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KnightsRoyal

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PostPosted: Tue Oct 22, 2013 10:52 pm


Personal Fighting Style: Kumori
PostPosted: Tue Oct 22, 2013 10:53 pm


Art of the Shadow Prince
Arrogant, Fast, and Manipulative
User Image

--The style created by the prince of all shadows, though it reflects his personality, it also shows his courage in the art of combat. Kumori mixed together his greatsword style with his own body to create a mix of MQC of Shadowcery. Those who are connected to the Shade Bloodline may be taught this style, but they will only learn a special skill once mastered. This entire style is set for all various combat ranges due to the malleablity of shadows as this style is best used at night time due to the shadows being everywhere. While this style is exceptional in the form of medium-range combat, the style is usually a natural for Kumori. Art of the Shadow Prince, also called Shadowcery, is all about the mastery of darkness, and it can only be taught to Shades. This style will teach you basic combat skills that are a mix of hand-to-hand skills and summoning random weapons or things at a distance. This style can be learned easily if the user has more than 3 weapon styles learned to use in this style set--


Stage 1
--Learning this stage will grant the user the basic information of shadowcery, but this entire stage will require to be used at night for most of the power and easy usage. You will learn skills such as 'Shadow Horseback Riding' and 'Shadow MQC' to help with both travel and actual combat as the user will be commanding the shadows around him.--

--Shadow Horseback Riding--
Rank: E
You bend the shadows around you to your will to form a shadow steed for you, with a Shade being capable to ride it. This Shadow Steed only lasts for 3 posts in combat, and unlimited when used for Shades as a riding steed. The skill increases in rank with each stage learned, making the Shadow Steed stronger and faster, but it does not last longer than 3 posts and only gets as strong as an A rank summon.

--Shadow MQC--
Rank: D(Passive)
You can now bend the shadows around you to reach your opponent that would be two spears away from you as you can attack them normally while retaining regular damage. The Shade can perform D-ranked damage when at their full strength while in this fighting style, but this is the only range modifyer this style has. This does not spread to other styles, nor weapons can benefit from learning this ability as this is to be the shade's main Fighting style.

--Shadow Switch--
Rank: E
You and your partner can connect via their own shadow, or by connecting the darkness around you to their shadow. For as long as their shadow, or the darkness connects you and your partner, you are able to shift through the darkness and trade spots with them. This skill can be used with allied Clerics and Paladins, but it goes up two ranks higher in cost to use them due to their holy nature. This Shadow Switch is like the shade's own shadow traveling where they can transfer to another another shadowy place, but this is much better in ways of switching places instead.

--Shadow Longsword--
Rank: D
The Shadowceror can summon up a black longsword at a distance, more than likely at their opponent and strikes them twice before knocking them down with a hard third slash. The blade is dull, and hits as hard as being struck with a stick to the stomach as it is to harm and knock foes away from the Shade.

--Shadow Shot--
Rank: D
You can now bring shadows off the ground itself to generate a pure ball of Shadow Energy, can also be used with Shadow Knights as negative life energy to restore their own health. But, used on its own, the Shadowceror can summon up the ball of Shadow Energy can be used as a ranged blast technique, but only reaches as far as Shadow MQC allows it too. This can be used at close range for a push-back strike to force their foe away to damage them and get them away as quickly as possible.

Stage 2
--The art of the Shadow Prince becomes more of a nature to Kumori, while Shadowcery becomes a second nature to shades. Kumori is able to summon up more weapons and even chain them into other attacks much quicker. While it may seem as though his attacks become faster, they are highly chainable into almost any other skill in stage 2 and below.--

--Shadow Scythe--
Rank: D
Description:
Summons up a scythe blade underneath the foe before the user sends his hands up. This is a lifting technique as it launches the foes up into the air, but the skill itself can be chained once more into it's self. The 2nd Scythe blade with strike with it's top part and send the foe flying away from the area they were at. It reaches at most, 50 feet away from the user since it is still a new stage skill.

--Large Spike Meld--
Rank: D
Description:
The user summons up several spikes while hiding in the darkness, fusing them together to create a rather large spike. It is then hurled at the foe quite easily, but this is now the only way to conjure this skill up. The user is also capable of summoning up the spike by manipulating the ground itself in broad daylight, causing spikes to shoot from the ground due to their already dark nature.

--Black Sludge--
Rank: C
Description:
Kumori can summon up a ball of his own essence into his throat before spitting it out as a black sticky substance. The amount can be summed up as a bile as it burns on contact like if it was acid, but it's merely the liquid essence of shades. The substance stays on for 3 posts, causing D ranked damage each post before it disappates. In bright light, it lasts for one post with D ranked damage.

--Shadow Shield--
Rank: C
Description:
A more condensed version of the Shadow Wall of the Shade Bloodline, with a more accurate appearance, but with an added twist. If the user adjusts the power with A ranked energy, it becomes like a glass pane in appearance and unable to be seen. This skill blocks any C ranked attack and can be used as an arm shield, or in the form of a bubble shield.

--Feign Strike--
Rank: E
Description:
A strike that is known as a counter, the user acts getting hit before striking with a debilitating knee. The attack isn't that damaging, but it is more of a countering façade to catch the opponent's off-guard. This is more effective as it reacts to any ranked technique, maxed out at the rank of C. If the opponent is hit by the unfortunate knee, half the damage done to the user is returned, but this is only IF it connects by a cocky opponent.

Stage 3
--The Darkness of the Shadow Realm will begin to seep into Kumori and any other shade he teaches. This grants knowledge required to learn this 3rd stage as it will be pulling power and the purest of darkness from the realm where Shades live at their own peace. The user will learn more weapon summons, more range control, and even a way to protect themselves.--

--Fated Strike--
Rank: C
Description:
The user is covered in a black aura and sends out a burst of black tendrils from the ground before them. A single touch of these tendrils forces the black aura on the user through the tendrils onto the enemy. The sudden covering creates a black pressure on the enemy's heart before releasing them and pushing them back. The effect creates a mark of death-like insignia on where the tendril touched, lasting for 3 posts and increases the damage from all techniques by one rank.

--Shadow Hound's Bite--
Rank: C
Description:
The user summons up a beast's head, resembling a wolf as it reaches out 10 feet from where the user summons it to bite down on the foe. As simple as it sounds, the user has to summon up a black insignia on the ground for the summoning of the wolf head. The moment it bites, the user will need a strength of 8 or more to break the bite, or tear the head off the elongated neck of the wolf.

--Shadow Rapier--
Rank: C
Description:
Summons up a black rapier in the air that Kumori can use at a range to strike his foes. He swipes twice with the weapon before he crowns his foe on the top of their skull with the pommel of the rapier. This is to send the enemy reeling back and away from the spot as the rapier remains to be used by Kumori himself unlike the last two weapons.

--Small Drill Spike(Down)--
Rank: B - A
Description:
The user summons up a small black disc in the air that hovers for three posts after it's initial summon. As it remains, the user can summon up more to remain foir three posts. When the user uses this skill with the initial B ranked energy, they can summon between 1-5 discs into the air. If the user increases the energy use with A ranked powers, they generate a total of 10 black discs that hover in the air for 2 posts. Enemies unfortunate enough to be caught underneath the discs, will soon be showered with a single drill spike from each disc.

--Blessings of the Shadow World--
Rank: B(Active)
Description:
Kumori: Kumori gains the ability of incorporeal striking abilities, able to attack while remaining untouchable as it is. While he is able to stay in this form, all his skills cost double in energy while his incorporeal attacks are now capable of harming physically. While this is activated, he has to spend C ranked energy to keep the skill on going before it disipates. Once he runs out of energy, he is forced back to normal.

--Armour of The Shadow Knight--
Rank: B
Description:
Kumori summons up a dark substance from the ground, a bright red but blackening liquid from the earth, Lava to the surface. The sudden exposure to the fresh air of the skies hardens the lava at a rapid rate, also cooling it down before it wraps around the user safely. It creates a nigh unbreakable and Obsidian Black Armor, matching the appearance of the Shadow Knight. While this skill is in it's active state, it can block any regular attack like nothing, but when it comes to skills, it Nullifies damage from 3 B Ranks before it is destroyed. It can withstand 5 C ranks attack as well, nullifying damage done to it, and due to the nature of the armour's materials, it isn't capable of being penetrated. It lasts for 5 posts, but can be shattered if struck by any full force blow of 11 or higher strength 4 consecutive times.


Stage 4
--This is where the skills get much more stronger, causing a small commotion within the heads of the users. They begin to hear voices, voices of the weak, voices of the strong, soon learning that they have much more to do. They will be required to learn the Blessings of the Shadow World and use the active form in order to travel into the realm of darkness. In there, they must learn the tongue of the shadow dwellers, or in Kumori's case, relearn how to speak in the tongue of darkness. This is where the Shade Familiar reaches max potential in their power and weapon usage.--

--Shadow Blades--
Rank: C
Description:
Kumori or the Shade enchants their hands with utter darkness that trail with their hands own movements. Kumori can trail it onto the weapon he uses to project 4 waves of black energy, reaching as far as Shadow MQC allows the shadow waves to, however, when in night time, this wave can extend a longer duration. On weapons, this is heavily effective as wave slashing with a limit of distance, but on hands, it extends half the range of MQC, even in night time.

