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Hiro the Herp

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PostPosted: Wed Jun 15, 2016 6:03 pm


Both approved.
PostPosted: Sun Jun 19, 2016 12:14 pm


-VL- El Hiro Fresco
TDG Super Kami


Denied. So you are granted two additional skill sets for...? You simply stated the weaknesses of a mechanist. The basic rule of talents is that you give something up to get something.

happywho06


I could accept this, but it would be a disservice to you. You could always make a skill for this. Talents are usually made to create skillsets, or to grant abilities that wont be approved in other customs threads.

Sovngarde Awaits


With the exception of current summons being auto-swayed by this technique, this talent is approved.


I'm saying that outside of using his RADs and gun, he has nothing to fight with. However, what if elemental magic was completely removed from his skill set?

TDG Super Kami

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PostPosted: Tue Jun 21, 2016 6:24 am


TDG Super Kami
-VL- El Hiro Fresco
TDG Super Kami


Denied. So you are granted two additional skill sets for...? You simply stated the weaknesses of a mechanist. The basic rule of talents is that you give something up to get something.

happywho06


I could accept this, but it would be a disservice to you. You could always make a skill for this. Talents are usually made to create skillsets, or to grant abilities that wont be approved in other customs threads.

Sovngarde Awaits


With the exception of current summons being auto-swayed by this technique, this talent is approved.


I'm saying that outside of using his RADs and gun, he has nothing to fight with. However, what if elemental magic was completely removed from his skill set?

Pretty sure Machinists don't get weapon styles at all to begin with, btw. Also the Legion aren't a bloodline anymore.
PostPosted: Wed Jun 29, 2016 6:38 am



    RPC Name: Link TBA - Maria Kal
    RPC Rank: Sage
    RPC Bloodline: Mer
    RPC Class: Beast Master
      RPC Specailization Wild Tamer



    Talent Name: The Ocean Master
    Talent Description: This Talent is both Custom Weapon, Talent, and Subclass. Using the power of her piece of Kaminae, and Brionac, the Spear of Zachariah, as well as having lost her connection to the forest due to Solonor's gift, Maria has become one with the Ocean. What this talent grants her is the ability summon monsters from the deep blue seas that have never been seen before by surface dwellers. Most of these monsters are massive, hulking monstrosities that could be considered lower order demons, and they would easily mentally dominate another being that tried to control them. These monsters were beholden only to Kaminae, and freed from her grasp when she was slain. Now, Maria has gained the ability to tame these beasts through Belfast's prong, and to summon and control them through Brionac. It also circumvents the need to defeat creatures in order to tame them, requiring instead for her and the creature to share a dialogue of some sort (of reasonable length) before she can summon it in combat. Below is a list of the creatures themselves and what they can do:

    Mokrakk SS
    15/20
    Mokrakk is a massive beast favoring a massive sea snake at the size of the Turtle titan in length. It is said to be able to coil it's entire body around the monster, but only about as wide as a standard house. The head of the creature is a giant crab with six pincer like appendages attached, and mandibles that can tear into and consume a cruise liner given enough time. It's body is armored, weakening damage it takes by a rank everywhere but directly under the top of its body and it's head. Other than it's one skill

    • Over Flow - Passive
    This skill opens the mouth of Mokrakk and, from a muscle and sack that runs the length of it's massive body, it can spray out enough water to completely flood a massive area with three feet of water. The water pressure while being expelled is enough that it can defend against up to S rank attacks, but the creature can only expel it all at once, and needs to drink water in order to use this effect again.

    Skragg SS
    20/8
    Skragg is a monstrous version of an octopus that resides within a massive cave deep underwater in the massive darkzone where not many dare to tread. It is half the size of the Turtle Titan, with tentacles the length of it's main body. Still it towers over medium sized buildings and has no trouble smacking it's way though larger ones. It is highly intelligent, using it's size and strength as a boon in combat verses entire enemy groups or more powerful creatures like itself. It was also gifted the ability to minutely manipulate water using a few specific skills.

