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Kakurenbo Bloodline

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Cherry Lovette

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PostPosted: Sat Jun 04, 2011 9:31 am


This is a bloodline from Urbans old guild Xinisis. So I'm sure things still need to be redone. I just want to see how many people would use it.


Isis Delacroix
History:
The Kakurenbo bloodline is best suited for people who enjoy toying with the minds of others. While strength is always a good thing to have, a clever mind and the ability to create illusions on others is something that puts fighters on a whole new playing field. The Kakurenbo people are individuals who come from a long line of cultists. In the beginning, they were a simple folk who worshiped foxes. They believed the fox to be wise, and all knowing. They often said that was how foxes got out of trouble, because they were smarter than their foes. To them, these creatures were gods, and treating a fox poorly was punishable by death. It is said that the father of this bloodline made a pact with a demon fox, giving his soul and the soul of all his kin to the fox in return for his knowledge.

The demon fox known as Otokoyo, is worshipped by everyone in the Kakurenbo bloodline. What sets these people apart is that while appearing human, they almost always wear a fox mask over their face. In addition to this, when they kill an enemy, their custom is to eat their heart to gain their power. As they eat the hearts of their enemies, these people begin sprouting tails. A maximum of nine tails can be gained by eating out the hearts of their enemies.

Description:
The Kakurenbo people always wear fox masks over their faces. They will only remove them if they feel comfortable around someone. They are not adverse to blood, and gore doesn't bother them. Also, as they evolve, they will sprout a pair of ears to go along with their tails. This normally happens after they kill their first person and eat their heart. Before they do this, they look completely human.

Rules for the Kakurenbo:

- Must always wear a fox Mask
- Members were born into the Cult
- Members must start off as Human first. Once they kill their first victim, then they gain their ears and tail.
- If your opponent does not have a heart, you don't get a tail. You MUST eat a heart from a being that has one. Killing a Living Doll for Instance will not help you as they have no heart.
- Kakurenbo CANNOT be from Ostlyn. The Cult is not welcome there


Weaknesses:

- You come from a cult that eats organs to gain power...you aren't winning any popularity contests
- Due to your attacks being focused on the mind of your opponent, you loose strength. -2 strength
- While you may be able to hide against pretty much every race, don't try this against Draconians, Kiranu, or Werewolves. They can still smell you.
- You are very protective of your fox mask. Bloodline users will only remove their mask around people they are comfortable with. Any attempts to remove it will either sent the user into a frenzy to get it back, or will cause them to freeze up.


Strengths:

- Each time you gain a tail, you gain a new ability
- This bloodline deals with illusionary magic, so you can destroy people's minds
- Plus 3 speed boost
- You can hide easily. By Master, you can hide completely in plain sight.
- By Adept you can attain a fox form


Tail Passive Abilities:

Camouflage Tail
Rank: Passive
Requirements: Must kill 1 person and eat their heart to gain this ability
Description: With this tail you are able to camouflage yourself. You will blend into the background completely. You can move normally in this form, but if you run people will see the blur and you will be found out. This lasts for 3 posts and has a 5 post cool down. By Master you can hide in plain sight and your movements will not hinder your Camouflage. At Master this skill lasts for 6 posts but with a 10 post cool down.

Energy Tail:
Rank: Passive
Requirements: Must kill 2 people and eat their hearts to gain this ability
Description: This tail gives the Kakurenbo an extra 200 energy boost.


Added Strength Tail:
Rank: Passive
Requirements: Must kill 3 people and eat their hearts to gain this ability.
Description: As soon as you kill your third person, this tail sprouts from you and gives you a +2 strength boost.

Claws Tail:
Rank: Passive
Requirements: Must kill 4 people and eat their hearts to gain this ability, must be adept
Description: As soon as you kill your fourth person, this tail sprouts. In addition to this, you gain the natural ability to use claws as a weapon. These claws are as hard as steel.

Teleportation Tail:
Rank: Passive
Requirements: Must be Adept, must kill 5 people and eat their hearts to gain this tail.
Description: Upon killing your fifth person and eating their heart you will gain this tail. This tail holds the skill of teleportation which will be useful when you are out of battle and need to transport yourself and others. In addition to this, this skill can be used in battle but only twice per battle and you can not use this skill to leave the battlefield. The distance you can teleport in battle is 10 ft.


Energy Tail V2:
Rank: Passive
Requirements: Must be Expert, must kill 6 people and eat their hearts to gain this tail
Description: This tail appears after you kill your sixth person. This skill gives you an extra 400 energy points.

Drop Stats Tail:
Rank: Passive
Requirements: Must be Master, Must kill 7 people and eat their hearts to gain this tail.
Description: This tail appears after you kill your seventh person. This skill allows you to drop the stats of the enemy you are facing. Roll a Six sided Die, Even's drop's one stat of your choice by 1, odds drops one stat of your choice by 2, however rolling a 6 will drop both stats by two.