--Shadow Throwing Knives--
Rank: B
Description:
As simple as it may be, this is to be mainly thrown by the user who summons them, not summoning at a distance. Kumori is able to threw all of them at once and control them with ease due to his shadowy nature as he can summon up to a total of 24. With that amount, he throws 8 at a time and can control them without fail as they could swarm the foe like birds.

--Black Claw--
Rank: B
Description:
Kumori: Kumori threws off a black ball towards his foe, enhancing it to create a tracking ability for the foe's energy. It is able to make sharp turns and can rebound off of non-living objects. It is not a good idea to try and cut it as the ball's material make up make it nigh impossible to destroy it. Once it latches onto a foe, the substance sticks in a formation of a paint ball splatter as it sends out a small shaking signal that vibrates the air around it. Soon, it becomes a large claw that wraps around the torso as shadows gather to where the splatter was to create an arm as the claw raises the foe up and forces him down.

--Nightmare's Revenge--
Rank: A
Description:
This is a skill only Kumori can learn as it is related to his main Soul weapon: Miza The Terror. Kumori let's Miza's own aura speak as a violent gray aura appears around the blade, lasting for a total of 7 posts. The attack do another rank in damage even being just regular striking, and whenever Miza is swung around, the aura releases an extremely loud screech, harming the ears of Kumori's foes. Shadow Knight Skills done with Miza now cause a fear and sickness effect onto anyone Miza strikes if it involves the blade itself. Shadow Weapon enchantment on Miza is not effected by this skill itself due to the blade of Miza having to be physically touching the foe.

--Shade Onslaught--
Rank: A
Description: Can be learned by Shades Willing to risk their lives
Kumori overcharges his body with his A-Ranked energy to transform into a Nocturnal beast of shadows. He then charges at his foe, with murderous in his mind as he is equipped with large shadow claws for hands and elongated hind claws. He remains in this form for 3 posts as he has no damage changes, but is capable of not flinching attacks up to B ranked from elemental to physical. Light and Fire still affect Kumori in this form but he is able to resist a bit slightly more damage from Light and Fire.


Stage 5: Welcome the Prince
--This is the final stage, can only be reachable via a quest kill. The Kill for Shades, is a Shadow Giant, can have a team to help, but the Shade must get the shadow soul of the Giant to bring home. For Kumori however, his quest kill is his father, the King of the shadow world, having to bring back his sword as proof of the kill. This style holds the strongest of shadow skills, and a legendary skill only Kumori can master.--

--Style of the Shadow Prince--
Rank: B
Description:
Kumori: Kumori summons up a bladed rapier with a fancy handguard to his left hand as he summons up a condensed rock shield to his side. As simple as this may seem, the shield weighs a ton and Kumori is using his mastery over the earth element to keep it up as it can dish heavy amounts of damage. The bladed rapier can remain indefinitely, but can be broken if it comes in contact with a skill of B-ranked or higher in forms. The Dense Earth Shield wanes slowly over time, disappating after 3 posts into sand from the constant condensing.

--Shield of the Shadow Prince--
Rank: A
Description:
The user summons up a tower shield before them, but they don't need to hold it as it projects out of their left hand, capable of running with the shield and keeping it out of their hand. The user is able to knock enemies down with a charge of the shield as they runs, but they can skid to a stop like a car trying to stop itself with the brakes. It is able to withstand any Beam, Elemental, and Physical attacks up to A rank now, but the shield can be broken by a charging car's ironic fist attack. The shield itself lasts 4 posts with a single post cooldown and can be used to create a shadow for Kumori to reach his strongest form at the time.

--Shadow Rain--
Rank: C
Description:
The user of this skill makes it rain black liquid from the sky, without any need of explaination, the black liquids on the ground form collective spots of darkness. Whenever any of these spots are stepped into, except for shades, the unfortunate soul's vision decreased for 3 to 5 feet before them so long as they remain in the black liquid. Shades that step in the waters gain their bonus as it becomes an area of darkness, making sure no form of light can enter the murky water's field of darkness.

--Shadow Combat--
Rank: A
Description:
Kumori: Kumori turns himself into pure darkness, entering the shadow realm while his aura spreads out towards his chosen foe's shadow. Their shadows appear in the realm as he takes it upon himself to dish out damage towards them for 6 posts in length. This has a 5 post cooldown when he exits the shadow realm, however he can only use his fists and legs and cannot bring any weapons with him. Shadow Combat is also used to help him store equipment here and there inside of the shadow realm, but that become static and cannot be removed until the end of the skill.

--Art of the Shadow King--
Rank: SS
Prerequisites: The Sword of the Shadow King must be obtained.
Description: Only for Kumori
This skill requires Kumori to enter his King's Awakening form in order to use this skill, the Sword of the Shadow King can must be obtained as well as it is absorbed by Miza to allow her the ability to split into two much more easily. Kumori soon cuts before him with both blades in a cross, soon following it with the reverse formation of a cross cut, sending a wave before him into the foe. He then cuts before him in an inverse X-formation, chaining it to the outward X-cross cut as the blades become enchanted with the gray aura of Miza. He then jumps up and knees his foe in the chin before stabbing the foe multiple times in multiple parts of their body(10 stabs total) while pushing them back to where the tips of the rapiers were hitting now. Kumori then stabs forward, his entire body moving with him to get hilt deep to the solarplex of his foe, lifting them up and blasting the foe away with a black flames shock shot. This move can be used as a counter against an oncoming foe, and can only work as a counter to intercept an oncoming foe's attack.

KnightsRoyal

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PostPosted: Tue Oct 22, 2013 10:54 pm


Equipment: Kumori
PostPosted: Tue Oct 22, 2013 10:56 pm



    RPC Name: Kumori Hell
    RPC Rank: Expert
    RPC Class: Knight / Shadowknight
      RPC Sub-Class: Knight of Absolute: Dark


    Weapon Name: Claim Weapon: Miza
    Weapon Rank: S(Evolves with the User)
    Weapon Type: Straight-Greatsword
    Weapon Description:
    A long greatsword with an elegant but effected curved handguard. The blade is a single long metal made of Blackened Geisteel, a special type of Metal found in Kumori's home plane of existence. This blade forms straight in the width of 8 inches along the hilt of the blade, the geisteel going into the handle perfectly to make the weapon stronger altogether. The bladelength reaches a total of 55 inches long from the base of the handle's pommel to the tip of the sword. There is a gem located at the base of the blade, being a soul binder gem that houses a special spirit inside of the sword. The handle however is made from a specialty black tar-likeish ooze, the same material that assists a shade's body to exist.
    Weapon Passive Abilities:

      • No one may wield me [ A ] Miza itself is a special blade, originally forged in the Phantom Plane. This blade's full properties can only be used by Kumori and Kumori alone, as such, if someone were to even attempt to hold, catch, or use Miza, they would feel the blade's gravity increase to x100, to the point where they couldn't hold it effectively.
      • One with my son [ S ] Miza's handle affects the entire of the blade, and as such, can weigh as light as a feather to Kumori. It's to the point he can fight with the entire weapon using only one hand. It goes even further beyond as it grants Kumori an entire new passive ability, to infuse the entire blade into his body and gem into his body without harm.
      • Element of Deadly Surprises [ S ] While Kumori has Miza infused with his body, he can utilize any of his custom hand to hand fighting skills, or base fighting to summon the long blade out of his hands, feet, and even his chest. The blade's strength is equivalent to an S rank skill, but it will cost Kumori an even 50 energy to call the weapon fully out of him to his side.

    Weapon Activated Abilities:

      • Explosive Wave Enchantment [ A ] Spending 100 energy to enhance Miza's own blade will cause it to vibrate on a molecular level. Any time the blade of Miza is slashed, it will cut through the air, leaving a dark trail as the wave flies out quickly, matching a speeding bullet. Upon impact with any physical being, body, or object, the wave will explode reaching a total of 10 ft in radius.




    RPC Name: Kumori
    RPC Rank: Expert
    RPC Class: Shadowknight
      RPC Sub-Class: ???


    Armor Name: Kumori's Leather Set
    Armor Rank: Expert/A-rank
    Armor Type: Upper, Lower, Shoes, & Gloves
    Armor Description: An original set of equipment, belonging to Kumori that has been transported to him from his home of the Phantom Plane. This equipment is made with black dragon scale hide. The scales have beened weakened drastically and woven into the leather set to give it greater durability while also flexing as if it was nothing. The leather itself is made out of Shadow Wolf and Cow hides to give it protectiveness against the harshest of conditions.
    Armor Passive Abilities:

      • Phantom Plane Origins [ Rank B ] The user's clothing emits a powerful substance of destruction, known as a Black Shuck Virus. The virus comes out to a maximum of 5 feet in battle, but only 2 feet out of fighting. Staying within the reach of the virus, the foe's own shadow vanishes if they are in the virus's range for 4 posts. Kumori's own shadow skill techniques will gain an increase of one rank for the shadows absorbed into his body(maximum shadows needed: 2) and can only last for 5 posts. As well as performing this, the user no longer suffers energy penalties caused from his class.