    • Hydro Sphere
    Skragg can summon all of the water in an area to a massive bubble around itself, dragging along anyone who happens to be within it and then force them to fight within it. Once Caught within the sphere upon it's completion, anyone within it is trapped unless they break out of it with at least A rank energy. No one but Maria and Skragg can manipulate the water during this time as well. Lasts four posts on a four post cd.

    • Malestrom!
    Especially potent the more water there is, with his body as the epicenter, water will churn passively around him violently. Anything caught within requires at least 10 strength to retain control within the water once it begins to spin, unless using some form of skill to do so, or being something that is water based. Otherwise the risk of being thrashed is high as you are flung about through the water. Lasts four posts on a four post cd.

    • Explusion
    With but a flap of his massive tentacles, Skragg can fling all of the water in the area in any direction, causing it to form a highly destructive wave that can travel up to 100 feet. Four post cd.

    • Over Flow - Passive
    This skill opens the mouth of Mokrakk and, from a muscle and sack that runs the length of it's massive body, it can spray out enough water to completely flood a massive area with three feet of water. The water pressure while being expelled is enough that it can defend against up to S rank attacks, but the creature can only expel it all at once, and needs to drink water in order to use this effect again.


    Verrakk SS
    25/10
    A horror awoken from a slumber within the ice by Maria Kal, the monster named Verrakk was a horror more terrifying than Kaminae knew what to do with, so she cursed him to eternal slumber frozen in ice. While not as big as the Turtle Titan, it still dwarfs most ships and buildings with it's size. It has a body similar to Mokrakk in anatomy, with a serpentine body with lobster like armor and a crab like head. However it has pincers linking its body, and hundreds of large, armored legs like a shrimp. Near the end of it's body it has much larger pincers, large enough to give pause to creatures of it's size. Finally, along it's back it has 8 large tentacles that have incredible strength and reach, which begin just behind it's head and stretch in intervals to it's opposite end.

    • Awakened Horror
    When he arrives on the battlefield, he releases a loud screech. Any who hear it's cry are set upon by an almost primordial fear that weakens their skill usage four 4 posts by a rank. Can only be used when he first arrives.

    • Over Flow - Passive
    This skill opens the mouth of Mokrakk and, from a muscle and sack that runs the length of it's massive body, it can spray out enough water to completely flood a massive area with three feet of water. The water pressure while being expelled is enough that it can defend against up to S rank attacks, but the creature can only expel it all at once, and needs to drink water in order to use this effect again.



    The Trident is it's own Custom Weapon: (As Approved by Hiro)
    Weapon Name: Kalypso
    Weapon Rank: Master
    Weapon Type: Bident (two pronged spear)
    Weapon Description: This trident is formed of never-melting true ice, and empowered by a piece of the dead-god's trident, Belfast. Maelstrom was commissioned to be created for Maria in secret by a very renowned Mer artificer, known to forge powerful, magical artifacts for the upper echelon of Anothsii soldiers. Maria knew that only he could truly craft a weapon fit for a Mer queen, especially one who had slayed a true hellspawn. It is actually a spear, belfast the middle prong but with three extra ones in a triangle around it that can close or open at any time by Maria's will, forming a spear instead.

    As of the death of Zachariah, and the claim of his l00t, Maria claimed his spear, a weapon of specialized fury. Though never again will it be as powerful as it was in his hands, when Maria took the weapon to the sea, in a secret location with an ancient forge, the men were reluctant to do anything to do anything with it, fearing it may release darker power upon the world. Through some diplomatic persuasion the elves agreed on the condition she never return again. Twice now, they had been called upon to breath life into weapons of unholy power and they vowed never to do it again. Maria, somberly, agreed. Seven days and seven nights passed, and Maria returned once more. A deep and powerful aura resounded from that cove and as she got closer, she understood why. They had done it again. A powerful weapon. no longer a trident but a bident that seemed otherwordly. At one end, her prong of belfast and at the other, the blade of Brionac seated as the other prong, perfectly weighted and sized exactly the same as Belfast's tip. The workers were no were to be found, simply leaving the weapon stabbed into the floor. As she lifted it, she felt a rumble, and suddenly the entire cove began to collapse below the dark of the sea. Maria narrowly escaped, eager to test her new toy.

