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Sorgaren
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PostPosted: Sat Jun 20, 2015 8:45 pm


RPC Name: Amias Nicht
Rank: Novice
Bloodline & Class: Pagan
Talent Description: God Talent -- God of Nothingness
Anyone who has met Amias Nicht would describe him as...aloof. Incredibly wise and insightful, but hesitant to share his knowledge with those who seek it. Partly because of their own mindless indulgence, their stupidity...

However, Amias' aloof nature is quite symmetrical with his abilities. You see...of all the Pagans, his defense is the greatest. He is able to manipulate a special presence, called 'Lyr', a free-flowing energy. To most everyone else, it has many names: Nothingness, the void, you name it. It is a blank energy characterized by a complete lack of mass that resides within it, although it's appearance is a light grey, smoky hue, visible to the naked eye. A perfect vacuum. In its base form, it is capable only of covering a small portion of his body--say his chest, for example--and is only durable enough to block a small, incredibly weak attack or a weak physical attack (strength 4 or below.) However, this defense increases exponentially when energy is applied. This increase in particular is what gives Lyr its legendary defensive power. When energy is expended, Lyr is able to withstand attacks of one rank above it's own.

With added energy, the size and durability of Lyr increases:
E-rank: Increases to five feet in size. Deflects up to D-rank.
D-rank: Increases to ten feet in size. Deflects up to C-rank.
C-rank: Increases to twenty feet in size. Deflects up to B-rank.
B-rank: Increases to thirty-five feet in size. Deflects up to A-rank
A-rank: Increases to fifty feet in size. Deflects up to S-rank.
S-rank: Increases to seventy-five feet in size. Deflects up to SS-rank.
SS-rank: Increases to one hundred feet in size. Deflects a huge portion of an SSS-rank skill.
SSS-rank: Increases to titanic proportions. Will deflect any attack without fail. One of the most powerful defensive abilities in creation.

Those are the two bread-and-butter abilities of Lyr, but there are just a couple more that will be provided in list form:
- Lyr Mist--creates a mist of lyr to cloud the opponent's vision. Can be destroyed with C and above. Extends outward twenty feet. D-rank energy consumption, B-rank if they want to cloud the entire area. (B-rank requires A-rank to destroy)

- Using Lyr, Amias is able to temporarily reduce the space between himself and an opponent to nothingness. This ability is one of his most underrated, although it's presented itself in many useful ways. Using it, Amias is not only able to crush an incoming ability, but he's also able to close the distance between himself and his opponent nigh-instantly. He also has the option to straight-up use this to remove the space for defensive purposes, or throwing off an opponent's depth perception by making something approach faster than it normally would. If this ability is used to crush another ability, it must be initially of the same rank. Afterwards, its effectiveness is reduced by one rank. Meaning that--if you were to originally use B-rank to crush a B-rank ability and gap close--it would then go down to C-rank for gap-closing effectiveness as a trade-off. This does not work on other roleplaying characters. And the minimum distance between any transported objects to an opponent after removed space is five feet. The energy rankings are listed below:

E-rank: Up to two square feet of space.
D-rank: Up to five square feet of space.
C-rank: Up to ten square feet of space.
B-rank: Up to twenty square feet of space.
A-rank: Up to thirty five square feet of space.
S-rank: Up to fifty square feet of space.
SS-rank: Up to seventy five square feet of space.
SSS-rank: Up to one hundred square feet of space.

- As to keep with the theme of 'nothing', anyone who would cut Amias open would realize that he doesn't have blood, or organs. In fact, the inside of his body looks only like the Lyr, grey and devoid. The only way to kill Amias is to destroy his entire body at once. Otherwise, he will simply reform any lost body parts in five posts, or after the battle ends.

-Amias can turn Lyr into a cutting edge, and it can be expanded and manipulated for 1.5 times the energy cost as the regular ability. It retains the same defensive bonus, thus the heightened energy cost. This ability can go up to the C-rank energy usage, nothing higher.