    Armor Activated Abilities:

      • Kneel! [ Rank B ] A crippling aura used against the foes that he comes in physical contact with. The aura itself is skin-tight, and those who remain in the aura grasp for 2 posts are soon inflicted with a crippling illness. The aura remains for 7 posts and the poison that is afflicting the foe is unable to recover via regular heal and must have a cleric cure them.
      • Instill Fear [ Rank C ] A burst type technique, Kumori quickly builds in his aura to his body before blasting it outward. It does no physical damage, but it flashes an opponent's worst fear into their eye sight. This requires no known knowledge of the Foe's fear as the shadowy blast that reaches 3 meters away from the user can generate a horrifying image of fear. It can only work on 4 enemies at once, but it can be increased with B rank energy to blast it all at a single opponent. The foe afflicted is unable to see clearly with the image burned into their eyesight as it lasts for 3 posts.
      • Defense Protocal: θ [ Rank A ] A swift technique that can impale anyone within a 4 foot radius of the user. Kumori needs little to no need to charge this attack as the Armor itself has the energy flow needed. This requires the user to be attacked point blank as it is only made for Point-Blank Counters. This can be activated however, without the need of being attacked by forcefully activating it yourself, this only summons spikes out in the back. The counter attack form summons spike shooting out of all areas of the armor. The spikes are only 2 feet long and are as quick as a gunshot.




    RPC Name: Kumori Hell
    RPC Rank: Expert
    RPC Class: Shadowknight
      RPC Sub-Class: Mage


    Weapon Name: Kumori's Original Rapier
    Weapon Rank: Expert/A-Rank
    Weapon Type: Hand-guard Rapier
    Weapon Description: A Rapier that belongs to Kumori back in the Phantom Plane from his Father. This comes with his Original Leather set, made out of Black Steel from the blade to the handguard. The handle is made out of Ashen Colored wood, wrapped in mantaray leather to ensure stability for the fast swings. The full length of the weapon is 43 inches, the blade length being 39 inches while the handle with the hand-guard is 4 inches total.
    Weapon Passive Abilities:

      • Fear Blade [ Rank C ] A simple energy build-up technique for the rapier, usually activating from taking or dishing out 5 hits total with the blade. With the build up all finished, the user gains access to the Rapier's technique: 'Aria Cut'. The energy build up can be drained by any type of Energy draining techniques.
      • Shadow Blade [ Rank C ] The blade itself is made out of Shade Black Steel, making the weapon capable of going incorporeal for two posts at a time. This is an active Passive technique like the Shade's Incorporeal ability. This allows the weapon to phase through defenses, but also become unable to block attacks as well.
      • Collapse [ Ranks C ] The Rapier and it's guard are capable of being easily collapsable to resemble cestus knuckles. It retains his strong metal guard, allowing the user to block weapons or parry weapons with the metal cestus appearing guard.

    Weapon Activated Abilities:

      • Aria Cut [ Rank B ] A strong slash technique that is equivalent to being struck by lightning itself. The user's rapier gains a dark aura, almost appearing to look like it was humming before the user slashes outwards. The dark energy flies out like a bolt of energy, aiming to strike at the foe's chest. The range of it is at least 10 feet away in a straight line, and on impact the foe is inflicted with sensory depravation for two posts while shocking the foe with energy.
      • Night Slash [ Rank B ] A technique that is a rank stronger either in darkness or during night time. The rapier is kept in either it's collapsed state or in it's seathe as the user gets into a battoujutsu like stance. In the darkness or in the night, the energy it produces is almost invisible. However, in any form of sunlight or projected like(Aside from the moon), a long stretch of energy can be seen growing to 20 feet total before the user slashes out with the rapier.
      • Strike out [ Rank E ] A simple technique that requires the rapier to be in it's condensed Cestus state. The user embues the cestus with energy and strikes out with a punch, feinting it and turning the hand to appear as though they are thrusting empty handed. The energy soon shoots the blade out as it is sent flying towards the foe to the full extent of the rapier.

KnightsRoyal

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KnightsRoyal

Desirable Hunter

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PostPosted: Thu Oct 24, 2013 8:03 am


Talent: Kumori
PostPosted: Thu Oct 24, 2013 8:04 am



    RPC Name: Kumori Hell
    RPC Rank: Expert
    RPC Bloodline: Shade
    RPC Class: Shadowknight
      RPC Subclass Shadow Prince



    Talent Name: Demon Kumori
    Talent Description:
    Demonic Possession
    Upon joining with the Demons with the guidance of a Corrupted Seraph, a being who betrayed her own kind, Kumori's soul was imbued with a demon to mask him as apart of their demonic forces. This grants Kumori more power than before with his previous talent. His power is unrivaled with this strength, becoming more of a being of death.

    Kurah Demon - S rank
    The demon that is apart of Kumori's Soul, and apart of his entire body. He cannot be exorcised from Kumori's willing body and will protect Kumori as much as possible. The demon itself can jam out summons while it is activated, making any fight a one on one situation with Kumori. When it jams out summons, it jams out ANY techniques that summons any form of help. Once activated, it lasts throughout the entire battle and drains the user 200 energy each post.

    Demonic Prowess
    The blood of the innocent courses through Kumori's non-existant veins, powering his body through death itself. As such, his max energy pool has been increased by 700 while every single one of Kumori's Earth Elemental attacks are now boosted with a natural life draining energy. Any earth that Kumori has influenced with his energy, becomes inhabitable by plantations, but unaffects other mortal creatures. Kumori's weapons and armor can effect skill barriers, normal/skill shields, and Armor.

    Talent Weakness: Fire attacks deal 3x the amount of damage instead of the ordinary double, same with Holy techniques. Kumori can no longer use the Aura of Power technique of the Shadowknight skill set. After 4 posts in Kurah Demon's state, Kumori's left arm breaks from powerful pressure of the form.
    How did the character get this talent?: Joining the Demon's side.


Username: KnightsRoyal
Rpc Name: Kumori Hell
Rpc Rank: Expert
Class: Shadowknight/Shadow Prince

Summon's Name: Scythe, the One of Earth
Summon's Rank: S
Pic: User Image
Description of Summon:
Information
The being known as Scythe is a dormant creature of legends, mainly residing in the mountains of Pronta to provide himself with inner peace. Back in the day however, Scythe was a being of strength and resistance, going toe to toe with any form of a dragon from the full Wood to that of living Magma. Scythe is equipped with his signature Damnation scythe, the key influence for what had created the shadowknights. Scythe had awaken once before, back in the day when only a single Shadowknight roamed the earth, now a new shadowknight seeks to awaken this dormant power for a new purpose.

Stats:
Strength: 10
Speed: 6
Energy Pool: 2400

Shadowknight Damnation (Passive)
Scythe produces a terrifying aura that boosts any shadowknight within the single thread. This strengthen's their techniques by a single rank, creating a deadly feel around the entire area. This would weaken Paladins due to the massive power of the being noted as the Guardian of the First Shadowknight. This weakens paladin skills by a single rank and Nephilim will seek even harder to try and kill this monsterous beast.

Death's Touch (Passive)
A single touch from Scythe's bare skeletal hands will drain their foe of stamina and energy(-1/-1 each touch). However, this can only work on touching the unarmored parts of the foe so it will not work should Scythe touch the scaley parts of the dragon. This can be stacked as the effects last for 3 posts, should the strength stat drop down to Zero, the foe will perish. The body is not required to be made of living tissue, as death's touch works on the spirit only.

Doom Cover D
Scythe is connected to their host, therefore the summon will move towards the user blindingly quick, covering the user with his long cloak. The cloak is made of energy resistant materials, protecting the user from D ranked and lower elemental attacks.

Deathscythe: Draw C
Scythe swings his large scythe at the foes, the weapon is non-physical however and will phase through the foes. However, it leaves trace of energy during the swing, which damages the foes and will forcefully bring them towards Scythe by 5 feet with the range of 15 feet.

Deathscythe: Tornado B
Scythe will spin around in place, usually over the master as Scythe generates a bladed tornado. Those caught within it's 8 feet radius range will be lifted up as they are slashed into from the sharp winds of the attack. Extended at 16 feet total around the 8 feet radius, the winds are strong and can disrupt flight of any kind.

The One of Earth: Glaive A
Scythe will concentrate energy into the earth below him, breaking the ground before he summons up a pure circle of spikes around him. The spikes jet out three times, an out-stretching ring as of luck as it hits 3 feet away from the user, then 5 feet, then 7 feet. The spikes are 4 feet in diameter This is capable of impaling numerous foes and missing the Summon's master completely.

Sickle Storm S
Scythe will generate their energy into the atmosphere around him and his master, generating a swarm of sickles in the air. These sickles spawn in a numerous amount of times at least to 100 of them as they fly and home in on the foe. The blades are razor sharp and can cut through Armor B ranked or less, and this will continue for three posts, 30 sickles being sent at the foe each time.

