Energy Color: Dark Red Energy Meter: 550 Element: Main: Fire - Secondary: Wind Battle Strength: Close Combat Battle Weakness: Ranged Combat, hand to hand
Fights Won: 0 Fights Lost: 0
Completed Quests
S Rank: A Rank: B Rank: C Rank: D Rank: E Rank:
Talent: Talent Name: Master of Weapons Talent Description: Abel will gain +2 Speed when using a light weight weapons (Katana, one handed sword) or Abel gains +2 Strength when using heavy weapons (Ōdachi, two handed swords). Talent Weakness: -1 Speed while using heavy weapons and and -1 Strength while using light weight weapons. How did the character get this talent?: Training with many sorts of weapons when he was younger.
• Fireball E A basic ability; jabs and punches produce miniature fireballs and missiles of flame.
• Flame Deflection E This spell uses energy equivalent to the power of the deflected fire-based attack.
• Flame Dagger D Creating blowtorch-like jets from the fist or fingertips to use as close range attacks within meters. These lack the actual ability to block physical objects.
• Flame Launch D The caster builds a ball of fire in their hands hands, capable of launching it at their target at high speeds. This can easily ignite clothing.
• Flame Punch/Kick D As the caster attacks with either their fist or foot a jet of flame will shoot out for a short distance of 1 foot.
• Flame Whip D Requires Fire stream An extension of a fire stream, this continuous stream of flame can be used as a whip. This has a range of 4 meters.
• Fire Stream D Yet another basic ability. With a gesture the caster shoots continuous streams of fire for that post.
• Air Suction E A technique used to bring people or things towards the user. Pulling another RPC makes this technique cost C rank energy. If the opponent is of a higher rank then they can resist the pull.
• Air Punch/Kick E Air punches or air kicks are small, compressed formations of air that can be fired off the fists or feet of the user. It is commonly used in rapid succession.
• Air Funnel D Requires: Air Suction An advanced version of Air Suction which allows you to pull objects weighing up to a hundred pounds. Alternatively it can redirect objects of that weight at people.
Bloodline
• The Sight Just like their counterpart the Diabolus can read the auras about them and see things for what they are. This allows them to pinpoint an opponent's energy level(rank), along with the ability to naturally see energy.
• The Mark of the Devil Each of the Diabolus bloodline maintains the "Mark of the Devil" which signifies their resemblance to their Satanic bloodline. These things are something which cannot simply be ignore and each little trait grants the Diabolus a little gift of a sort. It is a shame that they are born within no more or no less than two traits. Claws/Talons - They fingernails maintain a fixed length of two inches. They are more like hardened, black, obsidian claws than fingernails and can tear through flesh like paper. Horns - To put it simply the horns are a strong asset and maintain an entire move set for their soul capabilities. The strength of the horns, upon birth, are equivalent to strength of a C-Ranked material. With each rank they grow til they cannot. (ex. Trainee=C, Novice=B, Adept=A, Expert=S, Master=SS, Sage=SSS)
• Deception E Though they have physical abnormalities the Diabolus take use of this very basic technique to mask both their spiritual signature and physical presence. This is to make them seem as ordinary as a human to all others.
• Demon Guardian D+ This technique is meant to nullify an oncoming one. The Diabolus quickly blasts an aura of dark energy several inches beyond his body. The amount of energy put into the blast is equivalent to the rank of the Diabolus as well as the strength of the blast. So, if the Diabolus is S-Ranked it can null any technique S-Ranked and below for an S-Ranked cost. It can only be done timely.
• Extension D By adding energy to the form of their nails they can grow the length of their claws up to a foot within length of pure energy. This energy, however, does take a physical form and can chipped chunks of steel away. A few slashes at a three inch thick steel door and they'd be threw in no time.
• Baphomet D The Diabolus will feel their horns with energy. They will then, in any way shape or form, proceed to either ram their opponent or run them through with their horns. Upon doing so their is an eruption of energy which would send the one struck soaring back with various broken bones. Could break through brick walls and explode boulders without a problem.