    The Weapon costs B rank Energy to be Expended in order to be summoned and fought with.

    Weapon Passive Abilities:

      • The trident itself cannot ever be truly destroyed, as true ice is indestructible.
      • If Maelstrom's hits a target, it will begin to freeze it immediately. A simple glancing strike will leave frost across anything touched by belfast's tip. If it were to stab into a target, it would not only freeze the skin around that spot, but the blood of the victim as well, which is highly dangerous. If, for instance, a leg was stabbed, barring some form of heat melting and then regeneration, it would be nigh useless. It is ill-advised to be stabbed anywhere in the chest, lest your lungs or heart become ice. This effect can occur anywhere the trident is stabbed into; trees, walls, earth, cement, etc.
      • Having a piece of the most powerful mer weapon in history has given Maria unique upgrades to her Mer abilities and water spells, at extra costs of course, and a few new ones as well. She must be in possession of Maelstrom for these to be useable however.

    -Brionac's Upgrade has given the bident a unique property. Whenever contact between either prong of the bident will, in addition to freezing, be struck with corruption, the likes of which cannot be cleansed easily. Any skill that purges darkness can work, but you only have six posts to do so or the area affected will need to be removed, lest death will set in assuredly, even to those who can regenerate. Immunity to poison does not save a creature from this effect, as it is the remnant of Brionac's instakill property.
    Weapon Activated Abilities:

      • The Black Sea's Gale
      When using Ocean's Breeze, Maria realized that Maelstrom could further increase the amount of water pulled from the air, causing a violent sort of explosion of water to occur wherever the "breeze" was being manipulated. While it is only a B rank skill, it produces an almost unbelievable amount of water out of nowhere, nearly double the amount the Mer can freely manipulate, though this doesn't affect that value. In an area full of water, therefore having more water molecules in the air, this can be dangerous as the Gale can occur nearly anywhere the Mer can feel them.
      • Maria's Ball of Ice [ A ]
      Similar to Kaminae's glass ball, this skill freezes a large quantity of ice around the user to form a powerful defense. However, this skill freezes a vast amount of water greater than it's predecessor, and makes it thicker. Within the ball, Maria is able to manipulate the ball more efficiently, creating arms, or firing long, durable spikes outward almost like tendrils that hit like a truck. It is similar in everyway but size and defensive strength to the original skill.
      • Feeding Frenzy [ S ]
      Like Blood Hunters, this skill creates a three sharks, to seek the enemy. These however are not reliant on any existing form of water (meaning they can form from seemingly thin air) and can be psychically manipulated by Maria. They can even rise high above the surface of water or the ground, hunting even flying enemies for their duration. These however, only last for three posts before turning back to ambient water.
      -Echo of the Past [SS]
      When Brionac came together with Belfast, and Kalypso was created a potent attack was created by the two. With a lightning fast hurl, Maria sends the trident flying. Alternatively she can simply stab it downward into the ground. On impact an explosion is released, affecting an area of 500ft also penetrating deep into the earth. No matte the terrain, this skill causes, after the initial explosion, a burst of water to rise in the next few seconds. This flood is highly destructive as it tears open the earth around the impact point and sends a literal flood throughout the thread. It would be akin to leaving the Trident skill on for four posts, bringing in 8ft of water into the thread and keeping it there so long as Kalypso remains.

      Talent Weakness: Each summon only lasts for 10 posts before they must be summoned again.
      How did the character get this talent?: Slaying Kaminae, Slaying Zachariah, and Obtaining the Mark of Solonor.

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Hiro the Herp

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PostPosted: Thu Jun 30, 2016 9:01 am


approved, bb
PostPosted: Fri Jul 01, 2016 9:21 pm


(( Hi... again.,... So with the Dreadnought changes, need to get the three passives approved. Was told to post them here so you guize could look at them.))


