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Fisticuffs: Berserkers

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Fist of the Bro Star

Shirtless Seraph

PostPosted: Mon Mar 28, 2011 12:10 am


Berzerker Skills

Armour Skin Passive
The skin of the berserker has been trained to take punishment from both the inside and the outside. As such, the user's skin acts like their own shell of armor, rejecting any comfort of having any kind of armour equipped. The stronger the Berzerker gets, the stronger their skin gets, even being on par with the metals of the world. As a bonus, this even allows the Berserker the capabilities of catching weapons that are either on their rank or even lower without body damage. Depending on the rank of the user, their arms are already weighted and even stronger than that, as such the user is capable of breaking through anything that is weaker than they are(Only B ranked and below).

Novice: Your skin is as strong as Iron, already hard to make you even flinch if a weak foe tried to punch you with their bare hands. C rank and above will hurt you.
Adept: Your skin is as sharp and strong as steel, you can withstand stronger hits and not even flinch once. B rank and above will harm you.

Ki Barrage D
A weaker version of the Ki Assault skill. However, what it lacks for the same power it makes up with the number. The user throws punches and kicks made purely of energy up to 5x each. (meaning 5 from hands and 5 from feet). These can easily break through D rank things and are ranged. At Expert rank, they can send double the amount. Each blow feels like a punch or an actual kick from the user.

Ki Assault D-A
You throw a punch that is purely energy that deals additional damage dependent on the rank of energy. If A rank energy is used, the user's punches nearly double in speed, feeling as though when one punch already hits, another has already followed it quickly. This enhancement only lasts for 3 posts total out of all spent energy,

Mind over Matter 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 until 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 wont be cured.

Force Breaker C
Requires Novice Rank

A skill that can devestate those struck by it. By focusing energy into one of the user's arms, it'll grow slightly and begin streaming with energy. The strength in that arm grows by +2 ranks. Upon punching an object or another with the charged up arm, all the energy will be let loose in one point at once, resulting in a explosive, destructive punch. This can easily shatter concreate and even steel walls should your strength already be 9 or higher. After usage, this skill cannot be used for another three posts and the strength returns to normal in the arm. The only negative side to this skill is upon striking the target, when the energy explodes the bone in your arm becomes fractured from the sudden release of concentrated energy. Using this skill again without medical attention will result in the bone shattering, requiring master rank cleric to heal the injury. Until then, that arm will be useless.

Fighting Spirit C
A skill that gets the user pumped up, the user will be coated in a firey red energy of their fighting spirit, their will power. The user's strength and speed temperarily increases by one rank. At master rank it'll raise by two ranks. This lasts for 10 posts, and can only be used once in battle, or prior to battle.

Dark Ascent to Madness C
Requires Adept, Berserker and must do the mission required for this skill

This skill allows the berserker to transform into their true state (All berserker states will be different). This skill ups the speed and the strength of the user by 1 extra point. All skills for the beserker form must be approved in the custom forum. However, while in this state your friend and foe become the same. You cannot tell which is which and are likely to attack anything that comes near you. All you will know in this state is blood and death. However, due to the nature of this beast, it is strongly recommended that you find yourself a TAMER. The Tamer will be the one person able to calm down the berserker form. It is the one person they trust more than anyone else and the one person they confide in. Tamers are the only people who can calm down the person in this berserker state.

RULES for the skill:
1)When a berserker goes into this state, since they loose their rational thinking they'd get this stat boost. I take this from the Anime Record of Lodoss war: Chronicles of the Heroic Knight, since one of the side chars becomes berserker and looses all reasoning. He also seems to have some added power.

2) Berserkers using this skill MUST have a Tamer. A Tamer is someone who knows the berserker personally and can "soothe the savage beast". If a person has this skill and uses it without their tamer, they will fight until their opponent dies, they die, or they get knocked out. Even after the battle is over, if there is no tamer they can't transform back.

3) All skills for the berserker must be custom made and approved. Each berserker is going to be unique afterall. :3

This skill will last until your energy is depleted, you are knocked out, or your Tamer calms you down.

Note on the mission: The mission will consist of the berserker adept heading up the coldest mountain where a mirror lies within one of the caves. The trainee will need to step through this mirror. Once through they will witness all the horrible events in their lives over and over. Once the person finally snaps, their berserker form will manifest itself and assimilate with them, giving the promise of strength and speed while taking away knowledge of right and wrong.

