
- MAIN INFORMATION
Full Name: Damian Trevere
Nicknames: N/A
Age: ??
Birthdate: February 2nd
Gender: Male
Nation: Nocturne
Rank: Expert
Title: Citizen
The Music: The Theme | The Groove | The Fight
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- MAJOR INFORMATION
Bloodline: Dreadnought
Class: Reaver
- Sub-Class: N/A
Strength: 14
Speed: 5
Damage Reduction: +1
Demon/Implant: N/A
Dreadnought Form: X
Energy Color: Blood-Red/Black Hue
Energy Meter: 1300
Pain points: 900
Element: Fire
Battle Strength: Tanking
Battle Weakness: Magic Use
Dreadnought Traits:
• Your body is a living weapon, charging into a Dreadnought half cocked is almost always a death sentence.
• Passively gains plus Damage Reduction by the following: Adept: +1, Master +2, Sage +3
• Regardless of class, they are solid in both melee and ranged confrontations.
• Normal heals won't work on them, they need healing from a necromancer or a shadow knight.
• One Element, which dictates how a lot of their skills work.
Dreadnought Passives:
~ Hellfire General: He can fly. Ta-Dah
Winged Demon
~ Demon Sense: The horns on his head act as extra sensory devices. Generally, they allow him an almost three hundred sixty degree radius of motion sense within a somewhat close proximity. Roughly thirty feet or so. This grows three times in range when he unleashes his Dreadnought form.
~ Soul Eater: Every time Damian hits a foe with a melee attack, he steals sixty energy from them (Aprox. 5% of his energy pool).
Knight Traits:
• Every knight has the ability to ignore pain in battle, even ignoring the pain of severed limbs for a certain amount of time.
• Knights have access to a standard set of skills regardless of their specialization.
• Knights gain access to a single Claimed Weapon. This weapon varies, as some specializations may only utilize certain weapons (i.e. Reavers gain a sacrificial dagger). This weapon must be applied for and approved, but in return this weapon may have devastating effects and perks attached to it. What might be "OP" for another class to have might be okay for you to have. All claimed weapons are extremely durable, and they may only be broken while not in the users hands.
• Knights may not go past A Rank with their elemental skills. This means that they may never become a master of an element.
Reaver Traits:
• Through the use of self mutilation, Reavers can gain devastating perks that easily make them the most fearful target on the battlefield.
• Though you have a set amount of PP (Pain Points), they increase with your rank. Users have the chance to gain back their used PP in battle through the basic skill Devour.
• Blood Magic: A deadly art that drastically bolsters stats, modifies skills, and may even be used to eventually become immortal.
• Pain Point Meter:
- Novice: 350
- Adept: 550
- Expert: 900
- Master: 1300
- Sage: 1800
Fights Won: 0
Fights Lost: 0
Completed Quests
- S Rank:
A Rank:
B Rank:
C Rank:
D Rank:
E Rank:
Talent: Bastion Against the Holy
Like building a resistance to poison, Damian's body has built up a resistance to holy attacks. Or at least countered his body's weakness to it. Holy attacks no longer deal bonus damage to him.
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- EQUIPMENT INFORMATION
Weapons:
~ Ascalon
Armor:
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- SKILL INFORMATION
• Experts can learn all the A ranked skills they like, with 5 S rank skills and one SS Rank.
Elemental
- • Fireball E
Prerequisite for all abilities
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.
• Blaze Arcs C
Requires Fire Stream
Spinning kicks or sweeping arm movements create rings and arcs to slice larger, more widely spaced, or evasive targets.
• Fire Bomb C
Requires Fire Stream
A close range attack, maximum two meters. You create fire at the end of a limb and strike it at a close target. If the target is still close it hits with explosive force. If they move out of the two meter range it becomes a fire stream but still costs C rank.
• Blaze Kick C
When the user kicks at their opponent, their leg will be engulfed with searing hot flames, delivering a powerful kick with flames that increase the power of any other kicking technique used in the same post by 1 rank.
• Shield of Flames C
Requires:Flame Deflection
Creates a protective fire shield around the front of, or the whole body of, an elementaliist that can deflect attacks and explosions. This is only for deflecting the blow unless its water or wind.
• Bomb Fist C
Building up the fists with the burning energy, the user strikes a target with his fists. Upon impact the energy explodes, sending embers everywhere. Upon skin, it'll cause heavy burns but the explosion's power is very weak, only causing shallow wounds.
• Flame Blade B
Requires Flame Dagger and Blaze Arcs
A more advanced version of a blaze arc and Flame Dagger, they can narrow their fire arcs to create thin blades of fire that they can launch at their opponents. This move is known to cut through rock.
• Fire Lashes B
Requires Fire whip
Description: An extension of the Fire Whip, you can create a long lash of Fire, and bring them down on their enemies, or several lashes to envelop an area in flames. A range of ten meters for long ones or three meters for several short ones.
Bloodline
- • Kala's Will [Passive]
Dreadnoughts are monstrosities of truly powerful inclination. However, as they are created directly by Makath himself, they are all unique. No two look or fight the same way as another, and this shows truest in how they look. Some choose to sustain flight and perfer to move slowly, menacingly. Others choose to barrel across the ground, tearing the earth in shows of awesome force. Whatever they look like, their aesthetics are anything but. Their method of transportation, their looks, even their voice holds importance to them. You see Dreadnoughts often take the form of men with burning eyes and smokey breath as they go about their days, but when they go into combat their true forms are released. They grow to massive sizes, taking truly beastial forms. This form must be applied for when the character is created, and can have up to three of it's own passive abilities. This also describes what you look like, so be descriptive.