    RPC Name: Damian Trevere
    RPC Rank: Expert
    RPC Bloodline: Dreadnought
    RPC Class: Knight
      RPC Specialization Shadow Knight



Dreadnought Passives:
~ Hellfire General: Damian does not spawn skeletons. Instead of him summoning skeletons, he summons demonic minions that bear the Hellfire Heart. Their attacks are considered Unholy and Fire.

~ Demon Sense: The horns on his head act as extra sensory devices. Generally, they allow him an almost three hundred sixty degree radius of motion sense within a somewhat close proximity. Roughly thirty feet or so. This grows three times in range when he unleashes his Dreadnought form.

~ Soul Eater: Every time Damian hits a foe with a melee attack, he steals sixty energy from them (Aprox. 5% of his energy pool).


TDG Super Kami

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PostPosted: Sat Jul 02, 2016 1:43 pm


TDG Super Kami
(( Hi... again.,... So with the Dreadnought changes, need to get the three passives approved. Was told to post them here so you guize could look at them.))


    RPC Name: Damian Trevere
    RPC Rank: Expert
    RPC Bloodline: Dreadnought
    RPC Class: Knight
      RPC Specialization Shadow Knight



Dreadnought Passives:
~ Hellfire General: Damian does not spawn skeletons. Instead of him summoning skeletons, he summons demonic minions that bear the Hellfire Heart. Their attacks are considered Unholy and Fire.

~ Demon Sense: The horns on his head act as extra sensory devices. Generally, they allow him an almost three hundred sixty degree radius of motion sense within a somewhat close proximity. Roughly thirty feet or so. This grows three times in range when he unleashes his Dreadnought form.

~ Soul Eater: Every time Damian hits a foe with a melee attack, he steals sixty energy from them (Aprox. 5% of his energy pool).



Good unless it turns out to be an issue smile
PostPosted: Sat Jul 02, 2016 1:45 pm


RPC Name: Hadrian Conchor
Rank: Adept
Bloodline & Class: Mer, Dragoon
Talent Name: Tip of the Spear

Talent Description: Hadrian and Lance share the same boosts and other variables to their water abilities, stemming from Hadrian's own proficiency. Furthermore, Hadrian can manipulate the pH levels on the corrosive mist breath that Lance can breathe (it's in the summon). He can manipulate the levels within certain areas of the mist, which enables him to ensure he doesn't burn all of his allies alive. This is natural to him.

Talent Weakness: They will both begin to feel each other's pain because of this link. If you shock or incapacitate one, the other will surely be weakened and debilitated from it. If you were to kill Lance, you may push Hadrian to the brink of his consciousness.
How did the character get this talent?: Their genetic predisposition for one another.


The Wild Hunt

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PostPosted: Sat Jul 02, 2016 5:49 pm


Lord Forrester
sure pal
PostPosted: Sun Jul 03, 2016 6:29 pm



    RPC Name: Ayura Fah'rel(wanted this approved before posting profile)
    RPC Rank: Novice
    RPC Bloodline: Mer
    RPC Class: Specialist
      RPC SpecializationShaman



    Talent Name: Mystical Water
    Talent Description:
    1. All Shaman techniques are considered to be of the 'water affinity', as your holy powers manifest in a bright, glowing water
    2. All Shaman abilities can heal anyone, regardless of their race or bloodline weaknesses. This may be cancelled at the Shaman's will.
    3. Water manipulated by the Shaman can heal allies of their wounds, over time, even without using a specific skill.
    Minor wounds on the first post
    Deeper wounds on the second
    Life-threatening wounds on the third
    Lethal wounds might be prevented on the fourth

    Talent Weakness: The Shaman has an increased weakness to lightning (+1 rank)
    How did the character get this talent?: He's just kind and wants to help everyone by combining his healing and water techniques.

Solarius flare


The Wild Hunt

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PostPosted: Mon Jul 04, 2016 9:17 am


    RPC Name: Kian Heralys (Scrapping my original concept for this guy)
    RPC Rank: Adept
    RPC Bloodline: Nephilim
    RPC Class: Knight - Templar
      RPC Subclass None yet


    Talent Name: Defender of Justice
    Talent Description: Kian gains one rank of damage reduction passively, and his damage reduction cap extends to +5.
    Simplest talent NA.

