heavily on their Exodus weapons, and this dependency can be exploited
  • Soul Stalkers cannot use any weapon but their Exodus
  • Soul Stalkers lack the constitution of many melee classes
  • Soul Stalkers' shadow and darkness related abilities are impractical and difficult to use in well lit environments
  • Soul Stalkers lack any form of long range attacks
  • Soul Stalkers embrace their Anima Blood, and while their strengths grow, so does their weakness to the elements. Their Elemental weaknesses increase to 1.75, excluding their primary element.


Strengths:

  • Soul Stalkers are arguably the finest trackers in the world, capable of smelling, seeing and marking a creature's very soul.
  • Soul Stalkers gain abilities to confuse, trap and incapacitate their quarry
  • Soul Stalkers are masters of deception and stealth
  • Soul Stalkers gain abilities to manipulate shadows and darkness, making their stealth abilities all the more formidable as well as making them highly versatile when assisting in group combat.


Soul Stalker Techniques:
  • Hands of Darkness - Upon reaching the rank of Journeyman, Soul Stalkers' training in The Dark Arts bear fruition. Soul Stalkers unlock the ability to manipulate darkness. Doing so requires energy, but the potential these techniques hold for Soul Stalkers is immense.
  • Shadow Sorcery - At the rank of Master, a Soul Shadow Stalker's powers in the realm of darkness grow in scope and power, giving them the ability to pass through, manipulate and manifest shadows. Like Hands of Darkness, these abilities require energy, but are truly fearsome. Soul Stalkers also gain knowledge of Shade Glyphs, runes which can be activated as traps or remotely activated Shadow sorcery.

    Soul Stalker Skills:

    E RANK SKILLS

    • Soul Sense
      [Rank]E
      SKILL TYPE: Passive
      A trademark skill of all Soul Stalkers, Soul Sense grants them the ability to sense all souls in their visible vicinity. Soul Sense shows a Soul Stalker each soul's distinctive characteristics -it's color, aura, size and power. At the rank of Master, Soul Sense extends to a Soul Stalker's sense of smell, and by Hero a Soul Stalker's every sense can be used to identify a soul.

    • Soul Mark
      SKILL TYPE: Active
      By focusing on a creature that he/she can sense in the area for 2 posts, a Soul Stalker can mark their soul, enabling the Soul Stalker to track them with ease. Once a soul is marked, a Soul Stalker can see it through walls and sense its location over great distances. By the rank of Master, a Soul Stalker needs only focus on their Mark for one post to see it anywhere on Rykros. This skill requires no energy.

    • Precision Strike
      SKILL TYPE: Single Attack
      100 Energy
      Using their agility and dexterity, a Soul Stalker makes a single surgical attack against their target. If the target is currently the Soul Stalker's Marked Soul, it does damage as if it were one rank higher.



  • [Rank]
    Describe the skill in detail here.


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    Additional Comments:
    Anything else you may need to add about your Class/bloodline.

    Restrictions:
    • Soul Shadow Stalkers are restricted exclusively to the ANIMA Bloodline


    -Class Created by Ferregar
  • PostPosted: Tue Aug 16, 2011 5:51 pm


    Demonic Slayer Wasuken



    -Idea for a skill-


    Hara kiri
    Passive
    This skill allows a "Fallen" Samurai to regain his Honor at death. They must have died with Honor though.

    klgirebdnchajdelfianemdke

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    The Urban Superstition

    Salty Raider

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    PostPosted: Tue Aug 16, 2011 6:06 pm


    Antonio Inferni
    Demonic Slayer Wasuken



    -Idea for a skill-


    Hara kiri
    Passive
    This skill allows a "Fallen" Samurai to regain his Honor at death. They must have died with Honor though.