For example:
An example of a Dreadnought focused on fighting alone will be large, spiky and have passives that allow them to put out more damage or resist it. A Dreadnought better suited to using others can be just as large but focus more on passives that make people fighting with them more ferocious and powerful.
• Black Soulgems [Passive]
The Soul of a Dreadnought is contained within a Black Soulgem that the Demon protects at all costs. If it is destroyed, so too will be them. However, this is not often located on the Dreadnought's person. It can be kept literally anywhere, and is the reason why Dreadnoughts are so tough to kill. It is widely known, however that this is the case. If anyone comes to be the possessor of the Dreadnought's soul gem, the Dreadnought will become their willing seek them out and be compelled to do whatever it takes to get their gem back. However... a Dreadnought's Soulgem is a powerful artifact for the dreadnought. When their bodies are slain, their form will turn into a black flame that shoots into the air, retreating to it's gem to regenerate. After a small amount of time decided by crew, the Dreadnought will revive in a massive explosion of fury and genesis, equal in strength to what they were before death.
• Black General's Rally E
With a deep bellowing roar of commands the general will send his allies into a rush, rejuvenating them and fueling them to keep on going. Mostly raises morale, allowing allies to ignore wounds and push forward.
• Shed E
Their most basic skill, allowing them to enter/exit their demon form. Costs no actual energy.
• Terror D
This skill sends a boomburst outwards after a massive roar, reaching across the battlefield to do the opposite of the Black General's Rally. It demoralizes enemies, putting fear into the most hardy of enemies barring something such as the Lich passive making them immune to fear.
• Domination Ray D-SSS
Depending on the energy put into the attack, this skill shoots a concentrated beam of energy from somewhere on the dreadnought's body straight ahead. This beak, for one payment of its cost can, lasts up to two posts at maximum and it's range scales with payment of energy, starting at 20 ft and doubling for every rank after. The beam is only 10 feet wide, however. The damage is enough to bore into and through defenses of equal rank over the course of it's attack, and is devastating when focused on a target. However the already low dreadnought speed is even slower during this time (-2.) It also has the elemental affinity of the dreadnought.
• Carapace Shield C-SSS
A hard outer layer of damage reducing energy armor grows from the dreadnought's skin. It lasts until its knocked off but cannot stack, and cannot be used for two posts once it comes down to an equal or higher ranked attack.
• Raze their Lands A
From the gullet of the dreadnought an elemental blast of unholy energy that reaches 40 feet away. The effects and damage are based on the element of the dreadnought from crushing rocks that can crush and break bones to ice breath that shoots malicious icey spikes and razor sharp winds. The area in which this skill is used normally doesn't survive long.
• Damned A
The dreadnought will breath black gas over their nearby allies, increasing their damage output. It gives them a bonus of +1 to damage dealt for three posts.
• Gifts from the Dark One Varies
By expending equal ranked energy a dreadnought can protect an ally from damage with a shield of energy so long as they can see them.
• Hell Gate Varies-Must Be Expert To Use
A black portal opens up in the sky, ground, or even a wall that is impervious to damage. Once per post a hellspawn similar in appearance to the dreadnought spawns with 5/5 stats that attacks with all manner of melee weapons, though they deal the same damage. For trainee energy, you only get one per post increasing by one per rank of energy spent. This portal can only last for five posts, and has a five post cooldown.
• Mephisto's Rage S
A black moat opens below every ally of the dreadnought and themself, giving them a bonus + 2 to damage and strength for three posts. This skill can be used once every six posts after the buff ends.
Knight
- • The Claim Passive
Often, every knight has a single blade that defines his victories. This single blade that the knight has Claimed as his own is stronger by one rank, and it must be forged by the knight himself. (You don't actually have to write a detailed post forging it. Just go to the weapon shop in your city or the forge or whatever and say you forged it while you were there.) Each Claimed weapon must also be approved in the Custom Weapons thread.
• Return E
A knight without his blade is useless. This skill, for its low costs, is essential for any knight. This gives the knight the ability to return any sword that they have Claimed to their hand.
• Shockwave D
A simple move for the knight. By swinging their sword with great force, they cause a wave of energy to travel across the ground in a straight line towards their foes. When it reaches a point close enough to the opponent, the energy in the skill will suddenly shoot up from the ground with a piercing effect. Capable of piercing through defenses one rank higher than the knight.
• Endure D
A knight is trained to ignore the pain of their wounds and keep fighting, this skill will suppress the pain you feel for five posts but you don't regenerate those wounds unless you are healed. This skill does not heal wounds. Once the effect is over, the pain comes rushing back.
• Commander's Call D
In an attempt to rally up any allies, the Knight will call out to his allies, giving them a temporary boost to strength and speed (+1 to each). The Knight himself is included in the Call. The boost lasts 2 posts.
• Battle Cry C
As if charged with the will to always fight, no matter what, the Knight will cry out before the battle starts. This cry, the words are up to the knight, will allow the Knight to allow both he and his companions to fight with increased valor and strength. Their energy output nearly doubles and they can cast more skills than ever, for less energy. One rank less energy to be exact, for three posts.