Weapon Master
• Dulled Edge E Instead of sharpening the blade, it becomes as dull as a butter knife, allowing the user to train against an ally with their favored weapon, or capture a target without killing them. This can be canceled out at anytime after the first post.
• Sharpen E A basic ability all weapons masters are capable of learning. By channeling a small fraction of their energy into any kind of blade they can increase that blade’s ability to cut, to the point that they’d be capable of cutting through most kinds of wood with even the dullest of edges. It costs 5 energy for every additional post.
• Empower D By using similar methods to the Sharpen technique, a weapons master can temporally increase the power of their basic attacks (Normal hits have the power of an E-Rank). Additionally, for an extra 10 energy and while Empower is still active, the energy can be burst out at once on impact to knock back their opponent (D-Rank power, average person is knocked back 3 feet). Empower lasts 4 posts.
• Reverse Grip D A simple technique that becomes passive once learned. With some practice, the user can fight and use skills with any type of weapon while holding it in the reverse position. Skills come at 1.5x the cost, which lowers to 1.25x the cost at Expert, and at Master there is no additional cost.
Personality: Abel might look calm and quiet but that is only when he is drinking, unlike most from the Vaet Nocturnum Religion Abel does not care about Race or anything of the sort, from that Religion he only takes the lust, and gambling part, the rest is bullshit for him, Abel will gladly watch the world burn as long as he is not the one to be blamed but do not be quick to judge, he would also gladly help and do nice things if he "gains" for it. Sexuality: Straight Quote: "Power is always dangerous. Power attracts the worst and corrupts the best." Height: 6'0 Weight: 176 lbs Eye Color: Violet
• Transform Passive As the passive actually says, the Kiranu can choose a single feline creature to transform into. Depending on its type it will grant the Kiranu one of two bonuses. A larger, heavier, and muscular feline will have a +2 to Strength (ie. lions, tigers, etc) and a smaller, more agile feline will have a +2 to speed.
• Partial Transformation E The Kiranu can partially transform a section of their body, be it a limb or the head or whatever. They would receive a strength boost (f that is what their feline form gives them) to that particular limb only, likewise with speed.
• Eye of the Tiger D Opening their feline eyes the user can cause the opponent to stop moving for one post if they gaze into their eyes. The Kiranu cannot kill their opponent when using Cat's eye.
• Claw/Tooth Enhancement D-A By adding energy to the user’s claws and teeth, they are able to strengthen them significantly. The claws gain in strength according to how much power is put into them. The enhancement lasts until the end of the battle. Enhancements can only be done at or below your rank, meaning a C rank user cannot use B rank enhancements, but can use C and D rank.
D: Can cut through bone. Can block bronze. C: Can cut through bronze. Can block iron. B: Can cut through iron. Can block steel. A: Can cut through steel. S: Can cut through anything without higher energy paid to defend.
• Claw Extension D By adding energy to the claws, the user is able to force them to extend much longer than normal, to a maximum of two feet. Using this skill without the claw enhancement active is possible, but not recommended as they could be easily broken without it. Lasts until the end of the battle, or the user wishes to end it.
• Battle Roar D-S A Kiranu's battle roar is made to debilitate others and strike fear into the hearst of their prey. Anyone else who hears it and is specifically the Kiranu's prey will be affected by a certain effect. Use the chart below. Considered agressive.
- D: -1 Strength, lasts two posts - C: -1 Speed, lasts two posts - B: -2 Strength, lasts three posts - A: -2 Speed, lasts three posts - S: -2 Strength, -2 Speed, lasts four posts
Class
• Shuriken Explosion E You begin by charging the shuriken with your energy. This will make the shuriken glow a dull white light, throw them quickly at the enemy or it will give away your position when hiding. Those thrown shuriken will create an 'explosion' of white light upon impact this will temporarily blind the target giving you a chance to hide or attack. May be done with eight shuriken at a time. Flash Throw E By focusing the energy in the thrown object may it be kunai or shuriken you supress it from sight. Though it does not travel faster it cannot be seen until it has traveled a meters distance.