    They already have that. It's called Seppuku. Aren't you supposed to be a fan of Samurai.
    PostPosted: Tue Aug 16, 2011 6:28 pm


    The Urban Superstition
    Antonio Inferni
    Demonic Slayer Wasuken



    -Idea for a skill-


    Hara kiri
    Passive
    This skill allows a "Fallen" Samurai to regain his Honor at death. They must have died with Honor though.


    They already have that. It's called Seppuku. Aren't you supposed to be a fan of Samurai.


    I didn't see any skills. Hara kiri is something from the real Samurai, and real Busido.


    Edit: Hara kiri is another form of Seppuku.

    klgirebdnchajdelfianemdke

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    Spiral Knight

    Original Regular

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    PostPosted: Sun Aug 21, 2011 6:51 pm


    ********Work in progress********
    Will finish in a little while, I have to leave for a bit.

    Merchant
    [ Tight lipped profiteers! ]

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    History:
    Merchants are the foundation of any economy. The inhabitants of Grix, Ernya, Wormwood Swamp, Devil's Eye, Jiaum, the Mau Islands, Indelca, and the Kishu Tundra are no exception. Merchants give up all rights to their home lands in order to roam the whole realm in the most holiest of quests, the search for riches. Merchants can make a name for themselves by carving out niches of consumers for what ever it is their choice to sell. Merchants are a "Can do" type of person, whom are only limited by their ingenuity, resolve, and deepness of pocket. To protect their livelihood Merchants have developed unique forms of defense relying on the principle of "Fire and Forget".
    Description:
    Merchants are very varied. The type of Person whom becomes a member of the Merchant class uses their experiance as a merchant to carve themselves into what ever they need to be. For instance an Armor merchant may gain a greater strength needed to lift their wares, where as purveyor of fire arms may gain greater speed in order to display their prowess in reloading. Universally Merchants all excel in Speech. It is Their first line of defense, and their most formidable. Their last line of defense being whatever ingenious form of protection they choose to utilize in their protection of both their lives and their pockets. A Major boon to being a Merchant is being able to identify value, both for personal gain and for safety. Many Merchants form companies known as Caravans that provide safety in numbers and increased trading opportunities.

    Rules for the Merchant Class:

    • 1: Must remain neutral to all active forms of ruling power where every they may be. Merchants live for profit, not for conflict.
      2: Must become a specialist in whatever field of salesmanship they choose, if a merchant doesn't know what something is they can not sell it.
      3: Are to learn all about whom they make deals with, In order to stay neutral. failure to do so often leads to miss-communication which leads to conflict.
      4: Merchants do not stay in the same areas for long periods of time as to not in anyway shape or form unless special permission is granted to that particular Merchant.


    Stats: +1/-1 OR -1/+1
    Stats based off of particular profession

    Weaknesses:
    • Merchants are not suited for Direct Combat, and as such never learn and direct combat abilities. However Bloodline and racial abilities are not factored into this.
    • Remaining Neutral in certain territories can be quite difficult but the appearance of neutrality must always be kept. Even in this involves certain lapses in ethics.
    • Small energy pools.


    Strengths:
    • Despite their apparent weakness Merchants wouldn't have been able to become what they are today without some form of protection. That form is the mastery of non-direct combat.
    • Merchants gain access to many passive ability modifiers
    • Typically have access to great deals of money and supplies like food, clean water, ammunition, weapons, and travel.
      Their neutrality typically grants them access to anywhere money is flowing, and are very trustworthy.


    Learning Limits:
    • Unable to learn Direct Combat abilites. But can learn just about any Passive one. Merchants typically pick one area of expertness.



    Merchant Techniques:
    • Anything that is a style of casting or something similar can go here.
    • Things like special runes, or other stuff like that are perfect for this slot.


    Merchant Abilities:
    • Skill Name
      [Rank]


    Additional Comments:


    Restrictions: Merchants are never to directly start confrontations. They however are allowed to defend themselves if need be.