• Dauntless In All We Do! C-S
Fear is a something knights are trained to forget. As death faces them, they fear not. As a result, they become pretty ballsy, and charge like, everywhere. Eventually, other effects were also adding to their training regimen. When affected by some form of ailment or effect, the Knight can literally just shake it off. Energy costs depends on the rank of the attack. Passives costs C Rank, and to eliminate a seduction, the knight must match the rank of the succubus or incubus in energy.
• Champions of Valor B
By exerting his energy like an aura around his companions before battle, the Knight is capable of granting them the same protection that often keeps him alive. For the duration of 4 posts, the Knight's allies gain +1 rank in damage reduction to all skills.
• They Call Me A Hero A
In every story, there is a hero and a villain. The villain perishes while the hero lives and beds multiple women. Before that happens, you gotta end the battle right?! After using this skill, the user sets up various disadvantages for his opponent, since the villain is always weaker than the hero in the end of the story. The disadvantages build with every post that goes on. The first post, the opponent suffers a stat reduction of -1/-1. The second post, the opponent begins to get flustered with his attacks, being limited to only 3 per post. In the third post, the opponent will find his skills are weaker than he thought, as he faces a reduction in damage he deals by one rank. In the fourth post and final post, he finds that the amount of energy he expends is one rank higher than normal. For the fifth post all these effects linger, and on the sixth they are purged. This has a cool down of 6 posts.
Reaver:
- Devour Passive
The ability to steal the life force of another to replenish your PP meter seems almost unholy. However, the transfer is anything but. Life is pure and raw, and the Reaver understands that. As such, the life transferring ability becomes a part of of every strike made by the Reaver. Direct contact is not necessary, as the Reaver has developed not only the ability to sense pain coming from others, but the ability to absorb the pain from several yards away. The range is limited to the area that the user is in. Not limited to opponents.
Based on the skill that is used, the user regenerates a certain amount of pain points.
E Ranked: 5 Points
D Ranked: 15 Points
C Ranked: 35 Points
B Ranked: 60 Points
A Ranked: 85 Points
S Ranked: 100 Points
SS Ranked: 200 Points
Pain Passive
The Reaver projects a constant aura (radius of 10 meters) that seeps into anyone the user wishes and causes them rather mild pain. For every person infected, the user gain back D Ranked Power Points, thanks to Devour. This attack is fully capable of being boosted, though once boosted, the cost in power points will equal one rank below what you are receiving. If it is boosted to B Rank, it costs C Rank to use.
Your Pain is My Drug Passive
As long as the user is inflicting pain on another, the user gains a +1/+1 to stats. The user feeds off of this pain, and the effect is most definitely stackable for every enemy.
Blood Sigils C-S
After quickly slicing their hands, the Reaver can create a variety of blood sigils that form once the user's blood touches a solid object. Each blood sigil has a different effect. All sigils look exactly alike, because it is not the pattern that determines the effect, it is the power the user puts into it, which makes it impossible to understand which sigil is being used until it is nearly too late.
Ensnare (C Rank): For the duration of five posts, no one is capable of leaving the battlefield. It makes it impossible to escape by any means. Teleportation skills are even negated upon usage.
Hemo Chaota (B Rank): Once the blood is spilled onto the the surface, the sigil instantly lights up, using the power of the users blood to create a Blood Vanguard (see codex) to fight alongside the user. This blood vanguard, if ranked lower than the user, becomes that rank and his skills are boosted in power by that many ranks.
Blood Mines (A Rank): Mines that may be tactically planted before battle, or during should the user find a use for it in battle. The uses of the blood mines are plentiful. The mine itself is a 2x2 meter square (circles are so lame) that, when crossed into, causes instant ensnarement in a blood prison ranked one rank higher than the skill. A second setting for the mine is to set it to fatally wound someone that crosses into it. Once crossed, blood spears will nearly instantaneously jab at every major organ, attempting to kill or even main the enemy.
Hota Mei (S Rank): This sigil is placed on the user's chest. Once done, every living creature is instantly pulled into the user's radius of pain by a force that even the Reavers can only thank their power over blood magic. This, of course, would surprise anyone brought over to the reaver. Size is not a factor, and force is almost immeasurable seeing as through enemies can be pulled through stone walls and such. If a barrier is up, in order to block this skill, it must be at least of equal rank. Though erecting a barrier to respond to this skill is almost impossible unless the sigil is recognized by the enemy, which is highly unlikely unless they are Reavers who can tell the sigils apart.
Blood Vessel C
Often there comes a time when subterfuge is necessary, even for a knight. This skill allows the temporary takeover of a non combatant NPC or animal to do whatever the user wishes them to do. The user controls every aspect of their body and mind.
Blood Oath Passive, though must be Expert Rank to use
Every times the Reaver makes a promise to someone, the promise becomes something that binds the Reaver, and strengthens him as well. For each Oath, they gain a +1/+1 to their stats, capping at +3/+3.
Blood Augmentation: Limbs C
Though simple power channeling, Reavers are capable of boosting the strength output from their limbs. This makes it possible for them to jump extremely high, almost as high as Dragoons, and land just as safely. This also affects their arm strength, with a +2 to strength and the ability to tear into steel effortlessly for 5 posts.
