
- MAIN INFORMATION
Full Name: Ambrosius "Ryan James" Izual
Nicknames: The Corrupt One, The Corrupter
Age: As Old As The Void
Birthdate: June 6th
Gender: Male
Culture: Lumirian
Religion: Follower of Adriel Helios
Languages:
De Facto - Demonica
Fluent - Common
Basic - Angelica
Nation: Nocturne
Rank: Adept
Title: Citizen
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- MAJOR INFORMATION
Bloodline: Void Walker
Class: Knight
- Sub-Class: Shadow-Knight/Defiler
Strength: 10
Speed: 12
Damage Reduction: 1
Sin: N/A
Gene Mods: Strength/ Speed Enhance
Energy Boost
Strengthen Bloodline
Enhance Element
Energy Color: Ice Blue
Energy Meter: 1650
Element: Earth
Battle Strength:
Battle Weakness:
Fights Won: 0
Fights Lost: 0
Completed Quests
- S Rank:
A Rank:
B Rank:
C Rank:
D Rank:
E Rank:
Gold: 3000
Talent: N/A
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- EQUIPMENT INFORMATION


Weapons: Scythe
Armor: Cloak
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- SKILL INFORMATION
Elemental
- • Rock shield C
A levitated slab of rock can also double as a shield when positioned in front of the user. This can also be performed as a slab or sheet of bedrock thrust out of the earth's surface. The shield can be hurled at the opponent for a quick retaliation.
• Rock Hanging C
By minor manipulation of magnetic fields you are able to stick onto the surface of rocks and any earth material. These things are rocks, concrete, crystals and metal. 10 energy is used per post of hanging.
• Earth Trap C
Requires Novice level
A technique that makes earth move around the opponent's feet, hardening to trap their feet. In order to break free, the target must have a strength of five or more, or use an explosive or a water elemental technique to weaken the earth's grip to get free. This can also be done on the target's hands if their on the ground as well
• Vibration Sensory B
Must be at least Novice level
A useful skill, the user channels energy into their feet to sense vibrations on the ground. As long as their feet is on the ground, a user can sense where an enemy is if they are earth bound within 50ft for five posts. This skill becomes passive once the user is Adept Rank.
Bloodline
- • Arms of the Void (D-S Rank) - You invoke the power of the Void, of the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within
E - 10 feet
D - 20 feet
C - 30 feet
B - 40 feet
A - 50 feet
This pushes away all enemies from the caster. If something prevents this effect (IE - Walls), the victim
will feel immense amounts of pressure as the tendrils will still attempt to push the foe away. If the
obstacle is weak enough, it is possible for the tendril to push the foe through it, if the radius would
logically allow it.
• Fear (Rank C) - You project your true form to a creature. If the creature is 2 levels above you, it has no effect, 1 level above, they will be surprised, but can continue fighting uninhibited, if they are equal level, they will experience fear and will drop whatever they’re holding, if they’re below you, they will drop whatever they are holding and must flee the fight and move away from you by the safest route, unless there is nowhere to move, in which they are forced to cower.
• Ghost Form (Rank B) - The Void Walker can completely suppress their physical form and turn into a literal ghost for up to 5 posts, raising your speed by 1 rank. In this form, they can only use nonphysical attacks, and in addition to that, they can only be harmed by magic. Once this ends, they cannot activate it again making it a once per battle skill.
Class - Knight
- • 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.
Sub-Class - Shadow-Knight/Defiler
- • Horror Passive
Any enemy who is equal to the rank of the Shadowknight and lower become so uneased by the Shadowknight, that they, in turn, take more damage against the Shadowknight's attacks by one rank.
• Summon Skeleton D-A
This is the basic ability that nearly all Shadowknights will use in combat. It is also needed for several of the later techniques, and is thus an integral part of the Shadowknight’s arsenal and should be learned as early as possible. For each rank of energy put into the technique, the Shadowknight summons and controls a skeletal warrior. (D=1,C=2,B=3,A=4)
• Walking Bomb D
By summoning one of the shadowknights skeletal minions, the user will charge the minion with deathly energy, making the minion a literal walking bomb. The strength of the bomb is based on the rank of the skeleton.
• Deathscythe: Side Arm D
The user thrusts their arm out to the side, from the side of their forearm, a scythe blade will come out, a small one hand handle at the center of the blunt side. The Scythe blade is reversed, so cuts will be from any back hand swings with it. The user performs a double spin towards the opponent, their hand in the back hand swing formation.
• Shield of Darkness D
Its a basic shield made of Dark energy. Last for 5 post and is as strong as Iron. Will block attacks up to the rank of this skill.