- The Absence:
Another cornerstone ability of Lyr is it's ability to temporarily remove substances from the mortal plane. He can only remove objects or substances that are not currently being used by another RPC; for example, he cannot remove an opponent's guns, or their weapon. If they're using an attack, he wouldn't be able to remove any of the attack using this ability. This is purely for remote, precise removals. The sizes and energy costs are the same as the first ability's. Opponent's items and weapons cannot be removed unless they have been out of contact with their user for at least two posts from each roleplayer in the battle.

- The Return:
The opposite of the Absence. Amias is able to return whatever he took away. This ability does not have a cost, as it's simply reversing what already happened. The removed space/object is returned exactly as it was when it left the plane, remaining in stasis in the other realm. If another RPC is within the space of where a removed item was, it cannot be returned until they move.

- The Wall - B
Amias creates a wall holding the same misty properties as the rest of Lyr. However, this wall has a very strange...property. The higher power of the attack that hits this wall, the stronger it becomes in response. SS and SSS-rank attacks will destroy the wall, but C, B, A, and S will all be deflected without fail. E, D, and weak attacks will destroy the wall, following the same rule. If someone were to walk up and poke the wall, it would shatter like glass.

- I Am Nothing - S
With this skill, Amias is able to temporarily become Lyr. This is his final resort of defense, in which he leaves the mortal plane completely for a brief period of time, becoming invulnerable to damage for one post. It is said that any opponent who forces him to use this skill will earn the respect and willingness to help from one of these 'gods', as they're called. This skill is an absolute dodge for one post, and has a ten post cooldown between uses.

- You are Nothing - SS (Expert Rank Required)
After focusing on a large area (forty feet), the faint grey haze of Lyr begins to appear, completely coating the area he's focusing on. This technique has a one post delay--the next post that the opponent makes. Anything within the haze on the user's next post will be destroyed without question. Only SSS-ranked defenses are able to withstand the attack. Even SS-rank are crushed. What remains after the mist collapses in on itself is only the air particles that rush in to replace the ones that were destroyed. Anything else is gone completely.

Talent Weakness: Amias' pagan abilities give him only a few offensive abilities; being so defense-centered, he'd find it difficult to be offensive.
How did the character get this talent?: God Talent, obtained automatically.
Sample: (at least ten sentences)
PostPosted: Mon Jun 22, 2015 1:33 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰P U R E F O R C E
(Amias Nicht)



The Pureforce method of fighting was a style developed by Amias when he realized that his typical up-close-and-personal style of applying his Djinn force would no longer be enough. Using this series of skills, the Djinn was able to draw out his power in more utilitarian ways, bringing out what he considers the true form of Djinn's force. All skills in this style are considered bloodline techniques for the Djinn.

• Rejection B-S
Taking advantage of his ability to manipulate force, Amias will expel a burst of force from any point on his body--or even as an aoe skill from his entire body--to repel attackers and their attacks alike. The higher echelons of power are capable of breaking multiple bones, and perhaps even killing at the pinnacle of this skill's strength. Any attack or person of similar ranking to the level of the skill used will be unable to resist repulsion.

• Attraction B-S
A moderate opposite to Rejection. Using force energy in the opposite respect, Amias is able to manipulate the force around opponents to pull them towards him. A wonderful skill for ensuring close range encounters, as well as surprise attacks on an unsuspecting opponent. When combined with a devastating physical strike, the opposing force in both directions may just possess the capability of killing opponents outright. The potency of this skill scales with rank, just like the previous. Opponents of higher rank than the level of the skill will be able to resist, but for equal and lower ranks...nearly impossible.

• Vectors C
A very simple idea in concept, much more diverse in application. With one use of energy creating up to five marks, Amias will press a part of his body to a surface, leaving a mark in the shape of an arrowhead. Depending on the direction of the arrow's tip, any object that passes over the arrow will be propelled in that direction with +1 of their regular speed, up to a max distance of fifty feet before the speed starts to decay. Although this speed bonus may stack for objects that pass over multiple marks, a living being may not exceed the +1 bonus. Marks last for up to five posts before they must be replaced.