Callous Claws B
A close range, though deadly fast attack. After mutilating their hands, their blood will quickly seep out to harden and form into malicious claws capable of ripping into metals with ease. The speed of this attack rivals that of a arrow being fired, and it's speed attributes to its piercing power. The claws add an additional +2 to strength, and is usually used alongside the Limb augmenting skill.
Blood Weaponry B
Through small cuts made by the user's own slightly sharp nails, the user is capable of calling out for random weapons to be forged through blood and fire. These weapons vary from a longsword to a heavy battle axe. Any of these weapons may be used in a weapon style. Even a shield. The weapon may stay out for as long as the user wants, and the user may even change the weapon as many times as he wants for no cost.
The Bloody Plague B
By biting onto his tongue, the user will spit out a heavy mist of blood that will quickly expand across the battlefield. This area of effect skill, which lingers for 5 posts, begins to poison the enemies blood. This poison causes pain that makes it impossible for enemies to charge attacks due to their inability to think clearly and focus. All the while, the user reaps from the pain in the area, gaining C Ranked power points back per post and per enemy.
More and More A
After spending the amount of pain points needed, the user is capable of merging their two energy pools together. Mostly used for emergencies only, For as long as the user's pools are connected, the user loses access to the ability to regenerate Pain Points. Only used once per battle, but that's really all that is necessary.
Tether A
Every Reaver has ties to the summoning of demons, it is tied to blood magic. However, when it comes to the binding of demons, additional research is required. This skill has two uses. The first is to summon a demon either from the codex, or one you make in the custom summons request. The second use is to bind the will of the demon to yours after fighting the demon. With the use of this skill, the user has the absolute ability to make a demon his b***h. After bringing the demon to the point of imminent death, the user will literally impale his hand with his own sacrificial blade and remove the blade to allow the user's blood to seep all over the demon. The blood will form into vein like binds, which will seep into the demon's body, giving the user complete control over the demon, just like a summon.
Blood Augmentation: Body Armor A
Utilizing the same power and the Limb ability, the user will essentially alert their body of incoming attacks, preparing to forcibly rush the platelets over to the area that is going to be attacked to immediately begin a rushed healing process before the attack will even happen. With this, if the user is receives unwanted damage, the repair is almost instantaneous. In turn, the user pretty much receives reduced damage by one rank. This armor becomes passive at sage rank, but until then it lasts for 5 posts.
Life-Tapping D-SS
By tapping into the power of the user's own life force, the user may augment the power of any of his skills, and may do so dramatically. The change itself becomes drastic. While it increases in rank, it also increases in size and devastation. A E Ranked fireball can be increased to an S Ranked pure flame meteor. The way this skill works is simple. Any skill boosted by this skill does not count in terms of energy, so you aren't spending two skills worth of energy for one attack. Instead, it all becomes one skill. You may boost it to the rank of your choosing, however using your own life force allows you to enhance it even further by one rank.
Bloodwake S
Veins erupt from the user's body, to settle just below the skin. The user's eyes become bloodshot red as the Reaver begins to empower his body to become something straight out of a child's nightmare. The user will begin to visibly grow in size sharply as his muscles go through a process of hypertrophy and hypertonia. During this time, the user's physical process seems to be unmatchable, with their speed and strength stats rising by +3/+3, going above the limit if necessary. During this time, the user receives a damage reduction of one rank, the ability to use all of the skills above while using one rank less energy, while obtaining a +1 rank increase to all of his skills for 5 posts. Once this happens, the user faces extreme muscle atrophy, and loses access to his Reaver skills and the passives as well for 3 posts.
Sub-Class
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Hand-to-Hand/Weapon
- Two Handed Requiem Style
• Buster D
Requires Energy
This is a basic skill for a Claymore Weilder. This skill is simply one downward slash with a little bit of energy for some extra power. it is capable of smashing most boulders to pieces, and if someone is hit by it, the sword is likely to chop off a limb.
• Cross-slash D
Requires Energy
As the name says, this is a cross slash from the right side to the left added with a bit of energy for extra power. the cutting capability of this skill is similar to that of the "Buster" skill.
• Royal Stab C
After jumping high into the air the user will then position their Sword in a way that when they drop it will stab into the ground or their enemy. if stabbed into their enemy this skill has enough force to cut them clean in half, but if stabbed into the ground this skill will cause a small tremor with enough force
• Twin Moon C
This skill works great should the opponent dodge the first strike. Lunging forward at the enemy, the brings their sword from behind them and slashes diagnally upwards. Should the opponent dodge, the user spins their body, lunging forward one more time and using the momentum from the first strike to perform an even faster and stronger slash.
• Relinquish C
This skill is used to disarm opponents from their weapons, wether it be swords or guns. The user will slash their blade, spinning their sword in order to slam the blunt side of it unto the opponent's weapon. This skill, which uses blunt force more than anything else, will simply knock the weapon right out of their hands. You cannot disarm someone of higher rank with this but someone of lower rank is instantly disarmed. Someone of your own rank may dodge.
• Outrage C
This is a three part devastating attack. The first, a blow with a downward swing using only one hand. Coming down from the swing, the user will spin their body, bringing the sword behind them while gripping it with two hands. The second step, is to bring the sword from behind, straight over the head of the user and down upon their opponent. Should the user miss, the third step is to let the blade bounce off the ground, using this momentum, the user will take a single step forward, thrusting the blade into the chest of the opponent.