• Shadow Jump E By focusing the energy within the feet of the ninja he or she is capable of a sudden feat of speed. This is primarily used in hiding. The focusing time will make it useless for a dodge thus this is commonly seen used after a ninja throws a weapon while hidden. The hidden ninja just jumps into a different piece of cover.
• Vanishing D Requires: Shadow Jump This is an advancement of the jump skill. You focus your energy in such a way that you leave a mirror image after jumping. You leave a mirror image and then jump away its that simple, this image however is stationary it does not move but it is identical to you in energy signature and appearance. When this is struck by an attack it slowly dissipates into mist distracting your opponent giving you an opening for an attack.
• Mirror Throw D Requires: Flash Throw A more deadly version of the Flash Throw technique. Instead of simply hiding the thrown weapon as the Flash technique does, this technique creates a second image of the weapon – one that generally travels a foot away from the true, hidden weapon. This can be a foot in any direction in a sphere around the true weapon.
• Shadow Meld D The assassin class also has this skill though they use it differently. Using a focus of energy you distort a shadow to actually fuse with you(not your own). This shadow must be quite dark for it to be effective. Once fused with a shadow you are quite hard to see but you must remain in the shadow, yes you are part of the shadow thus shadow based attacks cannot harm you. Slow movements within the shadow will remain unseen but a sudden slash or jump will blow your cover. Can be used at night. In now way is the shadow a shield you can still be attacked by a slash though you are almost unseen. Warning angry Rangers, mechanists, gunslingers, arcanists and elementists will start pelting the shadow with attacks if they see you meld into the shadow.
• Shadow Trail: C Requires: Shadow Meld This technique is a bit different from the original Shadow Meld. Whereas that technique is used on stationary shadows, this one is meant for melding into the shadow of a moving object. Excellent for following a target to a secluded area with no one knowing you are there, or in a more creative usage, for hiding in the shadow of a thrown weapon and appearing where it strikes.
• Vanish Slash C Requires: Vanishing A simple combination of a surprise slash and the vanishing ability. Best used when the enemy is off guard, you jump towards the enemy from a hidden position and slash at them once. Should you miss or hit you quickly preform the vanishing ability.The difference here is that your mirror image will be kneeling then trying to jump, unless the enemy is incapable of retaliating they would usually attack the mirror image while you are already trying to get behind them to finish them off.
• Mirror Image C Requires: Vanishing After enough mastery of the previous skill the ninja is actually capable of maintaining the Mirror Image. He or she may use up to five images to attack the enemy, though purely for distraction purposes they disperse into mist when attacked. The mist created from these things are quite thick and can actually block the line of sight creating a much better opportunity to attack.
• Wall Run C Requires: Adept rank A passive ability. This is when the ninja gains their speed. After speed training which is basically attaching several weights on yourself and running for three days straight you are capable now of moving at speeds where running up and along side walls are easy.
• Detonation Image: C Requires: Vanishing, Shuriken Explosion A quite aggravating technique that ninja use in combat. By combining the Vanishing Technique with the energy charge used in the Shuriken Explosion, the ninja creates a mirror image that instead of dispersing into a thick mist, explodes in a flash of light and sound. This does no damage – but it can temporarily blind and deafen opponents.
Energy 900 Stats 6/9 (+2 Transformation) EquipmentPretty Kitty Passives
• Transform Passive As the passive actually says, the Kiranu can choose a single feline creature to transform into. Depending on its type it will grant the Kiranu one of two bonuses. A larger, heavier, and muscular feline will have a +2 to Strength (ie. lions, tigers, etc) and a smaller, more agile feline will have a +2 to speed.