• Anti-Vectors C
A skill much like its predecessor. Applying energy in the reverse fashion, Amias is able to create a set of five Anti-Vectors. These arrowheads act in the exact opposite way as the previous technique; whatever direction they're pointing in, the object will be propelled in the opposite direction, suffering a -1 to its speed. Stacking rules function similarly to the previous skill. Marks last up to five posts before they must be replaced.

• Force Duplication A
By expending a fair amount of energy, Amias is able to shed his coating of force energy--thus losing the passives Al Djinn and three wishes--to create a duplicate of himself. This duplicate has the same stats as it's creator, which can function as a double-edged sword. This means that--whatever Amias' speed and strength is--the clone duplicates it instantaneously. meaning that someone with stat debuffing is able to weaken both Amias and his duplicate by only hitting the original. This duplicate also gains an additional +1 to each stat for each rank of power above the original skill. Should the clone hit max stats, it instead applies the rank boost to skill resistance; with each rank boost, it can instead survive another technique of its rank without dispelling, up to a maximum of three. The duplicate lasts for five posts before energy must be spent to maintain it.

• Force Reincarnate A
By applying force energy itself to the muscles, Amias is able to enter a sort of unrestrained form. With raw energy coursing through his body, amplifying his muscles, he experiences a +1 to his speed, and +3 to his strength. A truly frightening power for any opponents he should face. This skill lasts for up to three posts, with a six post cooldown between uses. While using this release, Amias' strikes are further empowered, with a nearly-invisible layer of force extending two feet past his strikes, catching off-guard opponents by the nuts.

• The Descent B - S
An amplified version of the Djinn's original 'drop' skill. Upon using this skill, Amias is surrounded in a protective layer of energy relative to the rank of the skill as he descends from up to two hundred feet in the air. At max rank, this skill is capable of launching a shockwave apt to destroy most of a thread. This requires a helluva lot of energy, however.

• The Great Sphere B - S
A sphere of pure energy will take shape in Amias' hand. Around that, a ring of pulsing white energy...this is the most dangerous projectile attack Amias possesses. After concentrating this sphere for a short while, the user of this skill launches it at the opponent with vicious force. Upon coming into contact with a physical object, the sphere will explode in a ten [plus five meters per rank] explosion of raw physical energy. This explosion acts similarly to the Rejection skill, and can break bones simply on impact with the initial blast. But the resulting shockwaves can knock over opponents and even level large stretches of land if fragile enough.

• The Legendary Fists SS
Of all Amias' most powerful skills, this takes the cake. After the energy from previous force techniques overtakes his arms and chest, supercharging his entire upper body for a ferocious onslaught of strikes that will shatter the body and scar the mind. After getting within five meters of an opponent, Amias will unleash a flurry of punches with a speed and strength enhanced to +3 of his regular values. Should these values hit the cap, the speed of his fists will temporarily transcend the stat system, requiring an extremely powerful defense. Hundreds of punches will erupt from his body at a brutal speed within the span of ten seconds, threatening the life of any opponent who is caught within the vicious onslaught. While unleashing this barrage, the raw energy around Amias will pulse outwards, making an attack on his physical body unlikely and improbable. In other words...when Amias uses this technique, your best options are to outlast or run.


Sorgaren
Crew

Enduring Receiver

9,700 Points
  • Gaian 50
  • Dressed Up 200
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Sorgaren
Crew

Enduring Receiver

9,700 Points
  • Gaian 50
  • Dressed Up 200
  • Marathon 300
PostPosted: Sun Jun 09, 2019 4:47 am


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xxxxxxxxxxSIPHONS
[ you fuel me... ]



xxxxxHISTORY
For years I have felt her watching me. Her gaze on my back. I was rubble on the street when I first felt her presence, and she knew that. People say that many are just born great, that they were born carrying a great strength, even if they don't realize it. When she found me, I was nothing. I was the gum under the shoes of the mighty all around me. I followed stronger people, attracted to their strength. This would be mine one day.