True Reaper's Blade SSS
Scythe will channel his energy to connect himself with his master by the weapon. As such, this allows the Master to control Scythe with their own body movement. They cannot use any of the B and up skills of Scythe, but they gain access to C and below. The downside is that the user and Scythe both feel the same pain and harming both of them can shatter the connection easily. The connection lasts for only 7 posts total.

Rp Sample: (Required, at least more then ten sentences)
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KnightsRoyal

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PostPosted: Sat Jan 25, 2014 1:05 pm


Exceed's Items!


Username: KnightsRoyal

RPC Name and Rank: Exceed + Novice

Machine Amount: 2

Name of Machine: Moko Mk. IV

Machines Rank: C Rank

Description:

This is a very efficient helper of the mechanist known as 'Exceed' that is well equipped with a multitude of items.

Stats: 4/7
Size: Slightly bigger than the average wolf
Metals: Iron Equipment

5x Wire claws
2x Chainsaw Blades
1x Transformation Module
2x Mount Handles w/ side feet Holds

Wire Claws: These are a multitude of claws with pincer claws to help grab ahold of items. It can hold up to five small items(i.e. daggers) at max, and is sometimes capable of helping out allies with their items. These are used for offense as well, being able to wield weapons with their pincers just like their chainsaw blades. The wire claws actually make up its tail in terms of appearance.

Chainsaw Blades: These are this helper's main use of combat, and highly green as they absorb energy from the user to use these weapons(10 energy per post + strike). They spin at 100 rpm and have a pincer special handle, making them easy to use and stab with.

Tornado Cutter
Rank: B Energy
While the wolf is active, wielding the chainsaw blades, this hound can spin itself horizontally with the chainsaw and wire claws fully extended out. This can cause damage as it reaches out in a total of 6ft diameter from where the wolf is. This can be used multiple times in a row, but due to the multiple hits this skill can do, it counts as 5 C rank strikes.

Transform Module(Arm Equipment): The entire dog, with the chainsaw blades, turns into what resembles a strong arm with multiple muscle rhythm plugs. As heavy as the arm appears, it can be very light for 'Exceed' himself as his energy is turned into another frequency he can comprehend with his own base energy. Because of this, he can do D rank damage with just the metal fist alone. When B rank energy is used on the arm, the sides of the arms open up as a chainsaw is brought out, not running and soon loaded to the sides of the fist, giving the arm a less strong appearance. The fist itself, however, is now a dual bladed chainsaw arm, capable of doing C rank Damage.

Mount Handles w/ side feet holds: In it's base form, Exceed can grab ahold of these handles, place his feet into the holds and can ride his hound as it gives him a +1 in his strength rank, but a -1 in speed due to carrying Exceed.

RP Sample:

As Exceed was riding around on Moko, he was taking in notes of the forest surroundings to make a map. As he did, his paper flew off due to the high speed his wolf was going as he tried to reach out for it. The wire claw shot out from it's tail and grabbed the paper for Exceed, handing it back to him as he smiled and placed it back onto the back of it's neck. As he continued to make a map, looking for well made shortcuts, an Ent took a step and stood in his dog's way. He looked up to see the Ent's hand coming for him as Exceed pet his dog as it moved to the side quickly dodging the hand.

The hand hit the ground, but spawned out various spiders, about 5 of them that went towards him and Moko as Exceed dismounted Moko. Exceed activated his own enhanced hands as he pat Moko on the head, watching it's tails turn into 5 wire claws, drawing out it's other handles. Two of the five grabbed ahold of the special handles and soon it's sides open, two well sized chainsaws coming out as they closed and charged in. Exceed moved behind him as the wolf cut through 3 of the spiders before jumping back and bringing it's legs in. The mouth opened up as the entire wolf turned to face Exceed as it was flying forward, Exceed jumping up after him.

Exceed, reached his hand into the mouth, grabbing ahold of the sphere inside as his arm was brought inside to the upper arm. Soon the tail retracted itself in before it's hind legs coming out along with it's fore legs in the back now. It made the index, middle, ring, and pinkie fingers before the tail came out as a whole thumb. He turned around as he landed with a full metal fist as the ent came back to try and grab them, Exceed changing the fingers out with the chainsaw attachment as he cut through the hand of the Ent, causing it to reel in pain. "Oi! I was just going to ask what the hell you were doing on that wolf!" The ent yelled as Exceed soon felt embarrassed as he had his arm turn back into the mecha wolf. He and the Ent made up after restoring the wooden hand and were let off with a warning.

Picture: Moko

Do you think I will accept it: Maybe.





RPC Name: 'Exceed' Nerro
Rank: Adept
Bloodline & Class: Human Mechanist
Talent Description:
Curse of the Arm:
Exceed's left arm is not his, but instead came from someone close to his line, so it was easier to have attached due to their blood types being the same. However, this arm is the main source for Exceed's Fire elemental talent, since it has the Mage Revolt implant. Due to who the original user of the arm, the blood is tainted and contains energy ramnents of the user's spirit. This arm is what is behind Exceed's magical talents and being able to perform certain techniques that can be pushed off the charts.

Energy Frequency(Omega v1)
Rank: B
The user draws a circle in the air before him, giving it a small design before he pushes it forward a few inches. While this hangs in the air, it acts as an anti-air attack, capable of shooting forth a powerful spear of the user's aura out. However, this can only activate if a foe were to attack from the air and only in the air will the opponent be. The Frequency circle lasts for 5 posts waiting on aerial movements from the foe before dispersing into nothingness.

Energy Frequency(Omega v2)
Rank: B
The user draws a small insignia on the ground before a circle of 10 ft radius appears underneath them. The frequency acts as a energy generator, recovering any ally and the user's energy by E rank each post it remains active, and it takes off E rank energy from any attacks that require energy. This lasts for 5 posts but it can be dispersed by any ground pound attacks, weak to most earth techniques as well.

Tainted Energy
Rank: B
The user traces the energy into the air and strikes out at it with the left arm, turning the energy black as it shoots out a number of 5 energy arrows. If any of them were to strike it would do D rank damage to the enemy and drain them of E rank energy for each arrow that hits. This has a 3 post cooldown after using to make sure that Exceed can recover from using his left arm's energy attack.

Energy Soul Shift
Rank: A
Restriction: Requires the User to be near-death before using this skill.
For a moment, upon reaching near death, Exceed will allow his left arms energy to spread throughout his body. The energy will spread like demented wildfire, reaching the soul and the mind of Exceed before he experiences some minor changes. His left arm will be engulfed in flames as his aura changes from whatever it is to one made out of shadow images. Exceed's technique list becomes invalid to be used and instead becomes a set of new skills + the fire elemental. Due to the change, Exceed becomes someone known as Rizen Nerro, a berzerker with fire elemental attacks. The only skill set besides the flame set available to be used is Rage Fist(Up to Stage Three) and only two Berzerker skills(Ki-Assault + Force Breaker). This only lasts for 3 posts and has the user stuck in whatever is equipped upon the user.

Talent Weakness:
Curse of the Arm(Negative)
The user sustains a -150 Energy to their max energy pool, being forced to limit themselves each time with how their energy use is.
Fire-based attacks now cost double energy to perform due to the dual frequency of the arm and the main human body.
Cannot learn the following:
Tool Tinkering: Flight
Terraforming Grenade
Stun Grenade (Flash Bang)
Wall of Fire

How did the character get this talent?: A Mission from the king and being forced into a terrible nightmare to fight against his worst fear.
Sample: Do you really need some samples from me on this one? XD


    RPC Name: Exceed
    RPC Rank: Adept
    RPC Class: Mechanist
      RPC Sub-Class: N/A


    Armor Name: Archangel Armor/Tainted Angel Armor
    Armor Rank: A
    Armor Type: Full Body cover Exoskeleton
    Armor Description: A special set of Mechanist armor made from energy adapters, appearing as a full skin-tight body suit. The helmet is a full head mask, appearing simple in design as the helm is made out of a few layers of titanium and steel. The body suit itself is made out of well-sewn kevlar materials, hiding the stainless steel exosuit. It has a very significant power source deriving from the Nephilim, giving the Armor a holy touch to it. However, this armor is not immune to Exceed's body change and adapts into the tainted form.
    Armor Passive Abilities:

      • Holy Touch[ Rank C ] So long as the armor is active with Exceed in complete control, the user gains the holy touch due to the Nephilim energy source. With it, they can deal additional damage to those of the Unholy nature or with unholy powers via their weakness. This skill goes inactive whenever the armor is deactivated, or if the Armor becomes temporarily tainted.
      • Enhanced Reactions[ Rank C ] Due to the armor's special properties and design, it weighs little to nothing on the user. This allows for quickness that would reach supernatural levels, allowing the user to react to things much quicker as if they were happening in slow motion. In the user's senses, they can detect oncoming hostilities mere seconds before it connects. This is not effected by tainted energy and remains as is.
      • Black Angel Mode [ Rank B ] This mode can be accessed only by Rizen Nerro. Using this mode taints the armor to lose it's holy properties and skillset and be replaced with darker techniques. The armor is temporarily named Tainted Angel Armor.
      • Hades' Strength [ Rank B ] Because of the Armor's entire equipment, the user's own flame energy gets put into use once tainted. Because of this, the user does not get a strength increase, but can now strike with B ranked damage. Exceed is capable of stopping a charging car because of his Armor's tainted form, but it deactivates once the armor is purified.