    Spiral Knight
    PostPosted: Mon Sep 05, 2011 10:00 am


    Bender
    [ Raw | Elemental | Discipline ]

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


    History:
    Benders can be found anywhere in the world. Some are born with the power of a bender, and some have to be taught. They have no set history, only legends of their might.

    Description:
    Benders have no set physical traits. They are almost always disciplined of mind, to be able to control their elements as they do. They have given up everything else. All that they are is a pure embodiment of their element. They are usually martial artists to direct the flow of their power, and to keep their mind and bodies disciplined enough to keep it under control. They are molders of the world. Their power can shape the world to their will. They treat their elements like clay, having absolute control over them. Of course, customs must still be made. They can't just do incredible things right off the bat without any skills.

    Rules for the YourClassNameHere:
    • No bloodline. This replaces it.
    • You can only use elemental skills, and style skills, such as purely physical ones.


    Stats: As it replaces the bloodline as well, I will put them down as if this were a bloodline. 8/8

    Weaknesses:
    • No bloodline.
    • No skills other than elemental and style skills.
    • Their element can go out of control if they lose their composure, due to it's wild nature, hurting everything around them including themselves and their allies.
    • Armor restricts their movement so they do not wear it unless it is very very light and not restricting.
    • They cannot use weapons unless they directly relate to their element and it's control. [Such as a fan for air]


    Strengths:
    • Elemental moves are two ranks stronger.
    • They can control the natural forms of their element. [So, say there is a wildfire. If you control fire you can control it.]
    • They can control opponents elemental attacks as long as they have the same element and the bender uses the same amount of energy as the user did. [Of course, that level of move has to be accessible to the bender]
    • They can learn any number of hand to hand fighting styles, but no other styles.
    • Once at master rank, they can upgrade their elemental abilities to a different form. Fire becomes lightning, Water becomes ice, Earth becomes metal, and air becomes Ether. [Ether is basically air so fierce it burns even while still.]
    • Benders can also learn to bend less pure parts of their element although these types of bending lose the two rank bonus. Examples would be along the lines of swamp bending [water], crystal bending [earth], smoke bending [Air]


    Learning Limits:
    • They can learn any hand to hand style.
    • They cannot learn any other types of styles.
    • They can only learn hand to hand styles and elemental skills.


    Bender Abilities:

    • Benders have no uniform abilities. Only those they make themselves.


    Restrictions:
    • There can only be one per element at any given time.



    -Class Created by A City of Fools

    A City Of Fools

    Hygienic Sex Symbol


    DGwar

    Dangerous Genius

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    PostPosted: Fri Sep 09, 2011 1:07 pm


    I'm still working on this. Ignore it for now.


    Reavers
    [ Adapt | Customize | Enhance ]

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    History:
    Reavers were once a group of tribal-like individuals who were obsessed with enhancing themselves and creating things to help them in battle or everyday life. Eventually with society changing the way it has, they no longer were a tribe, but their way of life was still followed by some individuals.

    Description:
    Reavers are as different as any other individual. They generally are a bit distant from people and are often distinguished by their enhancements and tech. The only real universal trait of Reavers is their ability to enhance themselves.

    Rules for the Reavers:
    • The class can only be used if you're a Human, Kiranu, Reaper or Fae,
    • Enhancements must be put in your profile. Make a section for them.


    Stats:
    Because reapers are enhanced versions of their race, Humans have full customization, whereas other races are limited.
    • 0 Strength / 4 Speed (Human Only)
    • 1 Strength / 3 Speed (Not Allowed Fae)
    • 2 Strength / 2 Speed (All Available Bloodlines)
    • 3 Strength / 1 Speed (Now Allowed Kiranu)
    • 4 Strength / 0 Speed (Human Only)



    Weaknesses:
    • Severe modifications make you stand out among others of your race.
    • If you modify limbs water will do more damage to you.
    • Modifications, addons, and enhancements come with their own weaknesses.


    Strengths:
    • Able to adapt and change through machinery.
    • Higher stats due to being modified.
    • Limited by imagination only as far as most mods and addons are concerned.