Power is all I've ever sought. My wish came true, and now I am the one barking orders. I am the one with admirers. They look at me and wonder how I got to where I am now... I do not know.

It happened. I rose.

Yet I still seek something more. Give me what I want. I want you.



xxxxxDESCRIPTION
Siphons are never born as such, it is impossible. The few who are watched by Kali are done so from a young age. She spots out her potential progenitors, though very few are actually considered, and so far no one has been chosen. Kali's will to remain secular from the world around her has made her apathetic to almost everyone. There was a time before she siphoned half of Michael's power and sent it to the void that she wished to share this power with someone. It is said that Kali will sometimes take interest in the mortals below her, and begin toying with the fate of power. She will bring someone to power just to see how they would react, waiting for them to become something that pleases her. When she would become bored, she would let them fall from power. Just like that.

Siphoners are hardly a simple bloodline. When you agree to become a Siphon, you are stripped of your old bloodline and Kali's own essence will invade you. You will not receive a mark from her. Kali is not interested in channeling her power through you. Instead, she would rather take amusement in watching how you morph the power given to you.




xxxxxSTRENGTHS
• Siphoners have the ability to draw from the magic all around them, even magic that is cast by enemies.
• Though they are highly based on magic absorption, Siphoners utilize this magic in many different ranges -- most notably CQC.
• Their Siphoning Magic comes in different forms. Magic absorption, energy absorption, and a releasing function to use to empower their skills/abilities.



xxxxxWEAKNESS
• Your stats remain the same as before.
• Any enemies of Kali are now your enemies. Gods will hate you.
• Physical styles such as hand to hand styles and weapon styles are unaffected by the skills that weaken other skills in this bloodline.
• Must at least be an Expert before Kali even considers you for the bloodline.
• The nature of your skills makes it almost impossible to fight with allies.



xxxxxADVANCEMENT
• Siphons cannot exist until Expert rank. With each rank from expert and above, the Siphon will continue to gain more power from Kali until reaching their pinnacle at Sage rank. The bonuses are similar to those of a sin or god mark, and are outlined below.

Expert: +2000 Energy, +1/+1 to stats.
Master: +3000 Energy, +1/+2 to stats.
Sage: +4000 Energy, +2/+3 to stats.



xxxxxPASSIVE ABILITIES
Intake
Siphons are always drawing in magic around them. The ability is natural to them, almost like breathing. Their bodies are always seeking to innervate themselves.They turn themselves into something of a beacon for energy. Every post, the Siphon will absorb the energy in the area every post. This regenerates energy based on rank, due to the user's capacity.

At Expert Rank, you regenerate 3% of your max energy pool.
At Master Rank, you regenerate 4% of your max energy pool.
At Sage Rank, you regenerate 5% of your max energy pool.

Siphoner
The Siphons emit an extremely dense aura around them that inhibits the opponent. This aura will saturate the air around the siphon as well as their techniques, making it extremely difficult for opponents with sensing abilities of most any kind to receive accurate information about the siphon. As they're enemies of nearly all the gods, this is a sort of defense given to them by Kali. As such, opponents with The Sight will not be able to perceive them as Siphons, and opponents with a more outward energy sensing will find it extremely difficult to sense their attacks due to their main siphon aura extending outward. To be more forward, this is essentially a means to hide their attacks from opponents, making it easier for them to actually land blows with their slower skills.