Gentle Strike B
Requires Master rank

The gentle strike is a single attack meant to cripple the target. This is a series of weak punches, one behind the elbow one behind the knee below the ribs and one at the back of the neck. These strikes have a certain amount of energy from the Berzerker and upon impact will be released. This energy is made to disrupt the flow of the target's energy thus making the target unable to use his skills for ten posts even out of battle.

Havoc Palm B
A quick and powerful strike of the palm this can cause massive damage. You first take whatever stance feels comfortable and then energy is focused into your palm. You take one step at the target turn 360 then hit the target with your palm the force you will exert is equivalent to an explosion that can blow up a boulder. You can be dodged when doing this and it can be prematurely detonated if it hits something other than the target. You may choose to use this on buildings to knock them down, use your imagination.

Awakening A
Every berserker can attain Inner Peace, but you can go further by using that inner peace to your advantage. The berserker will gain two strength and two speed for the duration of 10 post, however, when the fifteen post are done, all of the skills the berserker uses will cost one more rank in energy cost. Hand to Hand/Weapon skills will now cost energy for 10 post. Cool down of 10 post.
 
PostPosted: Tue Jun 03, 2014 3:05 pm


Inner Storm UNAVAILABLE
User Image


This is personal to berserkers, not to Fenrir. Any berserker can learn it once they hit Adept rank. You lose your former element upon learning this. Your element thusly becomes lightning.

▰ ▰ ▰ STAGE ONE
The first part of training is to generate a center of ki in your body. The ki center is generally located in the lower abdomen. From there, the user will concentrate their energy and repeatedly purify it. This is done by meditating while staring at a common-day purifier such as a water cleaner. The point is that this becomes visual imagery for the user to 'cleanse' their ki. By purifying their energy, the user loses his ability to use elemental energy, but in its place the energy is instead given pure energy, which is interpreted as electricity.

Electric Eel D
User's body pulses with electricity to give anybody touching them a nasty shock. This will paralyze anybody with a strength rating less than 9 for one post, giving the user an opening for attack. Anybody else will just have difficulty moving around for the next couple posts.

Lightning Fist D
User builds up lightning into their fist and punches an opponent with a quick but powerful blow that can send them flying if the user so desires. This also has the ability to stun and paralyze an opponents body for one post if hit and slow them down for three. Berzerkers can use this technique with their feet as well.

Lightning Tackle D
This is the first instance where the user uses their electrical energy to enhance their own speed. By charging their body full of electricity for a split second the user flies off their feet and extends their arms to tackle an opponent with their palms facing towards them. The enhanced speed and the minor shocks from palms keep the opponent from breaking free or counterattacking as the user is free to push them into the nearest wall, or through it if they so desire.

Lightning Rider C
User creates a lightning bolt under their feet to fly around at an extremely fast rate. Because it is created from the user it is not as fast as a real lightning bolt, but is still fast enough to easily dodge around just about any single long ranged attack or projectile. The user can also slam into their opponent with this bolt, which will have the same effect as being hit with a Thunder Fist.

Thunder Break B-S
Depending on the rank of the defense; it can destroy defenses of a rank higher)

A technique that looks just like the Lightning Fist, but isn't. This is a trap used against opponents who try to block the Lightning Fist or the Lightning Rider using their energy. However, the Thunder Break draws its power using the opponent's energy instead, turning their defense against them while bypassing it at the same time. For this reason the Thunder Break can get through all energy-related defenses and deal direct damage to their opponent equal to a third of the energy being used to hurt them for S-rank, and half for lower. Furthermore, unlike the Lightning Fist this technique does not stun or slow down the opponent when hit. However, by offensively sending the opponent's energy back through their body their ki channels become blocked, disabling them from using elemental skills for 2 posts. If this attack is used against somebody who doesn't use an energy defense against it, then this skill does nothing and becomes just a normal punch. Cannot be done with the feet.


▰ ▰ ▰ STAGE TWO
This stage teaches the user on extending the lightning energy of user beyond their body. Thus, this stage focuses more on the ranged attacks of the style. This is usually done by splitting the user's own energy and using it to hone in on the energy of foreign objects. The user's pure energy clashes with the energy around it to create an explosion. By following this theory, things like streams of lightning can be created between a user and another object. Training is done through extensive purifying and meditation.

Lightning bolt E
User fires a single ball of condensed lightning from the palm of their hand. A hit can push even strong enemies back a few feet while leaving extensive burns and momentary loss of motor functions.

Electro-barrage D
User fires several Lightning bolts from their palm at rapid fire. This is usually less accurate from firing the single Electro-bolt, but still poses the threat of hitting an opponent multiple times from close to medium range.