Second Element Tail:
Rank: Passive
Requirements: Must be Master, must kill 8 people and eat their hearts to gain this tail
Description: This tail appears after you kill your eighth person. It gives you the ability to learn a second element. All skills can be learned up to A rank in this element.

Nightmare Tail:
Rank: S though this skill is passive on people who are lower than expert.
Requirements: Must be Legendary, must kill 9 people and eat their hears to gain this tail.
Description: This tail appears after you've killed your ninth person and eaten their heart. The Nightmare Tail when used in battle will automatically put the opponent into false surroundings, encasing him in a nightmare realm where their intelligence slowly drifts away. The longer they stay in this realm, the less chance they have of escaping it.
As the Kakurenbo walks around, people Adept Rank and lower will find themselves seeing things that shouldn't be. They will start to hallucinate when you are around. The only way to get around this is by holding onto the people you are around in order to keep them from seeing these nightmares.


Illusionary Techniques:
Fool Scent
Rank: E
Description: A simply skill where the user creates a scent to fool those who have an enhanced smell. It can also work on people with a normal sense of smell as well.

Minor Illusion:
Rank D:
Description: This is where the user, while hiding, creates a minor illusion. They manipulate small things around the area such as the color, or the size of something. They cannot actually change the scenery around them.

Distracting Sound
Rank: D
Description: The user creates a sound which is then used to distract the opponent. This sound can be as soft as a birds chirping or as loud as a siren.

Sudden Wound
Rank: D
Description: The user creates a fake wound on their opponents body. They can feel and see the blood which may cause them to become scared. You can use this skill more than once to make multiple wounds appear on your foe.

Encounter Monster
Rank: C
Description: With this ability, you warp the mind of your opponent to make him think he is up against an S ranked monster. This is effective in battle to take their attention away from you and put it towards this illusionary monster. The opponent will normally go so far as to believe that the hits dealt from the monster cause actual damage.

Change Scenery
Rank: C
Description: With this ability you are able to change the scenery around you to whatever you wish. You can even add in little things to distract your opponent. Are they afraid of spiders? Bring in illusions of large spiders to play with their mind. Afraid of heights? Create a battlefield where the two of you are standing on a single cliff.

Incapacitate
Rank: B
Description: With this ability the user makes the opponent feel useless. To the opponent, it will feel as if all their abilities have been locked up causing them to lament on how useless they are.

Happy Memory
Rank: B
Description: The opponent see's the happiest time in their life playing before them. It can be anything, and the skill will more than likely completely fool the opponent into believing this is actually happening.

Destruction
Rank: A
Description: You weave a two illusions at the same time. The first illusion will be of a giant title wave of darkness coming over the battlefield. The second illusion will be cause the opponent to see the ones they love being killed before their eyes. It can be their parent, friend, lover, teacher, whatever. This illusion will replay over and over again on the battlefield.

Doppelganger
Rank: A
Description: The user takes on the form of someone the opponent used to know. More than likely, they will take on the form of their lover or parent or childhood friend, but it can be virtually anyone. The User must be careful in this form and must listen to what the opponent says. They have no idea what form they have taken to the eyes of the opponent and a slip up can tip off the opponent to the illusion.



Normal Abilities:


Fox Form
Rank: C
Requirements: Must be Adept
Description: The user is able to transform into a fox version of themselves. This version is larger than your normal fox. It actually stands at a whopping 5 feet tall. You have all of the tails you have accumulated in this form as well.

Stealing Senses
Rank: B
Description: This may be the only actual skill that does damage. The opponent creates the illusion of mist sweeping over the battlefield. Once the opponent breathes in the mist, they will find themselves loosing a sense every post. First to go will be taste, then touch, smell, hearing and finally sight. Even after the battle is over, the opponent will need to be healed up by a cleric in order to get back to normal.

Call Forth Otokoyo
Rank: S
Requirements: Must have attained ALL nine tails, must be Legendary
Description: The user lets out a whine and cuts a part of their body to call forth Otokoyo, the demon fox. He will appear as a seven foot tall fox with massive claws and fangs. Around his body are beads which he uses to unleash energy blasts at the opponent. He knows all the attacks the user does, including element and class attacks. He can also unleash these attacks with the power of +1 rank. Meaning attacks that do E ranked damage will do D ranked damage, so on and so forth.


Additional Comments:
Have fun with the Bloodline :3



-Race Created by XxEnslavedNekoxX


Any suggestions that could get this bloodline approved would be appreciated. :3
PostPosted: Sat Jun 04, 2011 2:51 pm


Just a thought but you might want to make it so this species can't be paladins (holy deities would probably frown on the cult), gunslingers (don't want lead in your food or mess up your food when instead you could cut it out), or bombers (blowing someone up removes the food).