    Talent Weakness: Kian loses his element. Holy becomes his sole element. Also, he cannot gain any damage boosts whatsoever on any moves that are not holy. The max boost to holy attacks goes from 2 to 1. This does not effect holy defenses.
    How did the character get this talent?: His father is an angel known for being extremely sturdy, far above the norm, and his genes passed down well.
PostPosted: Mon Jul 04, 2016 9:28 am


Lord Forrester
    RPC Name: Kian Heralys (Scrapping my original concept for this guy)
    RPC Rank: Adept
    RPC Bloodline: Nephilim
    RPC Class: Knight - Templar
      RPC Subclass None yet


    Talent Name: Defender of Justice
    Talent Description: Kian gains one rank of damage reduction passively, and his damage reduction cap extends to +5.
    Simplest talent NA.

    Talent Weakness: Kian loses his element. Holy becomes his sole element. Also, he cannot gain any damage boosts whatsoever on any moves that are not holy. The max boost to holy attacks goes from 2 to 1. This does not effect holy defenses.
    How did the character get this talent?: His father is an angel known for being extremely sturdy, far above the norm, and his genes passed down well.


Approved.

___youwillknownihilism
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___youwillknownihilism
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PostPosted: Mon Jul 04, 2016 5:58 pm



    RPC Name: Aurelia
    RPC Rank: Expert
    RPC Bloodline: Mer
    RPC Class: Weapon Master
      RPC Specialization Siege Master



    Talent Name: The Flying Circus
    Talent Description: Metallic horns sprout from her head and iron fillaments from her surroundings form mettalic wings upon her back as she activates the Flying Circus, the asthetic prelude to a powerful skill activating. Depending on the energy paid to activate this, Aurelia further splits her magnetic field from that of Axiom's for a set time and can freely manipulate magnetism on higher and higher levels. This also gives her even more precise flight by manipulating herself on similarly higher levels. When she is controlling the metals, they seem to fly around her in a pattern similar to how iron fillaments arrange themselves around a magnet.

    A Rank: A field of 25m, and is only strong enough to catch bullets and other metal projectiles and fling them around at around the speed of a bullet. It lasts for five posts.

    S rank: This Activation allows her to affect an area of 50m, able to slowly throw things the size of cars, and snatch materials from the air made of metal. 7 post duration.

    SS rank: 75m area, and can easily throw around metal the size of cars. Now can slowly begin to rip buildings from their foundations over the duration. Lasts 9 posts.

    SSS rank: 100m are, giving her sole dominion over the area she affects, allowing her to rip medium sized buildings free, throw cars, bullets cannons, missiles and the like with her body as the epicenter of this flying circus.

    Talent Weakness: loses the "Axiom" skill for this one.
    How did the character get this talent?: Discovered it as her body's natural electromagnetic field grated against that of Axioms in a way that truly bothered them.
PostPosted: Mon Jul 04, 2016 5:59 pm


Solarius flare

    RPC Name: Ayura Fah'rel(wanted this approved before posting profile)
    RPC Rank: Novice
    RPC Bloodline: Mer
    RPC Class: Specialist
      RPC SpecializationShaman



    Talent Name: Mystical Water
    Talent Description:
    1. All Shaman techniques are considered to be of the 'water affinity', as your holy powers manifest in a bright, glowing water
    2. All Shaman abilities can heal anyone, regardless of their race or bloodline weaknesses. This may be cancelled at the Shaman's will.
    3. Water manipulated by the Shaman can heal allies of their wounds, over time, even without using a specific skill.
    Minor wounds on the first post
    Deeper wounds on the second
    Life-threatening wounds on the third
    Lethal wounds might be prevented on the fourth

    Talent Weakness: The Shaman has an increased weakness to lightning (+1 rank)
    How did the character get this talent?: He's just kind and wants to help everyone by combining his healing and water techniques.


approved

___youwillknownihilism
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The Wild Hunt

Shirtless Giver

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PostPosted: Mon Jul 04, 2016 6:09 pm


A Nihilistic Revenant


Approved
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