Omnislayer
Across Axiom, there are several creatures who are deemed practically immortal due to their wound regeneration which keeps them from suffering from fatal wounds. While fighting a Siphon, this regeneration is nulled. The Siphon does not allow the allocation of energy through out the body. This is the ability that has kept Kali alive despite being hunted by deities of equal to higher power than her. This makes the user capable of killing anything, assuming this user is skilled enough in battle to take down the creature. Deities are included in this. Attacks that are fatal remain so, and they will falter. Cleric, Paladin, and Shadowknight's healing abilities are not affected.



xxxxxTECHNIQUES
Sapping Field A
The user will stomp the ground, releasing the user's energy across the area. Due to the nature of the user's energy, as long as an enemy is in the area, whenever they use a skill, additional energy is sapped from their bodies. This causes them to use the 1.25 energy instead. Lasts for 4 posts, but may be ended pre-emptively if the opponent hits the space on the ground where the user stomped--using a skill of A-rank or higher. 5 post cooldown between uses, even if it's pre-emptively destroyed.

The Hands that Feed C - SS
The ability to absorb energy on impact is a simple skill for the user. Whenever the user makes contact with the opponent, or anyone for that matter, their energy is sapped. This energy starts at 50 energy per strike. The skill is essentially free to the user because if the user hits a creature with energy, they absorb that energy taken from the creature. When boosted to B Rank, it takes steals B Rank energy. So on and so forth. The user, however may only absorb half into himself.

The Field is Mine Varies
When anyone casts a spell that affects the field in any way and lingers to affect a crowd of people or just the user, the process can be just as easily reversed. Being a Siphon of Magic and Energy, the user will simply absorb the energy of the field skill through his legs, absorbing one half of the energy used to create it.

This Plane is My Domain B
Similar to Kali's ability to seemingly disappear and appear anywhere on the plan, the user may also do as such.Though it can't be used to teleport around the battlefield, the user may disintegrate their body into energy and quickly leave the area and find themselves in a new one in a matter of seconds. This skill cannot be used in combat. The person teleporting must have knowledge of the area they're teleporting to. They must have been there previously.

Divinity C
When given power by a god, one usually flaunts it. With this skill, the user can disperse his physical form, taking on a incorporeal form. During this time, flight is fully capable, and you pass clean through objects and attacks, unless they're energy based. You may not, however, pass through people. While in flight, an additional +2 speed is added to your stats. Lasts for three posts, goes on three post cooldown after usage.

Reave Varies
Using the siphon power within you, you will tear energy out of everyone on the battlefield. However, you don't absorb this energy into your person; it is destroyed when coming into contact with your energy, serving as a huge deficit to your opponents while you're steadily regaining your supply. Using this skill, a total of 10% of your current energy pool--as well as 10% of the current energy pools of every person on the battlefield, friend or foe--is drained. This skill may only be used once per battle.

Barrier Varies
Spending their energy, the siphon will create a field of defensive energy around them. This barrier is quite large, allowing for multiple people to stand underneath it for protection. Attacks of lower rank than the barrier that come into contact with the defense will be nullified, adding 10% of the cost of the skill to the user of the barrier. I.e. You spend S-rank to block an A-rank. 10% of the A-rank skill's energy is added to the siphon's energy pool since it was a lower ranked skill. Skills of equal rank to the barrier will still destroy it, however.

Parasitical Orb Varies
After focusing energy into their palm, the Siphon will create a crackling, vibrant sphere of energy. This orb will immediately be drawn to its intended target, though the user must launch it at the enemy like a projectile in order for it to actually start pursuing them. The orb will slowly pursue the opponent for a maximum of three posts before dissipating, if it doesn't make contact with the opponent initially. If/when the sphere comes into contact with the opponent, it will latch onto them before slipping into their body. Unless the opponent spends energy of equal rank to the sphere to dispel it from within, it will draw 10% of the total cost of the sphere from their body, adding it to the Siphon's energy pool every post. I.e. Siphon spends 1000 energy on sphere, it slips into opponent. Until opponent dispels energy sphere, 100 energy is taken from opponent and added to siphon every post. Once the sphere is destroyed, it goes on a three post cooldown before it can be used again.