    Armor Activated Abilities:

      • Holy Fists [ Rank B ] The body's energy projects outward onto the Kevlar energy-laced suit. The threads of energy bring the energy outward towards the user's fists, generating metallic holy feathers. The user can strike outward with the fist, shooting out several feathers that automatically regenerate onto the User's fist. The feathers can only shoot straight with the radius of a regular human fist. The user can grab enemies with this and perform a special type of a grab, punching the foe's abdomen and shooting the feathers out through the body. The feathers only last 6 posts when the skill is activated. Cannot be used if the Armor is Tainted
      • Lightweight Power [ Rank B ] Thanks to this Armor's small style appearance and equipment, it has enhanced the user's capabilities of movement slightly. This gives the user a very floaty maneuverability while dealing no harm to the user's power output. The user can move around more freely in the air(I.E. Air Dash or air dodging). This does not change with Tainted energy.
      • Nephilic Double Jump [ Rank E ] A very easy to use skill that allows the user's back to glow. This allows a second jump within the air and a much more quick way on recovery. Very good for reaching higher areas, but can only be used twice while in the air(Air spouts or flame jets do not count.).
      • Wing Shield(Pure) [ Rank B ] The user summons up pair of blue wings that follow the arms into a protective stance. The skill can absorb most energy projectiles except for unholy enhanced projectiles. If it absorbs energy equal to the amount the user had used for the skill(I.E. 5 C rank skills or 1 B rank skill), Exceed can release his wings to send two waves of energy outward to their enemy. The user can block physical attacks or projectiles with this skill so long as it is B rank or below. Can only be used in basic mode.
      • Wing Shield(Tainted) [ Rank B ] The user summons up pair of black wings that follow the arms into a protective stance. The skill can absorb most physical projectiles except for holy enhanced projectiles. If it absorbs energy equal to the amount the user had used for the skill, Exceed releases the wings and releases a blast of energy around the user. The blast radius reaches 20ft to ensure push-back force and damaging effects. The user can block physical attacks or projectiles with this skill so long as it is B rank or below. Can only be used in Tainted Angel mode.
PostPosted: Sat Jul 26, 2014 11:41 pm


The Shadow Prince/King: Kumori's Sub-Class

A class only fitting to the prince of the Shades, Kumori. After taking a single reading of a Mage's spellbook, each one of the spells produced began to take a much darker tone to it. Soon Kumori decided to adapt the spells from the Mage into his repertoire, mixing it with his Shadowknight skills. Because of his natural attachment to the world of darkness, the skills began to take a life of their own, to the point of full power of Kumori's connection with both Spells and his Physical prowess. These skills are all mixed forms from the Mage and Shadowknight Class, creating new skills. All the skills are either non-attribute or are embued with darkness.

Strengths:
1. Dark Sun: Under the night sky(Not Magical darkness, has to be a legitimate Night Sky), the user is unmatched in their prowess of combat, granting a rank bonus for all of their dark skills.

2. Dark Touch: The user no longer needs to use their energy to enchant their weapon with either Darkness or Unholy. It becomes natural to the user that they allow the weapon they hold to become already covered with unholy energy.

Weaknesses
1. Holy Flames: Skills of any holy type will ignite the impact with white flames for a moment. All holy skills do a rank up in damage because of the flame additions.

2. Easily found: The user cannot contain their overflow of darkness and powerful magic, allowing their energy to flow out and make them very detectable by Magic Sensors, Holy sight, or even those who can see the darkness from bodies.

Skills


    Skill Type: [ Special Sub-Class ]
    Skill Name: Unearthly Sight
    Skill Rank: Passive(Auto-learned when Subclass is learned.)
    Skill Description: A technique that allows the user's sight to never fail when it comes to the realm of darkness. In fog or in the shadows, the user is capable of seeing foe's own shadows to locate where they are. Unfortunately the foe has to be in some form of plain sight, not hiding behind objects.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Heart of Darkness
    Skill Rank: E
    Skill Description: A special technique known only to Kumori, with it's ability allowing it to create a small sphere in the air. This can be performed a maximum of five times to create five spheres of darkness that circle the waist of Kumori. As soon as this happens, the user gains the ability to use a B rank technique with A rank damage for two posts before the technique vanishes.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Charging Stance
    Skill Rank: E
    Skill Description: A stance skill that has the user entering a Riposte type stance, charging the blade with shadow energy. This uses 10 energy but can be used to charge up each of the following charge skills to the next rank of damage.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Charge: Thrust
    Skill Rank: D
    Skill Description: Normally doesn't require the user to enter their Charge stance, mainly for it thrusts out a small amount of sickening dark energy. If used after a charge stance ante up and can counter C rank and below with the speed of the thrust up close. If the attack hits the opponent, the dark energy stored within the blade explodes outward to force the foe backwards by 5 feet.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Charge: Slash
    Skill Rank: D
    Skill Description: Normally doesn't require the user to enter their Charge stance, mainly for it is a quick diagonal slash with a dark infused weapon. Should the user use the Charge Stance with this technique the user can slash and release a reflective dark energy. This technique can counter C rank and below projectile moves except for light techniques. If an opponent is hit with the charged slash and energy, it creates a small numbness on where it strikes, making the part it hits hard to move.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Charge: Blast
    Skill Rank: D
    Skill Description: Normally doesn't require the user to enter their Charge stance, mainly for it releases a sphere of darkness towards the opponent. Should the user use charge stance with this skill, the sphere becomes smaller but creates an explosive force like that of a concussive grenade, damaging with explosive force while sending enemies back.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Charge: Stream
    Skill Rank: C
    Skill Description: Normally doesn't require the user to enter their Charge stance, mainly for it uses a single hand for a constant stream of energy to damage the foe. If the user uses charge stance with this technique, the stream becomes much stronger and can phase through walls(So long as there is no light on either side). This can only be used in darkness however.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Skeletal Uppercut
    Skill Rank: C
    Skill Description: An anti-air technique that spawns out of the ground, created with pure energy as it uppercuts up to the User's height. It vanishes after it hits anything physical or energy base. The fist itself is the size of a Rounded Table while the forearm and upper arm are like pillars.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Pillar of Darkness
    Skill Rank: C
    Skill Description: A good anti-air technique that can be used within a 5 ft radius around the user. The technique creates a 20ft tall blast of energy that hits directly up and around as it has a 2.5 ft radius. This can be used right underneath the user to strike high and around, protecting the user with ease. This cannot block skills B rank or above.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Wave of Darkness
    Skill Rank: C
    Skill Description: The user generates dark energy into their arms as they rear their arms backwards. With that they swing their arms out before them as the dark energy shoot out to create a wave of crawling darkness into the air. It slowly moves out a bit towards the foe foe a single post before it narrows and shoots out towards them quickly.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Sharp Bone
    Skill Rank: C
    Skill Description: A quick replacement technique of anything, the user drops a sphere of darkness into the ground. However, the sphere is condensed as it draws up a specific part of the skeleton, with the bone being sharpened down into that of a straight edge stabbing bone. The bone can be easily replaced if cut or broken as it is only C ranked energy covered.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Dark Flame Bone
    Skill Rank: B
    Skill Description: The user focuses onto their target, a palm pointed towards the foe as they begin to focus their energy into the palm of their hand. Soon, they generate a sharp rib bone that flies after the opponent, covered with a dark layer to make it appear shadowy. Upon contact with the foe, the bone bursts into a set of light absorbing flames 'stealing' the light from around the foe, making them fully blind, only able to see darkness. If this comes in contact with any other physical force that is inanimate, it shatters.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Icicle Skeleton's Claw
    Skill Rank: B
    Skill Description: A quick technique when used with nearby water. The user can chill the air and bring out a large skeletal arm, grasping the head of the opponent with it's cold bony fingers. It holds the opponent in place, a bit up in the air as it soon releases a blast of frosty aura directly to the face of the opponent while releasing them. The user can lower the rank to C energy to hold the enemy in place, requiring 8 strength to break the frosty skeletal arm.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Hell's Barrier
    Skill Rank: B-S
    Skill Description: A variable defense technique, made specifically for the user's leisure, depending on the situation. At the cost of B ranked energy, the user can block close combat techniques, all the while absorbing half the energy used in the techniques up to 38 points of energy. At the cost of A ranked energy, the user can absorb projectiles into the barrier up to 50 energy, inevitably releasing out a piercing beam of energy of 2ft diameter that blasts through any type of shield or barrier that are A ranked and below. At the cost of S ranked energy, the user's barrier condenses to around their frame, capable of defending them from all ranges and absorbing projectiles to transform it into Energy. The barrier lasts up to 5 posts or until it is broken in all energy spent forms. S ranked energy can build up to 125 of Absorbed energy and once fully charged, can shoot a large beam of energy, that sizes up to 6ft diameter, straight from the user's chest. This requires a 10 post cooldown once it wears off.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Dark Flame Hammer
    Skill Rank: A
    Skill Description: The user spawns in a hammer made out of skeletal parts, the spines being mixed together to create a black spinal handle. The Rib cages come together along with several rib cages to form the large hammer head as the skulls ignite inside of the rib cages. The user soon lifts their hammer up, the darkness from the spines encase the ribcages and the flaming skulls, tainting the fire to steal light. The user then swings the hammer towards the foe or to the ground. Should the hammer make contact with a body, the hammer's head breaks apart and shatters upon connection, releasing an explosive force at the opponent while igniting their clothing with the black flames. If it hits the ground, a quaking wave of energy shoots out as a shockwave ring, imbalancing and knocking down those who are in the 15 ft radius. The explosive force of the ground pound is enough to even imbalance a full grown Dragon.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Dark Sphere
    Skill Rank: A
    Skill Description: A powerful technique that has two uses which can be done at the same time. The first use utilizes the user's dark energy, summoning up a pure sphere of darkness around the user. The Radius reaches 8 ft total, enough to cover the user and then some. The user can then thrust their arms out and force the sphere off of them to home in on an enemy. The second form of it's uses can protect the user and the enemy from physical and energy attacks(Sans holy based techniques) that are performed at close range. The 2nd being that this Sphere entraps is forced to experience a waking nightmare while being dealt B rank damage for five posts.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Dark Exoskeletal Armor
    Skill Rank: A
    Skill Description: The user punches the ground, their hands breaking through and entering the earth below them. Transmitting their dark energy into the ground, the user begins to summon up skeletons from the ground, slowly having the bones come up and over his body to encase it with bones. The amount of bones matches that of armor, the bones are then infused with corrupted magic, making the bone armor much stronger than normal. The enhanced armor lasts indefinitely, but the bones can be broken by 2 A ranked techniques.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Black heart's Cannon
    Skill Rank: S
    Skill Description: A strong technique that can be done with both hands or a single hand depending on the user's preference. The user holds out a hand, collecting energy into the palm of their hand as the earth around them begins to shake and tremble. The user is capable of of canceling the charge of the attack to avoid an attack, keeping ahold of the charge, it must continue it's charge after dodging to keep the charge(I.E. no attacking.). Should the user be allowed to use the technique, the earth will break underneath them as they release a slightly glistening beam of darkness. The beam travels 15 feet total, but at a slow rate of 5 feet per minute, the width of the beam however is five feet at full power. This was created to be used to kill the user's enemies without a second thought.