• Feint C
This is preferred to be use when you have to dodge and attack. You run at the enemy and then jump, driving the sword into the ground. At this moment, you kick the enemy in the face, while stabbing the blade unto the ground simultaneously. This will avoid any low attacks, as well as a boot to the head.
• Energy Slash B
Requires Energy
After focusing energy into their sword the user will then make one large slash and send a large wave of energy out in a crescent shape. this wave of energy has the cutting power to easily cut through a brick wall.
• Tiger Blitz A
Requires Energy
This skill is by far one of the most useful skills of the Greatsword. The user gathers their energy at the tip of the blade and lunges forward, thrusting the blade unto the opponent's shield. As the tip touches the shield, the user transfers their energy unto the shield. After the energy transfer, the user will raise their blade above their head and slash downwards, breaking through and slashing the shield apart. This works for physical and energy based shields.
• Bonecrusher A
Requires Energy
Focusing energy on the blade, the user lunges forward, their blade dragging behind them. Stopping in front of the opponent, the user slashes horizontally with so much force that the user will spin not once but twice, performing two powerful slashes with their blade. Stopping the flow, the user will slash in the opposite direction from the first strike once. The power of this attack will decimate through an opponent's block, injuring the opponent's arms to the point that they could break, if not put severe strain. (Cooldown of 5 posts)
• Dealing Embers S
Energy Required
You raise the sword high over your head and charge one side of it with so much energy that when you slash downwards onto your opponent the sword causes an explosion like force the moment it touches anything, even a hair on your opponent's skin. This does not harm you or your sword but it can easily break weak defenses and shields. Not only that, but even if the attack misses, the explosion of energy extends to two meters (About 6 feet), sending the opponent back and leaving them open for a second strike.
• Wind Cutter S
Requires Energy
A Lightning-fast attack allowing the user to draw, slash and re-sheath their sword in an instant. While slower than Quicksword, it is more accurate and needs no energy in the sword, the user still has to channel it into your hand though. but its a high burst of energy (B-ranked)..... allowing the user to perform continuously without tiring very easily (Can preform for 25 posts, then must wait 30 before being able to use it again.). This technique is the hardest to master, but once mastered becomes an offensive and defensive attack.
• Requiem Strike S
Requires Energy
The user jumps straight up into the air as high as they can, their sword trailing along with them as he looks down at his opponent. In mid air, the user will send a blast of energy from behind, using it to launch themselves at incredible speeds at the opponent. The user will then slash diagnally as they come down a single strike to cut through the toughest of foes. Only a truly experienced fighter can even follow the fierce attack...
• Requiem Destruction SS
Requires Energy
This attack can only be performed once per week in real life and not in the same battle. It has the same setup as the Requiem strike, jumping up, gathering energy and using it to launch themselves towards their enemy. But instead of slashing through an enemy, the user will slash at the enemy, stopping in front of the opponent and slashing vertically and landing on the ground. From this point, the user will swing their blade upwards and send the opponent into the air, going along with the momentum of the blade and going into the sky. At this point, the user will grap ahold of their blade, energy gathered at the tip by this point as the user swings the blade down in mid air. Even if the user misses, the moment the user's blade touches the ground, the energy gathered on the blade will explode outward, causing pure destruction in an area of 5 meters.
Zilong Style
• Lieying Quanda E
Requires Energy
Build up a little energy into your spear and arms. Hold the spear in both hands, keeping it level with the ground. When you are ready thrust the spear forward fast, the energy you put into it travels through your arms, the shaft and the head to your opponent, making the attack stronger than a normal attack. The stronger you are, the stronger this technique.
• Diqiu She E
Planting your heel into the earth you hold your spear straight out from your body. You make one spin on your heel until you are facing the direction you initiated the skill with. Though not meant to do much damage wise but is effective in getting your opponent(s) at a distance that you want them to be.
• Richu D
Flipping your spear around use the heavy end of the spear to increase the power of an upwards thrust with the blunt-end of the pole. This should send your opponent into the air to be at mercy from attacks from below such as Xiezi.
• Hudie D
While running you spin your spear from either side of you, covering you from attacks on either side and ahead of you.
• Long Houjiaosheng C
Like a simple thrust of your spear but with a little something more. Charge energy into your weapon and thrust it forward towards an opponent. The energy will convert at the tip of the spear into an attack of your element; earth will erupt in line with your spear, a ball of fire will fly towards your opponent, a gust of wind will emanate from the tip, a column of water will shoot from the tip.
• Diyide Da C
Requires Energy (D rank)
Usually used as the initiator of the fight. Charging your opponent hold your spear tightly in your hand. Just as you are about to close range with your opponent stop, placing a little energy in your feet and your weapon. Thrust the spear forward. You will slide forward a couple more feet and a small energy burst will emanate from the tip of your weapon. This should knock your opponent back, off guard, and/or confuse their sense of distance temporarily. Use this at the beginning of a fight to give you an early advantage.
• Dizhen C
Requires Energy
Gathering energy into your spear you stab the end of it into the ground and release the energy into the ground and create an earthquake. Your rank determines the distance that the earthquake travels from your position.
- Trainee – 10 feet
- Novice – 20 feet
- Adept – 30 feet
- Expert – 40 feet
- Master – 50 feet
- Sage – 60 feet
• Xiezi C
Three quick successive stabs. The movements are so fast that if the first connects, the next two attacks will also connect.