• Unholy Shroud D
Truly one of the most basic of all Shadowknight abilities. This is the Darkness to the Light of the Paladin’s Holy Light technique. The Shadowknight infuses his/her weapons with dark energy, creating a sickly black shroud around it that makes ‘good’ characters (Paladins, Clerics) feel sick to look at. This deals additional damage to those classes, but only normal damage to all other classes. Used by Shadowknights to make their weapons and armor more resistant to the Holy Light ability. For combative purposes, this is treated like the Holy Light ability – you slash at an opponent, and the dark energy will rush outwards to attack identical to the Paladin’s ability.
Note: This technique can be used on any one item at a time, such as the Skeletal Shield or the Skeletal Greatsword, but not on Skeletons that are moving on their own.
• Darkness Ascends C
For five posts, the user will completely cover the skies in darkness, darkening out the sun, or even the moon. Those hurt by the sun will find themselves at normal power.
• Armor of Darkness C
This armor is useless against holy attacks, but great against normal ones. The armor will defend against any C rank or lower skills, but a B rank would break the armor. It's great for it low energy cost, but it can only be used twice per battle and will only deflect one skill, has a cooldown of 2 post.
• Deathscythe: Scythe guard C
The user summons up the side arm of the Deathscythe form, using it to block any NORMAL weapon attack due to blade meeting other weapon. It can only be used to guard with the arm the side arm is on, and side arm cannot be used for both arms. Blocking one side, will leave your other areas exposed if you do not use a shield.
• Deathscythe: Scissor Disarm C
If a weapon were to hit the scythe blade guard, the user can chain it to summon another scythe blade. The user will force their arm forward, the blades clutching onto the weapon like a pincer. The surprise will be used for the shadowknight to kick or punch their opponent away and force them to leave behind whatever weapon was taken by the scythes.
• Shadow Weapon: C
Requires: Novice Rank
This technique creates a tremendous copy of the Shadowknight’s specialized weapon. The Shadowknight swings their specialized weapon back, with the Shadow Weapon copying the movement. They then attack with their physical weapon, again with the Shadow Weapon following the movement. (Basically creates a phantom copy of the weapon with the Shadowknight as the end of the weapon's grip. The created weapon is approximately eighteen feet large, giving it massive attack range.)
• Aura of Power C
This skill is actually quite possibly the only good skill for a shadowknight's party, unless the party consists of a holy character(s). The shadownight uses his aura of despair, twisting it until it becomes an aura of raw power. This makes your darker teammates (Vampires, werewolves, dreadnoughts, etc.)) think that they have a juggernaut on their team, causing them to be bolder and fight harder. This gives a +1 in strength to all dark/unholy party members. However, on the flip side, this skill also makes light/holy characters sick to even look at the shadowknight, making them want to fight with them as little as possible. Lasts for five posts and no other aura can be used at this time.
• Dark Ball C
The user summons a ball of pure shadow energy three meters in circumference that can be thrown as a mid-range attack. The sphere detonates on impact, causing an explosion with the force of a grenade.
• Obscurity B
By purposefully leaving a trail of energy behind, the Shadowknight is not only able to physically damage anyone trying to track him, but he is also able to give a false trail. If a werewolf tries to track through scent, then his nose is damaged to the point where it must be healed by an actual cleric before he can track again. If a Paladin tracks through Clarity, their eyes are blinded for 2 posts before they can heal themselves. This technique only lasts for a total of three active posts.
• Deathscythe: Full Gore Killer B
The Shadowknight forces their arms out to the sides, two scythe blades appearing, one on each opposing side of the wrist. The handles appear near the 'beard' of the scytheblades and can be held like scissor blades. The user charges forward with both arms at their side before hopping into the air. Infusing their colored aura within the body, the shadowknight enters a sort of 'gliding' form to try and thrust the toes of the scythe into the enemy. On contact, the toes will only goe 3 inches deep before the turns the blads to where they face away from eachother and tear them out to the sides. This is not fatal, but it can cause fainting by bleed out.
• Tendrils of Darkness B
The user summons up a pair of tendrils of pure darkness out of their back. The tendrils will soon lash out from the user's back all at once with a reach of 8ft aiming to grab ahold of the foe. If it works, each tendril will be holding a wrist or an ankle to hold the foe up, bringing them close to the user. This is to keep the enemy in place for 2 posts, unless they have a strength of 8 or above. This can also be used to hold an opponent off to the side to keep them out of a fight.
• Retribution: B
Requires: Unholy Shroud, Novice Rank
This is the dark to the Judgement’s light. The Shadowknight fills his body with dark energy, so putrid that only demonic races can look at them straight on. (Not even Vampires can, but Succubi and Dreadnoughts can.) Any wounds caused by a person using this ability will not heal – decay begins to set it in the wound, preventing it from healing unless a Cleric uses Cure on it. It will not advance though.
• Deathscythe: Onslaught Formation A
Limits: Can only be used if the user is in their Deathly Aura.