    Skill Type: [ Special Sub-Class ]
    Skill Name: Obsidian's Heart
    Skill Rank: SS
    Skill Description: A special type of technique that requires physical contact with another being to be used. The user can charge this technique with a single hand or with both, it does not matter as the energy does not go to waste if the skill is whiffed. If the user grabs onto the opponent with their energy charged hands, the user gains half of the opponent's strength stat while draining them of half of their strength stat. The user uses this boost for three posts as they throw the opponent away as hard as they could into the ground below them. This skill can be used another way and to inflict weakness onto the foe's muscles, cutting their speed and strength down by half.



((This was approved by Hiro over Skype.))

KnightsRoyal

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KnightsRoyal

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PostPosted: Sat Aug 23, 2014 7:31 am


User Image


▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Gun Commander(Exceed)]

      A special type of Mechanist class that specializes in leadership and powerful techniques. The class can boost morale while packing in the big guns in the back, usually a large cannon like weapon. They retain their control of machinery, but gain access to these new types of skills and the ability of wielding large weapons. Exceed is capable of making new machines on the spot that only last with an energy output.

Strengths

      • Quick make!: The user has plenty of skills that can allow the user to make several machines on the spot that can dish out damage.
      • Toned Power: The user may not gain a strength increase, but they are able to pick up heavy equipment or wear heavy armor without a speed penalty. (I.E. Greatsword wielding)

Weaknesses

      • Quick Make?: The user needs to be around SCRAP metal or recyclable equipment in order to use any of the machine make techniques.
      • Legend of the Commander(Exceed): Exceed's Cannon can be be seen from a mile away as it is charging for an attack, making his Cannon Attacks easily predictable.


Techniques

      Quick Make: Sparrow Barrage [ C] A technique that requires five pieces of scrap metal or five pieces of equipment to use. The user can spawn in a small creation module on the ground that creates small bird-like creatures(Up to 10) out of it's hole. The birds are equipped with Semi-automatic pistols and shoot ten bullets each at an enemy as a swarm. The shots each have a click warning.


      Quick Make: Medium Shooter [ C] A technique that requires five pieces of scrap metal or five pieces of equipment to use. The user can spawn in a small grounded turret that harnesses the user's energy given to it. It remains for 2 posts, firing 5 spheres of fire energy total at the enemy Exceed is fighting.


      Cannon Charge [ B] The user charges their large weapon with explosive energy, mainly to have the weapon ready for any other type of skill. This can be used to shoot a powerful blast of energy at the foe instead of preparing for another skill. This reduces any charging skill's wait time down by a single post for each Cannon Charge technique used. This can only work on a single technique the user has to charge for. This can be stacked three times in a row in three posts, but this only increases the basic shot technique to A rank while a single technique outside of this gains a -3 post cool down. After the first charge with this skill, the user only has two posts to use a cannon technique or use this technique again until the charges vanish. Each use to stack up only sets it back to a two post cool down.


      Heavy Swing [ B] A very, very, VERY simple technique turned deadly. The user pours their energy into their weapon to make it light as a feather for them, with it they can swing it like a baseball bat at the foe. Due to the actual weight of the weapon, it will strike the foe hard and send them flying away by 10 feet. This can only be used with an extremely heavy weapon(Hammer heavy or a large cannon).


      Quick Beam [ B] A fairly easy to use technique of pure Ultra-violet rays, making it effective against creatures that can be harmed by UV ray-based techniques. This beam attack shoots straight out of the cannon's barrel, with a 3ft diameter blast circle but a 30 foot range on how far the beam can reach. This can be refracted, or reflected, by simple mirror tricks like any other light based technique.

      Quick Make: Explosive Sparrow [ B] A technique that requires seven pieces of scrap metal or six pieces of equipment to use. The user can spawn in a small creation module on the ground that creates small bird-like creatures(Up to 15) out of it's hole. The birds are equipped with twin Semi-automatic pistols and shoot ten bullets each at an enemy as a swarm. The shots each have a click warning. If a bird is shot down or if they run out of ammo, they will dive bomb towards the enemy, detonating on impact and creating several explosives.

      Rapid Fire [ B ] A quick and easy technique that uses a full clip to unload on an enemy. Depending on the type of large gun the user holds, it can range on how many shots it has. This skill enhances the whole clip to give the bullets as much speed as a high-speed rail(125 Mph). The downside is that it gives the bullets an explosive force that an untrained user can be damaged severely by the recoil. The Gun Commander receives only D rank damage from the recoil due to their mastery over the large weapon, giving it nice accuracy. The bullets are the only things faster, but the Rapid Fire enhancement skill can be casted onto a gunslinger's weapon as well.

      Beam Charge [ B ] A skill like the Cannon Charge technique, except it only enhances the Quick Beam technique. Exceed can over charge the beam weapon to have it ready for another blast. This technique can be used in two posts in a row to have the beam fully powered up. After a single charge, the user's Quick beam technique has increased by a foot in it's radius size and can set enemies on fire from the pure force of light. After two charges, the user's quick beam is doubled in size and can pierce through rock, disintegrating through it.

      Grande Divider [ A ] This skill requires a full post charge time to prepare either the Beam Rifle weapon or the Large gun weapon the user holds. The charge creates a purely explosive force and can be interrupted at any given time. If the user is left to charge his technique, they can then stab the barrel of their weapon into the ground, pulling the trigger to let loose the explosive force in the ground. This creates a fissure like wave going in three directions forward, a line of bright energy could be seen as a trail guider. Soon the ground breaks as a blast of energy shoots out from the fissure lines, destroying the ground. The range of destruction from where the user stands is 30 degrees in their field of view with a 25 ft away from the user along the 30 degree angle.

      Explosive Rain [ A] This technique requires two posts of charge time to lock the aim and angle the explosive time. The first charge post requires the user to set their cannon down and set it's angle for firing. The second is charging the full cannon with their power to create an exploding round. The user then fires the round up into the air as it follows at an arc to the top of the arc range. The round explodes at the altitude and creates a small black smog from the user's energy. This causes a few small flame bolts to rain down from the sky, leaving an acidic flame trail once they hit the ground that burns foes that step on the 10 feet diameter puddles.