• Zuihou Da C
Meant to be the finish of a battle. Rotate your spear so that the head is down and stab it into your opponent’s leg. Drag his leg out from under him, bringing him to one knee. Remove the spear and perform a quick, strong strike to his ribs with the blunt end of your spear, then strike the head with the same force with the head of the spear.
• Maotouying C
Requires Energy
First send a wave of energy through your body. Afterwards leap into the air, swing your spear to catch and sweep up an opponent. Release the energy allowing you to remain airborne for a short amount of time while you attack your opponent in the air. You remain airborne for only one post, use it well.
• Long Zhuazi B
Requires Energy
This skill begins by swinging the spear completely around your body, getting your opponent(s) within the right range. Without stopping step forward and swing the end of the spear up, launching your opponent into the air. Follow by leaping into the air above your opponent and launching your energy as a wave towards him. Finish by diving at the opponent, forcing him back to earth.
• Canren Chengfa B
Swing your spear down aiming for your opponent’s leg. If it connects dig the head of your spear deep into the flesh and force him down. The pain should be excruciating enough to keep him from moving. Move to his side, removing your spear from his leg, then rotate the spear to the center of your opponents body and swing it forward, propelling him away from you. Your opponent should barely have any use of that leg.
• Liuxing B
While running or using one of the running techniques stab the head of your spear into the ground. Use your momentum to take you up off the ground and into the air, pulling the spear out of the earth as you ascend. Make one flip to right yourself up then hurl yourself back to the ground, swinging your spear towards your opponent. The added momentum to the swing should cause more damage, or at least knock him off balance.
• Zhenshi Kuaisu A
Requires Energy
Putting some energy into your feet your speed is boosted one rank. You hold your spear in a defensive position as you run. Acting like a bulldozer you can run through a group of enemies and defend against most attacks. You cannot attack, and if you are struck, the technique ends.
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- CHARACTER INFORMATION
Personality:
Sexuality: Bisexual
Quote: "Sheep rule over wolves only because the wolves are ignorant to their own power."
Height: 6'3''
Weight: 230lbs.
Eye Color: Cyan
Favorites:
- • Color: None
• Food: Stake
• Animal: Wolf
• City: Nocturne
Theme Song: X
Battle Theme: X
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- BACKGROUND INFORMATION
xxxxxEver had your eyes and ears truly opened to the world around you? Damian did on his twenty first birthday. His birth is shrouded in mystery, though some accounts place him somewhere in the neighborhood of mother raped by a demon and child of a warlock that got attached to one of his summoned companions. Either way, the parents, if they are in fact alive, are no where to be found; Damian was on his own for as long as he can remember. Growing up as he did, where everyday is a fight just to survive, opens your eyes and ears to the reality of the world you live in: Mortals ruin everything they touch. World wars created out of false pretenses ad petty ideals. The difference between living in luxury and living off scraps is the origin of your blood. Everything is so set in stone, so concrete and fake. That is, however, until he met an old man by the name of Alahar. This blind man showed Jecht how to fight his so called 'fate' and how to seize wealth and power for himself. No long would he be a runt running for his life over a piece of bread. Instead, he would be the one fighting those that would look down on him and take not what he desired, but what he needed.
xxxxx Alahar disappeared once the lessons were taught, but not after teaching Damian other, more valuable things. Such as how to properly use his carapace abilities and the true meaning of being a Dragoon. The base was set, and there was no carrying Damian along to build his power up, so his services were no longer needed. Damian himself has a new goal after seeing this world with an enlightened point of view. Mortals ruin what they touch. If such a thing is true, then they have no right to rule. If the only one entitled to rule is a being that cannot die, Damian must gain immortality either physically or through legacy, and then be the one on the throne.
Custom
- • Searing Flame C
Damian raises his shield as if to block. Flames fire out of the shield in a cone form of about ten meters.
• Drakonid Wings C
Damian summons twin fiery wings from his back, which allows him to jump higher than other Dragoon leap skills, glide, slow fall, and change aerial direction. While this does not let him fly initially, at Expert rank, they do allow him to fly in small sessions.
• Shackle D
Chain forms from Damian's sleeves, or his gauntlets if in his Carapace. These chains are not too difficult to break, but if they can reach their target, they attach themselves to the target and pull the target towards Damian with a great force. At Adept Rank, Damian can throw out two chains at the same time.
• Skyfall S
Damian forms the same wings he would from the Drakonid Wings skill while preparing to jump into the air, then soars into the air. Going high and fast enough to break through and tear a hole through the clouds, he free falls, falling faster and faster as he comes down. Half way down, he dons his Carapace if it is not already active, and begins to channel flames around his body. When he hits the ground, the result is a massive amount of destruction and chaos. At the point of impact, all of the gathered flames are released to ride along with the shockwave that rips apart the grounds, causing jagged spikes to erupt and the ground to crack everywhere effected. One post going up, one post coming down.
Skyfall is an area of effect skill that does S ranked damage within the twenty meter impact point, A ranked damage everywhere else, and Damian can use Skyfall to move from one forum to another, so long as it is in the same thread (Same Nation, or from a Nation to the city within the nation.) You don't wanna know what happens when another person tags along for the ride and adds on to the skill.
Aeden Collins: The Guy with a Lot of Minions

- MAIN INFORMATION
Full Name: Aeden Collins
Nicknames: The Maestro
Age: ??