Wearing Jolt Varies
When this skill is used, the Siphon will extend their palms, letting loose a vicious onslaught of energy from their palms in the form of lightning-like blasts. When these blasts come into contact with the opponent, they'll lose energy of one rank less than the rank of the skill, along with rather severe damage, as they 'are' bolts of searing energy. The skill moves very quickly, and can be difficult to dodge if the siphon has already set up other means of wearing them down.

Draining Field S
With the use of this skill, a crackling, vicious aura of energy around the Siphon will take shape, serving as a visible deterrent to the opponent. This energy extends a total of fifteen meters around the siphon, and is clearly visible, even to people without perception or special vision. Opponents that enter this field will find their attributes being sapped away, their stats lowering by -3/-3, and adding a +1/+1 to the stats of the Siphon while they're in the field. It doesn't damage the opponent in any way save for the damage to their stats. The field lasts for a total of three posts before going on a two-post cooldown before it can be used again.

All For One SSS
The Ultimate technique of the Siphons. After spending the energy, the Siphon will wordlessly and motionlessly send a sphere of energy high into the air. It will glow faintly with the energy of the Siphon, serving as a slight visual cue to the opponent. At base, the sphere can be destroyed during a grace period, giving the opponent a bit of a chance to destroy it before it becomes more difficult to manage. The first opportunity comes from when the sphere is still ascending, as it will take one full post between the caster and the opponent to reach the top. I.e. Caster uses it on their first post, and it won't reach its full height until their next post. The opponent is able to use this window of time to destroy the sphere with an attack of equal rank before it reaches its final destination of two hundred feet in the air.

When it reaches its maximum altitude, the sphere will begin drawing in energy from all skills used in the battle, from any source, including the siphon. 10% of the energy coming from any source will be siphoned from the skills, adding that power to the sphere. This will have no real bearing on the battle, save for the fact that it's a looming threat of death that serves to take the battlefield hostage. This is where the second exploitable weakness comes in. As the techniques are cast, obviously, the siphoned energy goes in the direction of the sphere from the cast skill. If a technique is fired in the direction of the sphere--obviously with the intention to destroy--the energy isn't being drawn faster than the technique is moving to the sphere, so the siphoned energy will not be applied to the sphere unless the sphere survives the attack.

For example, the sphere starts off with 1000 energy in it's pool, the amount that the Siphon spent to create it. If an opponent sends an SSS-rank technique at it, the sphere cannot gain the 100 energy from the skill until it's made contact. So, unless the siphon defends the sphere, an SSS-rank technique sent at it before it has a chance to absorb any more energy will destroy it automatically. Inversely, if the sphere had 1100 energy, and they sent an SSS-rank at it, it would survive with 100. Then, because the technique's energy was added after contact, it would go up to 200 power.

Finally, the Siphon is able to have this sphere descend to the ground at any point after it's creation. Depending on the amount of energy absorbed, this could potentially be one of the most catastrophic events in the history of Axiom. Lasts until the user throws it to the ground or it's destroyed, and may only be used once per battle. The user is immune to the effects of the skill.

TLDR; You can make an energy sphere that people can destroy for equal energy for the first two posts. Techniques shot right at it don't suffer the energy drain until after contact, so the sphere has to survive the technique coming into contact with it in order to drain. The user may shoot the sphere at the ground at any time after casting. It lasts until the user descends it. They're immune to the erupting energy caused by the skill, as it's all converted to their Siphon energy.



xxxxxADDITIONAL COMMENTS
• You are now much more noticeable by all of the gods. But for all of the wrong reasons.
• Though you're a siphon, you retain some of the habits, as well as the appearance of your previous bloodline. For example, a vampire will still crave blood and be annoyed by the sun. Demons will still look like demons, Incubi/Succubi will be sexually attractive, etc.



xxxxxRESTRICTIONS
• Must at least be Expert Rank before obtaining the Siphon bloodline.



[ Bloodline created by Muffin ]
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