      Tar Flame [ A] This requires the Beam rifle to use. The user changes the rifle's beam properties to match something akin to the flamethrower. With a good aim and a nice post to use for the settings to finalize, the user can soon blast the enemy with this technique. The flames the user shoots out are covering the tar-like substance that comes out of the rifle. Enemies hit with the tar and flame must find water within 10 posts or find a way to put out the fire or it will kill them via the intense heat.

      Quick Make: Large Shooter [ A] A technique that requires seven pieces of scrap metal or eight pieces of equipment to use. The user can spawn in a large aerial turret that harnesses the user's energy given to it. It remains for 4 posts, firing 10 spheres of fire energy total at the enemy Exceed is fighting. Once it hits the 4th post, or if it get's shot down, the shooter dive bombs itself towards the foe with a 4 feet wide explosive range with shrapnel.

      Nitrogen Flame [ S] A special form of the Tar Flame technique, still requiring the Beam Rifle technique. This requires a two post charge time to get the settings correct without a hint of an interruption. Changing to the first setting is quite easy, going for the second setting can cause the rifle to jam if interrupted, allowing for a three post cool down for the jam. Once fully prepared, the user can release what would be akin to the blue flame thrower. The flames are the opposite however, merely cosmetic as they freeze what they 'burn'. Foes that are caught in the flames are merely left as frozen statues for 4 posts. The frozen state can be ended early with a physical strike from something heavy to knock them out of their Icy casing.

      Stational Assistance [ S] This skill is one of the Gun Commander's greatest technique, but with a terrible opening if not allowed some peace. The user places a small intercom device to their head and kneels down, contacting and creating a specialized weapon in space from debris. With this, it takes a full post to figure out the coordinates and power before the next post. Once there, the user uses a 'Now!' command, sending down a powerful blast of light from space, striking directly where the foe is. The beam is slow moving so it is easily dodgeable if the enemy is a fast mover.

      Drill Shot [ S] This technique requires the user's main cannon weapon to use. This skill requires three Cannon Charges to be used. This skill has a five post charge time to prepare the user for one of their techniques. With their main large cannon weapon, they take aim and pin point it onto an enemy. They must then channel a high amount of energy into the barrel as the weapon slowly becomes prepared for a strong shot. Should the user be interrupted in any way, shape, or form, the energy would go to waste and the shot will be null. Should they be allowed to complete this skill, the shot will fire, homing in on an enemy, and on contact it will do as the name states, and Drills through the foe, armor and all. The bullet shot out is only .452 inches in diameter, but the force of the energy swirling the bullet increases the diameter to a full inch. This can pierce through three layers of solid steel objects before stopping. To put it into perspective, it can pierce through draconian bone/scale once and keep going into a human body.

      Quick Make: The Arm of Nefros [ SS] A technique that requires twelve pieces of scrap metal or fifteen pieces of equipment to use. The user holds their left arm up as the metal condenses down into what would appear to be a simple gauntlet. But that is not the case as the user will be holding the arm for five posts for the time being. A single punch from this left arm, or even if the user blocks with it, a powerful burst of energy explodes from the arm out towards the foe, as if a mountain was being thrown at them. Exceed can cancel the time limit to punch the ground once, creating an electromagnetic field 30 feet around in a full sphere set. This increases the weight of the foe's weapon and equipment considerably by three times their weight. If the foe is in armor, it restricts them from moving from their spot, aerial armor creatures are grounded hard and any form of a metal projectile are nulled and pulled to the ground. The field lasts for 4 posts while the entire skill enters it's 7 post cool down.

      Terra Break Shot [ SS] This technique requires the user's main cannon weapon to use. The user's main cannon becomes apart of the user's dominant arm for the entire time this skill is being used. This skill requires a default of a two post charge time, being unaffected by the cannon charge technique. he user has to infuse the entire cannon onto their dominant hand, their bones breaking to meld with the metal power that is their strength. The next two posts rely on the user's entire power to endure the fury that is the pain from their entire arm. Their energy is hooked up into the main barrel of the cannon before it is finally finished. Once set, the user has 2 posts with this form before extensive damage knocks them out cold. The user can only shoot two Terra Break Shots, each using Exceed's energy. The shots themselves are small spheres of physical energy, reaching 2 inches in diameter. The shot appearance are merely guiding shots, as they carry a deadly force both inside of them and behind them. Once a sphere is shot out, the sphere has it's own sphere of destruction that extends to a 15 feet diameter, the force of their movement causes the objects to follow after them. On impact with the first physical object, or if the shot gets to 25 feet away from the user, the blast is like a black hole, bringing in everything within 20 feet towards the center with a violent pull before exploding with the force of a solar flare.

PostPosted: Sat Aug 23, 2014 7:35 am



    RPC Name: Exceed
    RPC Rank: Adept
    RPC Class: Mechanist
      RPC Sub-Class: Gun Commander


    Weapon Name: Gunblade Shoka & Beam Cannon
    Weapon Rank: Gunblade Shoka(A Ranked) & Beam Cannon(B ranked)
    Weapon Type: Gunblade Shoka(Mixed Weapon Species) & Beam Cannon(Cannon Type)
    Weapon Description:
    Gunblade Shoka: The Gunblade Shoka is a special weapon modified by Exceed to become apart of a large sword. Because of this and it's single handle with the trigger, Exceed had to use a specific cutter to create an in-blade handle, allowing exceptional use for a less than spectacular weapon. It is equipped with the following: 20 inch long and 15 inch wide blade(Wrapped around the main structure of the weapon, allowing for the user to hide the barrel and the type of ammunition.), 100 9mm bullet clip, 25 Custom Made Golden Coins filled with Gunpowder(The Coins are special Grenades that detonate at will), and a 'Secret Compartment'.
    Beam Cannon: Standard sized Cannon that is built with an energy deployer inside, feeding on the user's Energy to fire each shot. The cannon itself is slightly flawed but can be reworked by any mechanist to repair, improve, or recreate the Beam Cannon to create a new type of energy output. The shots are all infused with energy from the user and their equipment.
    Weapon Passive Abilities:

      • Energy Javelin(Beam Cannon) [ B ] All shots from the Beam Cannon are infused with the user's energy. If they are in a certain armor that changes their energy set, the shots are changed to match that new energy form. The user can charge the Beam Cannon for a post while moving to create an S ranked shot with a 20 feet knockback, capable of sending the user through the wall.
      • Constant Fire(Beam Cannon) [ C ] The user can keep the pressure going with the Beam Cannon by keeping the beam on the foe without letting go. The first regular shot of the Beam Cannon deals B ranked damage and takes B ranked energy. A constant beam from the cannon deals C ranked damage while consuming B ranked energy, allowing for 7 consecutive hits, all hitting C ranked.
      • Refraction(Beam Cannon) [ C ] Shots fired from the Beam Cannon are all capable of being reflected off of a reflective surface(Polished Shields, Mirrors, and Reflecting Barriers). This can be a good thing and a bad thing as the shots can bounce off of most metals.

    Weapon Activated Abilities:

      • Detonate(Gunblade Shoka) [ B ] Any C-Grenades shot from the Gunblade are all detonated with a stronger explosive force than an ordinary grenade. The grenades can be detonated at any time they leave the Gunblade Shoka itself.
      • Clearing Way(Gunblade Shoka) [ B ] The Emphasis as to the user's blade of the weapon, the user slashes downward with the gunblade. At the start-up, the weapon has a small glow as it releases energy from the barrel and the tip of the blade sooner. As the user slashes down, the energy formed creates an energy jet-like blade that extends the blade's length to 10 feet away. Once it hits the ground, beams of energy shoot out and harms the foes with an explosive force.
      • Final Wave [ A ] This is unlocked at Expert Rank, with the user's energy expanding to both of their guns at the same time. The user takes the energy developer from the inside of the Beam Cannon, using their own energy to condense it out as a cloud of energy. Exceed soon places the cloud of energy before the Barrel of the Gunblade shoka, creating a small little screen. He soon pulls the trigger as a blast of energy shoots out, reaching 8 feet wide and as tall as 7 feet. The blast is made of both pure energy and of particles of the single bullet used.

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PostPosted: Sun Aug 24, 2014 4:17 pm



    RPC Name: Hydris
    RPC Rank: Novice
    RPC Class: Knight
      RPC Sub-Class:


    Weapon Name: (Claim Weapon) Ancient Scimitar
    Weapon Rank: B rank power
    Weapon Type: Bladed Scimitar
    Weapon Description: A strange looking scimitar, the blade being made out of a mix of a few metals(Titanium, Bronze, and Stainless steel). The stainless steel is a cover coating, preventing water from getting the blade to become rusted. The titanium aids in making the blade heat resistant while the bronze gives it a heavier weight to it's swings. The main cutting edge belongs to the Titanium metal. The handle is made of Oak with a katana blade's black weave to make the weapon easier to hold.
    Weapon Passive Abilities:

      • Heavy Cut [ C ] A simple swing of this blade due to the Bronze added weight with the Titanium edge can make this weapon's cuts allow such power to chip at weapons and shields. Depending on the opposing weapon's rank, if it is below C rank, the Blade and Shield this weapon strikes will be cut through.
      • Earth Splitter [ B ] Another simple swing of this blade, due to the power being put behind it, can cause a small wave fissure about 4 feet long to appear. The strikes can make anyone above the fissures to experience imbalancement.