Lightning Blast C
An upgraded version of Lightning Bolt, this spell works the same way except now it is a continuous blast of electricity. The blast can be ended prematurely by the user. A target hit by this technique will experience quite painful electric shocks, however they are still relatively minor.

Lightning Beam B
Here the power from Lightning Blast has been upgraded, making it into a beam twice as wide as before, and much more damaging. Targets hit head-on with this skill will experience a fantastic amount of pain and be stunned after the skill ends. Also, nearly missing with this skill also has some effect. Because of the high amount of voltage, small lightning bolts can arc from the beam to someone standing within a few feet of it, causing shocks a little bit more damaging than those of Lightning Bolt technique. This skill can be ended prematurely by the user.

▰ ▰ ▰ STAGE THREE
In this stage the user learns control over the electrical powers in his body. This leads to easier manipulation and a new level of power as they learn to manipulate their electrical energy both through their body and outside of it. Training is particularly dangerous for this stage. The user must climb to a high place and wait for a real lightning bolt to strike them. Then the user struggles to redirect the lightning through their body and then back at the sky. Training for this stage must be done all at once. If there is any disruption during the lightning strike, or any distraction, then the user will lose focus and be electrocuted by the lightning, killing them instantly.

Redirect E-A
Depending on the rank of the lightning being redirected; can redirect a rank higher, but only if the lightning you're redirecting is your own.

User extends one arm to absorb a lightning attack, courses it through his body, and then shoots it back out the other arm. This can be used to redirect real lightning, as well as ranged lightning attacks up to C-rank. Note: this does not work against electro-grenade, electro-barrage, or any berzerker only skills.

Static Cloud E
User shocks the air around them to create a small electromagnetic field. It only lasts for a few seconds, but it can be used for many purposes such as breaking a fall as well as being used as a stepping stone of sorts.

Lightning Rider C
User creates a lightning bolt under their feet to fly around at an extremely fast rate. Because it is created from the user it is not as fast as a real lightning bolt, but is still fast enough to easily dodge around just about any single long ranged attack or projectile. The user can also slam into their opponent with this bolt, which will have the same effect as being hit with a Thunder Fist.

Energy Surge C
User courses their electric energy through their muscles while standing still for one full post, loosening and strengthening them at the same time. This will increase their strength and speed ratings by 1 for five posts, and has a five post cooldown after those posts are over.

Thunder Quake B
User forms lightning into one of their fists like their going to use Lightning Fist, but then punches the ground instead, sending out a shockwave that shoots lightning up into anything within thirty feet of the user.

Chaos Shocker B
User grabs the opponent with both hands, and then by using negative charge in one arm and positive in the other they create a very powerful flowing current of electricity that can shatter bones, deal massive internal damage, and even electrocute people to death if the user holds them long enough. Berzerkers can use this skill with only one hand.

Lightning Cage B
The user unleashes the Electro Barrage, and similar to the Hellzone-collision technique, misses on purpose. Instead though, the balls of lightning become a circular cage around the target, limiting their movement greatly. At A-S rank, the cage also extends into the air above the target, becoming a dome entrapment. This technique is used to limit a target’s movements so that subsequent attacks are more likely to strike.

Charged Bindings A
User grabs their opponents’ hands and forces them together as they apply the equivalent of skin-tight handcuffs to tie them together, made entirely out of a constantly flowing solid current of electricity. These cuffs constantly jolt the victim’s body, and though it of a very small voltage it applies the same effect to the victim’s body as both the Lightning Fist and the Thunder Break, paralyzing their body while scattering their Ki at the same time to prevent them from using any skills. This skill is usually performed on opponents that’ve already been beaten, where user wants to capture or take them alive for possible interrogation rather than kill them.

▰ ▰ ▰ STAGE FOUR
In this stage the user learns what is arguably the most advanced form of lightning manipulation, magnetism. By using electric energy to spin electrons in materials (mostly metals) that contain unpaired electrons, magnetic attraction or repulsion can be artificially produced. Then after creating this attraction/repulsion with electricity, the user learns how to amplify the power of this effect through energy. By separating the pair of electrons through their electric energy, the user will also learn how to make their very bodies, or even the bodies of their opponents, magnetic as well. Often seen as an advancement in the progression of stage 3, we slowly grow away from using this electric energy internally and instead expand it outwards to bend the very environment to the user’s will. Training consists of going back to the basics of purifying your energy. This time you must do it while being surrounded by any metal that can be magnetized so that the user can feel the unpaired electrons in the environment around them.