Birthdate: August 15th
Gender: Male
Culture: ..... A little hint of everything
Religion: Does not worship a specific god or goddess, but does not look down on worshipped either.
Languages:
De Facto - Common
Fluent - Demonic
Basic - Elvish
Nation: Wanderer
Rank: Novice
Title: Citizen
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- MAJOR INFORMATION
Bloodline: Human
Class: Necromancer
- Sub-Class:
Strength: 5
Speed: 7
Sin:
Gene Mods:
Energy Color: Forest Green
Energy Meter: 750
Element: N/A
Battle Strength: Horde Play
Battle Weakness: Personally Limited Moveset
Fights Won: 0
Fights Lost: 0
Completed Quests
- S Rank:
A Rank:
B Rank:
C Rank:
D Rank:
E Rank:
Talent: Invasion of the Mind
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- EQUIPMENT INFORMATION
Weapons:
~ Longsword (Focus)
Armor:
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- SKILL INFORMATION
Elemental
- • TEXT HERE
• TEXT HERE
• TEXT HERE
Bloodline
- • Humans, being great leaders, both wise and cunning, apply a boost of +1 strength and speed to all of their allies (including themselves). This applies to summons, machines, necromantic minions, tamed animals, and RPCs
• Unleashed Power
Humans do not have supernatural energy. Indeed, they were not originally capable of magic, like the other races. It took hundreds of years of conformity, training, and even technological help to develop the ability to learn magic. However, when the goal was finally accomplished and settled, their physical augmentation turned out to be quite impressive. Their bodies gained the ability to contain and control magic, and also a unique other ability, gained through this augmentation: the power to pull magical energy from other sources. Just as humans often resort to solar power for electricity and whatnot, they can devise similar tactics when it comes to energy. Humans can pull solar power, whether gradual (meaning even if you're out of the sunlight, you can still do this) or present. This adds a scaling number to their energy regen per post:
Novice - 50
Adept - 100
Expert - 150
Master - 200
Sage - 250
• Human Revolution
All humans have augmentations. They are installed when you're born. Most of them are unnoticeable, as they're inside of your body. Some of them are very small, but that doesn't mean they're not powerful. All humans have the ability to choose one gene mod at the start of their creation, from this list:
~Undead Revolt: Undead minions (Necromancer Slaves) stats are increased by +2/+2, and their class abilities are increased by one rank.
• Lose Yourself
A bit of cunning. A survival tactic. Humans know psychology very well, and are constantly looking for ways to gain an edge on someone. They're much less straightforward than other races, as they battle for psychological dominance, always. They can use this to their advantage. While speaking to people, you can use the assistance of your augmentations to discover their mental weaknesses, potentially even physical ones. This can judge emotional state as well. You can put two and two together to discover their traits, even recognizing signs of a different type of troubled background. These can be used to work your way out of many situations, as well as potentially assassinate or indoctrinate people.
Magus
- • Detect Magic Passive
The magus can detect magic. This means when others cast spells, or emanate high amounts of energy, you can see their aura. This also means you can detect magic in an area, meaning if an area has something magical about it, you can feel it. At expert rank, you can determine the source in an area. Each source of magic has a special signature, meaning a magus will be able to recognize the energy of a person if they are expert rank or higher.
• Mage Fingers E
A mage can surround an object with their energy and lift it with invisible force. They can manipulate items that are not currently being held by an enemy. Anything that weighs less than a full grown person can be lifted and manipulated.
• Energy Ball D-S
Balls of energy have become a signature for the magus. These are available at every rank with proper scaling effects. The first level is a single ball of energy the color
Necro
• Host of the Spirit E-SSS
One of the most powerful abilities in the entire world of Axiom. A necromancer is able to bring back a previously dead character into life, as in an actual RPC. They will place the soul of the character in question in to a new body and perform the ritual. Once it is complete the character will become a minion under the complete control of the necromancer. Any abilities whether it is from the RPC's bloodline, race, previous skills, summonings, talents, gene mods, sub classes, etc. stay with them. When a character dies their mark goes away so those are invalid. The soul can never be leveled up or given anything new. Whatever they had in death is what they will have in undeath. The personality is exactly the same and they are sentient, but under complete control by the necromancer. A necromancer can retain any number of souls in their possession. They must have known exactly where the RPC died or where they are buried. They cannot have randomly read this in a book or discovered it out of nowhere. The crew will know. Do not try.
• Death Sense Passive
Necromancers have the keen ability to sense death. Be it something already dead, something recently dead, something about to die, etc. They will always know when ghosts are around them. This does not mean they can determine who it is nor is it able to lead them to the location of a Dead RPC they do not know about.
• Nothing for Something -
A necromancer is able to siphon the energy from a living creature. They must make physical contact with them. Once that connection is made energy is absorbed and added in to the Necromancer's energy pool. The first post of contact is worth D-rank energy, and for each post they remain in contact they siphon off another rank of energy.
• Seance D
By spending D-rank energy per post a necromancer can summon forth a willing ghost from the area and speak with them. They can compel the ghost to speak and answer questions for B-rank energy. If they do not pay the cost of the technique they are unable to hold the ghost there and it will dissipate.