The user channels all deathscythe energy into their body to force an overload. They soon transfer the overloaded energy into their fist, sliding forward with a swift uppercut with an extension of energy coming out, 2 ft max at extension of energy. If the energy were to touch the foe, a shocking sensation of guilt would distract the opponent as the user steps back, summoning a pole with a red bladed scythe at the top end. The user soon strikes and stabs the opponent 4 times, once in the back, pull it out, step back, once in the chest, pull it out, step back, again at the lower back, pull it out, step back, and finally in the abdomen. The user uses the agony remaining in the scythe to lift up the foe into the air before slamming them into the ground, scythe there to keep them pinned for a bit before it is removed.
• Reaping Steed Charge A
As an envoy of the deathscythe skillset, the shadowknight gains access to an eternally damned hell horse. Upon the skills use, the shadowknight will jump up as a horse comes riding out from underneath them. The shadowknight lands on the back of the horse while the horse charges forward with a death energy surrounding it. The death energy does not kill, but it is a physical priority that protects the hell horse itself. The shadowknight is NOT protected by the death energy and can be knocked off the horse.
• Blood Plague A
Limits: Three post cooldown after the effects have worn off on the target. Can only be used twice in one battle. One post of announced preparation is needed before this skill (this is when the energy is used up so energy is used regardless of whether or not this skill succeeds; this post of preparation does not affect the shadowknight's actions in any way but a visible, black-purple aura will form around them while they prepare).
Description: Upon landing a successful strike upon the target (as in a serious, deep, and clear gash; a shallow slice or a graze doesn't work) the shadowknight can use their negative dark energy to cause a vicious plague inside their target's bloodstream. For three posts (starting from the post right after the post that the shadowknight cut them), the target's entire body will feel as if it has been touched by a white-hot iron even though no actual damage is done to the target's body.
Dark Pulse S
Limits: 10 post cooldown, 1 post charge time
The shadowknight uses a weapon, bare hands, etc. to draw a pentagram around them on the floor for one entire post (no doing anything else during this post). Because energy is used, this drawing can even be done on a metal floor. After the drawing has been completed, the user then sends more energy into the pentagram, causing a pulse of pure dark energy to explode from all sides of the pentagram, hitting anything within 25 meters of the shadowknight. This skill hits with the force of a large car. .
Hand-to-Hand/Weapon: Bifurcation Style - The Scythe
- Evil Moon C
You swing out the scythe in a wide arc as quick as possible. This is to stab the scythe through one side of the enemy, going around the shield. Once it enters their body swing them brutally to the left or right, you either slice them clean in half or they get a huge gaping hole in their body as they get tossed to the left or right.
Torment C
Primarily used to maim the target rather than kill this is usually for those who are sadistic. You thrust the scythe at the legs of your opponent. Remember only the inner edge is sharp so this will only trip your enemy at most. Once you trip them turn the scythe and pull back so that they will land on the sharp point..
Off with their heads! C
A simple move mainly used on a tired enemy or just to demoralize others. You first grab the enemy's head and knee him in the gut while you use your other hand to position the scythe under him. While he is reeling in pain use the scythe to lift you up and drop yourself onto the enemy's shoulder and make them fall neck first into the scythe
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- CHARACTER INFORMATION
Personality: Bitter and mean towards rebellions, but also sympathetic and understanding towards plights. Due to his past, he's a character of contradictions. He has extreme loyalty towards Catherine. He's sarcastic, biting, forgiving, but never forgetting. He talks slow and precise, his voice carries a strong demonic accent. He's nose is high in the air, thinking that he is wiser and smarter than his present company, due to the longevity of his life.
Sexuality: Homosexual
Quote: "Death does not concern us, because as long as we exist, death is not here. And when it does come, we no longer exist."
Height: 5'9"
Weight: 156 lbs
Eye Color: Ice Blue
Favorites:
- • Color: Ice Blue
• Food: Spaghetti
• Animal: Dog
• Place: The Void
• God: Catherine
Theme Song: Down - Motorgrater
Battle Theme: Die, Boom, Bang, Burn, ******** - Dope
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- BACKGROUND INFORMATION
xxxxxBeing a personification of the Void, he has been around for as long as the Void has. He has been apart of the Void for most of his life, however, his state of consciousness was placed upon this realm of existence prior to the great Void Walker war. He sided with those loyal to Catherine and was slain in battle. He mulled around the Void for the next a thousand years, before being reborn again.
The years in the Void have left him bitter and mean towards rebellions, but also sympathetic and understanding towards plights. Due to his past, he's a character of contradictions. He was one of the first Void Walkers in existence, and because of this, he has an extreme loyalty towards Catherine, but he fails to listen to her advice and missions due to that being his reason for falling in battle. The brutality of his death has lead him to avoiding fighting. He has wandered the earth finding the souls who wish to parish quietly, without a fight. Because he still has a sense of duty and must fulfill his design.