Magnetic Field C
Requires Magnetize

Its quite simple, you emit a magnetic field around you to sense metal objects that are coming towards you. Every human has a small magnetic field because of the iron in their blood. At master rank you are able to detect that tiny field. Lasts two posts.

Magna-pulse C
Requires Magnetizing Punch, Novice Rank

This is a useful technique, though energy intensive. The Berserker energizes his/her fists with a positive and negative charge and begins spinning rapidly in place. The rapidly fluctuating electric charges knock any metal objects flying at them out of their intended trajectories. This is used as a defensive maneuver against projectile attacks such as bullets or arrows. Each rank has a limit on how many times they can use it in one fight. Projectiles remain magnetized for four posts afterwards, allowing the user to send them back at an opponent.

Limits:
Novice: 2 times
Adept: 4 times
Expert: 5 times
Master: 7 Times
Sage: 10 Times

Magnetic Burst B
Requires Magnetizing Punch, Expert rank.

One of the only long range berserker techniques. This skill uses a punch identical to the Magnetizing Punch, but instead projects it outwards. It can travel ten feet from the user, and travels in the direction that the user punches. Targets are inflicted by this are magnetized for two posts.

Magnetic Wave A
Requires Magnetizing Punch, Magnetic Burst, Master Rank

This is an upgraded version of the Magnetic Burst. The Berserker charges one arm with both positive and negative charges – this requires a high level of energy and a high level of skill to manage. The Berserker then swings their arm in an arc towards their target, and a wave of magnetizing energy sweeps outwards. This wave collects any metal objects it passes over, or through, and carries them along behind it. When it impacts a target, it makes the target magnetized for three posts.

Magnet Target A
Requires Magnetic Quake, Expert Rank

This is a technique that is similar to the Magnetic Quake. The Berserker slams their hands into the ground and pulls up a chunk of soil and stone. This mass becomes charged with a strong magnetic field. This is used either for combative purposes by throwing it at a target and having metal follow it, or defensively by throwing it away and having metal objects follow after it instead.

Magna-track S
Requires Magnetic Quake, Master Rank

This technique is ingenious and powerful. The Berserker slams their hands into the ground to create a Magnetic Quake field, only through this technique the field is thirty feet in radius (sixty feet in diameter), and magnetized with one charge. The Berserker then charges their feet with the opposite charge, something that makes them glide and enhances their speed greatly.
(While on Field, +2 to speed which doesn't count against the body's speed bonus rule since the field is pushing the user's body, not the body pushing itself. Field lasts for rest of the fight. )

▰ ▰ ▰ STAGE FIVE
The final stage of the style is of course where the most powerful techniques can be found. It ascends the artificial abilities of the third stage and grasps for the real deal, transforming the user from a simple fighter to a god of the element. Succeeding to conquer the final stage means that all of the style’s energy costs are cut in half up to one full day (rl) after recharging. However, because of its incredible power this style has a taboo that rules that this final stage can only be known to two fighters, and two fighters only. They are the master, and the disciple that will carry on the style after the master has passed. Training for the last stage is given not through meditation or practice, but battle. The master must battle their disciple with all of their strength, and if the disciple can defeat the master or survive long enough to naturally learn it then gain access for this final stage and all of its abilities.

Lightning Rod D
During a thunderstorm, or while using the Storm skill, the user charges themselves to cause a bolt of lightning to strike down on them instead of another target.

Summoning Storm B
User pushes their energy upwards to literally summon thunderclouds that stay in the sky for 10 total posts and rain down Lightning Blasts on random people in the area. Depending on how many characters are in the area will depend on the number in the generator but the idea is that each turn the players will roll a generator to see which person gets hit.

Deep Sunder B
Must be done outside, or in a place that has a clear view of the sky.

User lifts their hand up to the sky and calls down a lightning bolt to strike them. Instead of causing them harm the user harnesses power of the lightning in their hand, mixing it with their own energy to amplify its destructive power, and then punches the ground. Everything under the surface of the user is then struck with a powerful shockwave as the lightning tears through the area beneath them. This is particularly powerful against Earth and Water. The shockwave can go up to a hundred feet from the user, and two hundred feet if its traveling through earth or water. This attack does little damage to the surface. Crevices or small craters may appear where the user initially punches, and the shockwave may cause nearby buildings to tilt or push things off balance, but no significant damage will be seen.