• Undead Army E-SSS
The creme de la creme of a Necromancer's grimoire. RPCs are not always available, and in the event they are unable to find a suitable minion to take control of a necromancer can create one. By taking various body parts from dead things (can be NPCs) they can stitch them together and create an undead minion. These are all custom creatures that do not take up a summoning slot. The necromancer merely has to pay the initial cost of their creation to bring it to them.
• From the Abyss D-SSS
Axiom has never been a peaceful plane of existence. From the dawning of humanity blood has shed. Nations are built upon the graves of soldiers and the battlefield is never dry. The necromancer can feel the souls of the dead vying to avenge themselves. By seeping their energy in to the ground they are able to revive these hordes of skeletal warriors. For D-rank energy 5 skeleton warriors are summoned. For C-rank energy 20 skeleton warriors are summoned. For B-rank energy 35 skeleton warriors are summoned. For A-rank energy 50 skeleton warriors are summoned. For S-rank energy 100 skeleton warriors are summoned, then 150, and then 200. These skeletons can have weapons and armor, but are merely bones. Skeletons are sturdier than zombies and take reduced damage to both physical and magical attacks. Their stats are 6/6.
One of the most powerful abilities in the entire world of Axiom. A necromancer is able to bring back a previously dead character into life, as in an actual RPC. They will place the soul of the character in question in to a new body and perform the ritual. Once it is complete the character will become a minion under the complete control of the necromancer. Any abilities whether it is from the RPC's bloodline, race, previous skills, summonings, talents, gene mods, sub classes, etc. stay with them. When a character dies their mark goes away so those are invalid. The soul can never be leveled up or given anything new. Whatever they had in death is what they will have in undeath. The personality is exactly the same and they are sentient, but under complete control by the necromancer. A necromancer can retain any number of souls in their possession. They must have known exactly where the RPC died or where they are buried. They cannot have randomly read this in a book or discovered it out of nowhere. The crew will know. Do not try.
• Death Sense Passive
Necromancers have the keen ability to sense death. Be it something already dead, something recently dead, something about to die, etc. They will always know when ghosts are around them. This does not mean they can determine who it is nor is it able to lead them to the location of a Dead RPC they do not know about.
• Nothing for Something -
A necromancer is able to siphon the energy from a living creature. They must make physical contact with them. Once that connection is made energy is absorbed and added in to the Necromancer's energy pool. The first post of contact is worth D-rank energy, and for each post they remain in contact they siphon off another rank of energy.
• Seance D
By spending D-rank energy per post a necromancer can summon forth a willing ghost from the area and speak with them. They can compel the ghost to speak and answer questions for B-rank energy. If they do not pay the cost of the technique they are unable to hold the ghost there and it will dissipate.
• Undead Army E-SSS
The creme de la creme of a Necromancer's grimoire. RPCs are not always available, and in the event they are unable to find a suitable minion to take control of a necromancer can create one. By taking various body parts from dead things (can be NPCs) they can stitch them together and create an undead minion. These are all custom creatures that do not take up a summoning slot. The necromancer merely has to pay the initial cost of their creation to bring it to them.
• From the Abyss D-SSS
Axiom has never been a peaceful plane of existence. From the dawning of humanity blood has shed. Nations are built upon the graves of soldiers and the battlefield is never dry. The necromancer can feel the souls of the dead vying to avenge themselves. By seeping their energy in to the ground they are able to revive these hordes of skeletal warriors. For D-rank energy 5 skeleton warriors are summoned. For C-rank energy 20 skeleton warriors are summoned. For B-rank energy 35 skeleton warriors are summoned. For A-rank energy 50 skeleton warriors are summoned. For S-rank energy 100 skeleton warriors are summoned, then 150, and then 200. These skeletons can have weapons and armor, but are merely bones. Skeletons are sturdier than zombies and take reduced damage to both physical and magical attacks. Their stats are 6/6.
Hand-to-Hand/Weapon
- • Double Slash D
The most basic of the longsword skills, the user takes their stance as the opponent rushes at them. Waiting for the attack, the user will slash their blade once, tapping on the weapon of the opponent and brushing the attack aside by swinging the blade to the left or right. From this position, the user will take a single step back, swinging their blade in the opposite direction of their first slash in order to counter the enemy attack.
• Hilt Hit D
A variation of the double slash, the Hilt Hit takes advantage of the fact that the entirety of the sword can be used as a lethal weapon. Upon being attacked, the user will slash down using the blade of the sword, swatting the attack downwards. At this point, the user will take a step forward and bring the sword up, slamming the bottom of the sword against the bottom of the opponent's chin.
• Dual Edged Defense D
As it states it can be a double edged attack since the broadsword is a double edged weapon. You hold the blade over your head slightly but angle it so it points down and quickly ram into the enemy. This is best used right after a dodge to catch them by surprise.
• Thruster D
A simple stab taken a bit more seriously. You take three steps forward and thrust the sword with full force using one hand. This attack is quick and can knock someone over even if they block it with a shield.
• O'l one Two D
The basic of basics really. It starts off with an upward swing and then take a step forward for a stab.
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- CHARACTER INFORMATION
Personality: Psychotic | Sociopathic | Labels are hard to place
Sexuality: Bisexual
Quote: "Over the course of this many life times, one thing remains constant: The gullibility of mortals."
Height: 5'7''
Weight: 200lbs
Eye Color: Light Gray
Favorites:
- • Green
• Music
Themes: X | X | X | X | Overdrive |
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- BACKGROUND INFORMATION
xxxxx To be written when I have time.