    Weapon Activated Abilities:

      • Dragonic Slash [ C ] A slash that is as strong as Dragon's scale, an upward slash at that. Those caught by the blade's power will be hit with a deep gash as they are lifted up by the strike.
      • Beheading Breathless [ C ] A swift left to right slash with the added power of the user's energy and their strength. This can decapitate foes on the spot should it connect, or bisect foes if it hits their waist. The power of this slash can cut through a shield if it is C rank or below.
PostPosted: Sat Jan 17, 2015 11:30 pm



    RPC Name: Saleria
    RPC Rank: Novice
    RPC Bloodline: Phoenix
    RPC Class: Knight
      RPC Subclass



    Talent Name: Unleashing the Beast
    Talent Description:
    Upon gaining this Talent, Saleria gains two new states of form for her body to have. The first state of form is a full human state for Saleria, allowing her to interact with small bodies of water much easier than her Phoenixian body state. The other state form is her Hellfire Phoenix mode, which transcends her normal body to have everlasting flames from hell.

    Hellfire Phoenix:
    The form of Saleria, linking her to what is known as a demon from hell. This form reduces water damage done to Saleria by 1 rank so long as her flames are going. The hellfire protrudes from her back mainly, creating two arm-length wings of unholy proportions. Her bloodline, fire elemental skills, and even the skills that come with this form all gain an unholy property, making it effective against Holy beasts. She is able to learn hellfire-based techniques and can even make her own techniques created fro the fires of hell. Transformation into this form grants Saleria 200 energy, capable of overclocking Saleria's Energy meter. However, this form and the energy bonus can only be used once per battle, the form lasting only 5 posts.

    Talent Weakness:
    Human Form:
    Should Saleria take this form, she may not be able to be damage by small water techniques, aside from large amounts of water like rivers, swamps, and the ocean, but she is unable to use any other skill than her Knight and weapon skills. While in this form, she is also as mortal as a human, and as such, can be damaged and poisoned like one.

    Hellfire Phoenix:
    While it may reduce water damage, the water is highly toxic to the user and actually causes the user to become ill. Being ill in combat is highly inadvised as Saleria's attacks are reduced by two ranks for 4 posts, strength stat is halved completely, and if she is hit by another blast of water, she is reverted back to her original form automatically. In this form, she is susceptible to holy attacks due to the unholy properties of the Hellfire Phoenix. All of her fire attacks can be countered by Holy attacks of equal rank, flames are ineffective against unholy monsters or zombies.
    How did the character get this talent?: Extensive Damage from Missions, pushing her body to her limits while near death. As such, she unlocks her hidden flame inside of her, unleashing a small amount of power dormant for centuries.

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PostPosted: Sun Jun 21, 2015 1:51 pm



RPC Name: Din Hell
RPC Rank: Adept
RPC Class: Mage
    RPC Sub-Class:


Weapon Name: Blade of the Raven
Weapon Rank: B
Weapon Type: Straight Longsword
Weapon Description: "The Longsword of the man at the tower, it's blade seems to be nothing special, but to the one who wields it will find exceptional power." Forged from one of the souls of the Raven, this sword seems fitting for the one known as Din. It's exceptionally light but with a grand cutting power fit to rival steel. The handguard is made of Black Iron, empowering the defenses for blade struggles that the wielder gets into. The handle is made of Ironwood but wrapped in Kiranu Leather to keep the handle comfortable to hold.
Weapon Passive Abilities:

    • Dark Blade [ B ] The blade may not have anything supremely special about it from a physical aspect, other than the handguard being shaped like the wings of a raven. But the blade is made out of Ancient Steel, aged to perfection by a dark being's standards. Any time the user swings this blade, it leaves a black trail and any slashes that connect deal an additional damage of darkness equating to the blade's rank.
    • Catalyst [ E-A ] The blade being made of Ancient steel has one more additional bonus that makes it signature to Din. This blade can be used as a true catalyst to hold spells or even cast Din's spells at a delayed rate. When the blade is containing any type of spell that Din casts into it, the blade gains a black and reddish aura. The stronger the spell, the more prominent the aura becomes, even leaving traces when slashed with.
    • Evolve [ B-A ] The weapon is a separate living entity beside Din, and even responds to his own power. The stronger Din gets(By Rank), his own energy improves the blade's power, enhancing it to even greater lengths. In it's newer state, the blade becomes longer, reaching a total of 6 feet like a greatsword, but still weighs as much as just a longsword.
    B- Adept
    A- Early Expert



Armor Name: The Raven's Left Claw
Armor Rank: A
Armor Type: Left Gauntlet
Armor Description: "A single piece of armor from the Raven known as Raime. This Gauntlet resembles that of a Reaper, even emitting some faint power of the original one." This gauntlet is as strong, maybe even stronger, than an Expert's weapon as it was designed for slim appearance but high protection. It extends from just underneath the shoulder to the hand, appearing to bond with the left arm of Din.
Armor Passive Abilities:

    • Spiritual Right Arm [ N/A ] This generates a spectral Right arm for Din, which is capable of grasping Physical objects and is as strong as Din's current strength stat.
    • Reaper Arm [ A ] This replaces the Reaper stats for the Chimera, changing Din's arms into a permanent new arm and a spiritual arm. This does not grant Din an increase in Energy, but instead boosts his physical strength up by 2, utilizing the danger of the claw for power. It still allows him to use the creation skill of up to C rank, but since Din is sacrificing magic for power, he gains -100 energy per rank.
PostPosted: Sat Sep 05, 2015 8:22 am


User Image


▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Knight of Absolute(Dark)]

      The Knights of Absolute once existed as a unit, each being controlling a different element to show mastery of said power. However, after the mysterious circumstances that surrounded the Absolute Dark's death, the knights had all vanished from existence for awhile, waiting for the new Knight of Darkness. Kumori has decided to take on the mantle of true darkness, utilizing his Bloodline and his class to recreate and reshape what it meant to be a Knight of Absolute. As such, this is still a growing class, one that develops more techniques that Kumori must create. However, those who become apart of the Knights of Absolute, will lose all of their former abilities to make themselves set apart from the normal caste.

Strengths

      • The Dark are my eyes: The user can see through the fog clearly, based on the energy of his foes. But in darkness, the user can see everything going on inside of the dark, be it behind him, above him, or at a large distance away.
      • The true touch of Darkness: All of the user's attacks, be it normal or skill variented, are coated with a thin layer of a pure shadow element.

Weaknesses

      • The user can not learn any normal weapon skills, and must forget everything that can be copied. (ONLY ABLE to learn Custom Styles.)


Techniques

      Darkness Greatsword [ A-SSS ]
      The greatsword focused with pure unadulterated dark energy from the user. As it grows in power, so to does the cutting strength of the attack. At SS rank and Above, this skill produces a large energy wave that travels forward where the user swings the attack. S rank and below however, casts this skill as a temporary weapon enchantment. The greatsword summoned generates a powerful 30 foot long blade and when casted as an enchantment, the blade lasts only for 4 to 5 posts.


      Dark Sphere EX [ E-SSS]
      A pure sphere of darkness that Kumori can generate out of nothingness in the palm of his hands. This sphere's size can range depending on the amount of energy the user puts in, or any skill rank bonuses added in. At it's weakest point, the size of the sphere fits in the palm of Kumori's hand and can be shot out at a small distance away(40 feet away). However, at the largest point of power, it can reach half the size of Axiom's moon and can be thrown an extreme distance away(5000 feet away.). The sphere can only hit one thing only, and if that thing is to be a living being or creature while the sphere is at S rank and above, they will die instantly as the large dark sphere will force itself into the body and destroying the spirit. However, if it were to hit the ground, it will be absorbed and leave a powerful impact in the ground. Buildings, weapons, and shields are ignored so long as they are weaker than the rank of the skill.

      Forlorn Armor [ C-SSS ]
      A powerful recreation, Kumori can generate a powerful armor around him, representing plate armor surrounding his body. With the energy flowing around him, the more energy he puts in, the more powerful of attacks this armor can resist. This Armor has it's own aura around it, creating somber feelings around against their foe, as such, it can be used to distract opponents by instilling the somber feelings into the enemy. In the darkness or in the light of the moon, this armor gains a new ability so long as it's classed at S rank and above: Momentary Air. This armor can float, fly, and even move around at will with Kumori so long as darkness or the moon's light surrounds him. It can last indefinitely until it takes two of the same rank attacks depending on the armor's level.

      Catch(Knight) [ E(E-SS) ]
      Kumori instills his strength into his hands and uses this skill freely at no cost. The user can catch any physical skill or attacks with ease by just using his own hands, either by blocking. Depending on his strength, he can catch weaker weaponized attacks and block stronger attacks. If an energy-filled skill or attack is to be caught, Kumori can channel his energy into his body to catch the offense, overriding it with his energy to return the energy-based attack back at the opponent.



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