Lightning Flash A
The upgraded form of Lightning Fist. For this skill the user builds up a massive amount of energy into their arm and releases it in a single devastating punch that explodes with enough power to bring down entire buildings and leave large craters around the user for 15 meters. Anybody who is hit by this attack and actually survives will suffer the same paralyzing effects as Lightning Fist.

Lightning Brand S
"Focus on the point between a void and a void. Assimilate your Ki with the surrounding and balance the light and darkness around a point. “ Those are the words the user chants as the sky darkens above them before summoning a lightning bolt to strike down on a single opponent. At least, that’s what it may look like. In actuality the user is causing the lightning bolt to instantly be placed inside the opponent’s body. Its only because lightning travels at approximately 75 miles per second that it looks like they’ve been struck from the outside. This attack is impossible to dodge. User must stand still to use this skill.


No Name S
The ultimate skill of the style, that isn’t given a name because it is meant to be different for each user. During a one post charge the user gives one of their hands a positive charge and the other negative to create a flow of electricity between their palms. Next they force their palms together and let the energy between the two colliding forces power up. Then at the beginning of the next post the user can thrust their open palms at their target to unleash a ferocious beam of electrical energy at them. Four times as wide as the lightning beam and twice as fast, this ultimate wave of energy is incredibly difficult to dodge and can reach out for miles, making it capable of blowing up entire areas. If the user charges this attack for two posts it will deal SS-rank damage, but no more. This attack deals one rank more power for Berzerker, no matter how long they charge it.

Electric Shroud C
Requires Novice Rank

The Berserker wraps a limb in a blanket of electricity in a technique that is a stronger version of the Lightning Fist. This technique covers more than just the fist or feet though – on arms it extends to the elbow, and on legs it goes up to the knee, allowing for a greater striking area. Can stun an opponent for one post, but slows them down for six posts.

Electro-system Rewrite B
Requires Lightning Fist, Adept Rank Moderator observation

This is a fearsome attack that only berserkers can learn. They charge their fist with negative electric charge – as opposed to the neutral or positive charge that most of their techniques have. When they strike an opponent with this fist, the target’s nervous system goes haywire and they lose control. Random affects that are not what they are trying to do happen – for example, a target struck with this might try dodging an attack by bending backwards, but instead they swing their right arm up in an uppercut. If this technique is used on another berzerker who also knows this technique, then it lasts for 1 post. If it used against a berzerker who does not know the technique, it lasts for 2 posts. Against everyone else the effects of this technique last for 3 posts.

Note: The exact effects of this technique are controlled by a neutral moderator (guild crew). If no moderator is available, then this technique simply reverses the orientation of the bodies target (trying to move right arm moves left arm, left leg moves right leg, etc).

Static Movement E
User forces their own body to move by using their energy to jolt the muscles. This is particularly useful for if the user has been paralyzed or immobilized. It doesn’t take much energy to jolt the user, after all using too much electricity would cause them to injure themselves, but it does need to be constantly provided and so this skill will only work for one post.

Zeus C
User’s body charges their electricity all over their body and shoots their arm up before bringing it back behind them as they charge for one post. Then at the beginning of the next post, the user moves at the speed of an actual lightning bolt for up to ten meters to instantly strike their opponent with one punch of their choice. However, should the user misjudge the distance or miss then there is a brief moment where they are stuck in a standstill. This is from trying to brake and slow down from the burst of immense speed, but it does create an opening. Also, because the body expels the electricity and energy needed to match the speed of real lightning so suddenly, the body short circuits and the user will not be able to use any lightning techniques for 1 post.

Electro-grenade C
User condenses an electric ball of energy into their hand and then throws it at an opponent. Seconds later it explodes, dealing A-rank damage to anything within 5 meters of it. Will stick onto the first thing it touches after it leaves the user’s hand.

Hellzone-collision C
After firing an Electro-barrage at an opponent the user purposely misses them to throw them off guard. Instead of hitting the opponent, the numerous balls of lightning simply stay suspended in the air around them. Then the user clenches their open palm into a fist and the electro-bolts pull themselves into the opponent in unison.

Chain Lightning B
User uses both hands to perform a continuing beam of lightning that can branch off of one target to hit multiple others. The first target receives damage similar to Lightning Beam while the others receive the same amount of damage as Lightning Blast. The number of maximum targets this skill can hit increases with rank. It can only reach up to ten feet from the most recently struck target.

- Adept 3
- Expert 4
- Master 5
- Sage 10

Created by Fenrir Graveheart, revamped by Shane
 

Sean_Nero_Desmond

Demonic Knight

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