Now normally the same reason they shouldn't be paladins would apply to clerics but because it's a cult I think it would make sense for some to be clerics. However based on that I would say maybe there should be a dark cleric class that is basically same as the normal one but dark energy instead of holy.

I was going to suggest that tricksters be avoided because of guns but it fits too well with the fox lore.

Additional things, maybe they should lose access to their extra tails and powers if they lose their mask? Simply saying they must always wear a mask doesn't explain much but having a penalty for it would fit and explain why they would only remove them near those they trust.

For the skills I suggest moving fool scent to C rank because if one of the weaknesses of the class is that bloodlines with sharp senses can smell them out you shouldn't have a counter to that weakness be so easy. This way it will take a lot of energy to counter the weakness but it is possible to learn it early on to assist with hiding.

Encounter monster should specify that even if the person believes hits from the monster cause damage it doesn't but instead believing they are hit by the creature results in some energy loss and snapping out of the skill. It's like a dream where you die. I say this just because S rank monster is a bit strong to make people feel they are being hit by with a C rank skill.

Incapacitate, might be better if it was an illusion to make them think they are restrained instead of useless. That way it could explain why they are unable to act instead of relying on depending on ability use for that. Additionally this should have a drawback of user having to focus on the target and maintain the technique. If they lose sight of the target such as if they went into hiding then it would result in the skill breaking.

Stealing senses - overpowered, an illusion mist that steals all senses over 5 posts and can only be fixed by a cleric isn't practical. I would suggest making it so one sense is lost per use of this skill then give it a cool down and make it so that it costs energy per turn and doesn't last more than a day after the battle ends.

Lastly I would suggest reminding people that poor RP'ing of illusions would result in weak easily broken illusions.

Those are my thoughts on it. Looks like a lot of fun.

wolf4life13

Eloquent Lunatic

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wolf4life13

Eloquent Lunatic

6,150 Points
  • Person of Interest 200
  • Elocutionist 200
  • Forum Regular 100
PostPosted: Sat Jun 04, 2011 5:27 pm


Also just thought about it but it seems like it should be that the victim who's heart you eat should be your rank or higher to count.
PostPosted: Sat Jun 04, 2011 6:04 pm


I definitely would use it 3nodding

Ro Mayvine

Pesky Ghost


FullbusterOrleans

PostPosted: Sat Jun 04, 2011 6:08 pm


BRING IT HERE HURRY! I WANTED ONE OF THESE SOOOO BADDDDDDD!
SO FREAKING BAD!
I kept waiting for them to be approved there T-T But...
PostPosted: Sat Jun 04, 2011 7:24 pm


wolf4life13
Just a thought but you might want to make it so this species can't be paladins (holy deities would probably frown on the cult), gunslingers (don't want lead in your food or mess up your food when instead you could cut it out), or bombers (blowing someone up removes the food).

Now normally the same reason they shouldn't be paladins would apply to clerics but because it's a cult I think it would make sense for some to be clerics. However based on that I would say maybe there should be a dark cleric class that is basically same as the normal one but dark energy instead of holy.

I was going to suggest that tricksters be avoided because of guns but it fits too well with the fox lore.

Additional things, maybe they should lose access to their extra tails and powers if they lose their mask? Simply saying they must always wear a mask doesn't explain much but having a penalty for it would fit and explain why they would only remove them near those they trust.

For the skills I suggest moving fool scent to C rank because if one of the weaknesses of the class is that bloodlines with sharp senses can smell them out you shouldn't have a counter to that weakness be so easy. This way it will take a lot of energy to counter the weakness but it is possible to learn it early on to assist with hiding.

Encounter monster should specify that even if the person believes hits from the monster cause damage it doesn't but instead believing they are hit by the creature results in some energy loss and snapping out of the skill. It's like a dream where you die. I say this just because S rank monster is a bit strong to make people feel they are being hit by with a C rank skill.

Incapacitate, might be better if it was an illusion to make them think they are restrained instead of useless. That way it could explain why they are unable to act instead of relying on depending on ability use for that. Additionally this should have a drawback of user having to focus on the target and maintain the technique. If they lose sight of the target such as if they went into hiding then it would result in the skill breaking.

Stealing senses - overpowered, an illusion mist that steals all senses over 5 posts and can only be fixed by a cleric isn't practical. I would suggest making it so one sense is lost per use of this skill then give it a cool down and make it so that it costs energy per turn and doesn't last more than a day after the battle ends.

Lastly I would suggest reminding people that poor RP'ing of illusions would result in weak easily broken illusions.

Those are my thoughts on it. Looks like a lot of fun.
All good suggestions. I'll take them into consideration when I have more time to look at stuff. XD

I need to rework it anyway to make it good for Axiom.

Cherry Lovette

Dangerous Werewolf

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