    Learning Limits:
    • Limited to three melee weapon styles.
    • Limited to three ranged weapon styles.
    • Limited to two hand-to-hand styles.


    Reaver Techniques:
    • Modifications, are used to alter and change aspects of their body.
    • You are limited by slots as to what exactly you can modify.
    • As a note mods must be learned and then installed. Installation cannot be reduced in post count.


    Mod Slots: Mods aren't permanent once attached. However you will need to learn a certain skill to remove or change them.
    • Head (4 slots, two slots are reserved for eyes, Must be adept to mod brain.)
    • Three Torso Slots (Chest or Back, Fae can't mod back, gets in the way of their wings.)
    • Waist (1 Slot, Kiranu get 2 slots, the additional slot is for their tail.)
    • Arms (Either 1 slot per arm for full, or 2 for partial arm. Reapers can't modify this due to their gauntlet.)
    • Legs (Either 1 slots per leg for full, or 2 for partial.)
    • Skin (1 slot)


    Reaver Abilities:
    • Modification Knowledge
      E
      This skill is the basic knowledge to create and install mods. This is required for all mods.

      Surgical Healing
      E
      This skill's name is deceiving as it isn't healing so much as induced regeneration. This skill is for regenerating after modification surgery. Cannot regen from anything other than mod surgery. Required to install mods without a healer.

      Med-Droid
      Rank E
      This is a small robotic companion that you must first build. It cannot be used in combat and it's only real purpose is to follow you around and assist you with mod implanting. Submission to the summons thread is optional as this thing as no actual skills and is only in existence to allow you to perform surgery on yourself.

      Defender Sub-Dermal Implant
      Rank D
      This mod basically is put under the skin increasing your ability to take damage by one rank. This takes a skin slot.


    Additional Comments:
    Keep in mind that for the most part mods are permanent additions. Unless you remove them and take the penalty before implanting a new one, you cannot simply switch them out.

    -Class Created by DGwar
    PostPosted: Fri Sep 09, 2011 2:56 pm


    Seeings as Urban is mostly MIA lately, here it goes.


    Ferregar


    I have two problems with this, 1, It's a class for a two person bloodline. 2, It almost seems like it would work much better as a bloodline. Would go well with the stalker class. It's an awesome concept, it just seems really unfair that an already limited bloodline gets it's own class.


    Spiral Knight


    How's the work on this class going?


    A City Of Fools


    You already know my problems with this one, but I think this is more of a bloodline than a class. Furthermore, the metal bending makes me uneasy. Especially because of the lengths I had to go through to get the skills with metal that have.

    DGwar

    Dangerous Genius

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    A City Of Fools

    Hygienic Sex Symbol

    PostPosted: Fri Sep 09, 2011 3:00 pm


    DGwar
    Seeings as Urban is mostly MIA lately, here it goes.


    Ferregar


    I have two problems with this, 1, It's a class for a two person bloodline. 2, It almost seems like it would work much better as a bloodline. Would go well with the stalker class. It's an awesome concept, it just seems really unfair that an already limited bloodline gets it's own class.


    Spiral Knight


    How's the work on this class going?


    A City Of Fools


    You already know my problems with this one, but I think this is more of a bloodline than a class. Furthermore, the metal bending makes me uneasy. Especially because of the lengths I had to go through to get the skills with metal that have.


    Well, honestly, it's a bloodline AND a class. I just thought it might get looked at quicker in this thread. It qualifies for either.

    I'm sorry, but that is a personal problem, not a valid issue with the bloodline/class.
    It's like saying "I have an issue with you using water, because I went through a lot to get this many fire skills."
    PostPosted: Fri Sep 09, 2011 3:06 pm


    A City Of Fools


    No, I'm saying, my "metal bending" skills took hard work to get approved and had to be talented in, and then someone goes and makes a bloodline that can just do it because.

    DGwar

    Dangerous Genius

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