
- MAIN INFORMATION
Full Name: Akhturiel
Nicknames: The Mourning Giant
Age: 29
Birthdate: 2/7
Gender: Male
Culture: Elvhanan
Religion: Vangelism: Samael
Languages:
De Facto - Angelica, Elvish
Fluent - Common
Basic - Demonica
Nation: Kranila
Rank: Expert
Title: Citizen
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- MAJOR INFORMATION
Bloodline: Nephilim
Class: Knight
- Specialization: Reaver
- Sub-class:
Strength: 14
Speed: 5
Sin: N/A
Gene Mods: N/A
Energy Color: Green and Gold
Energy Meter: 1300
Pain Point Maximum: 225
Element: Holy
Battle Strength:
• At master, they lose their unholy weakness.
• A special trait that no other angelic race has: Unholy Magic is WEAKER against your own abilities, even though it is stronger against your body. Unholy Magic loses one rank of power if impacting one of your own skills. This is often used to protect Valkyries from Unholy foes as they slash them down.
• Strong passives.
• Natural endurance and physical fortitude. They are more difficult to injure and puncture and can withstand much more pain and duress.
• High stats; the Nephilim, like the Valkyries, contain the supreme physicality of the angels. 9/5
• All Nephilim abilities and weapons are considered holy.
• Every knight has the ability to ignore pain in battle, even ignoring the pain of severed limbs for a certain amount of time.
Battle Weakness:
• Low mobility
• +1 damage from Unholy magic to their body
• May only be Knights or Weapon Masters, or Holy Shaman, or Enchanter
• Almost zero killing potential. If you run away from them, they probably can't catch you.
• Magic that is not Holy is magic that is not made for the Nephilim. They do not have access to an element. Instead their elemental affinity is considered 'holy'.
• Knights may not go past A Rank with their elemental skills. This means that they may never become a master of an element.
Fights Won: 0
Fights Lost: 0
Completed Quests
- S Rank:
A Rank:
B Rank:
C Rank:
D Rank:
E Rank:
Talent: Unchosen
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- EQUIPMENT INFORMATION
Weapons: Tear
Armor: N/A
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- SKILL INFORMATION
Elemental (Holy Only)
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Bloodline
- • Angelic Fervor Passive
The Nephilim regenerate faster than any of the angelic brethren. They regenerate all minor wounds almost instantly, and by Expert rank they can regenerate mangled limbs. By master they can survive fatal blows and regenerate complete limbs. However, total destruction of their brain, decapitation, or the almost complete destruction of their body will kill them. Thus, their regeneration falls behind Fairhair significantly.
• Seeker of Evil Passive
The Nephilim have astounding perceptive capabilities. They can sense evil and read energy signatures. They can perceive the minute flow of movements within an enemy's body, making them exceptionally skilled swordsmen. They can tell if someone is of a holy or unholy bloodline, and use this knowledge accordingly.
• Might Passive
For a Nephilim, strength matters far more than speed. The higher your strength, the larger your abilities, the more durable your physical body and your armor, and the stronger the holy effects of your attacks and weapons will be. While most tend to prefer outspeeding their opponents and looking for an instant-killing method, you rely on brutalizing the opponent and shutting down their advances. Considering your high extrasensory capabilities, you can often shut down a whole combo with a mere counterswing of your blade. Contact with it can leave foes knocked back and dazed.
The exact radius increases can be stated in specific abilities. Otherwise, each point of strength increases the speed of an ability or weapon swing by 4% and the radius/distance by 5%.
• Gliding D
Using their angelic wings, which manifest as a bright golden aura, they may leap high into the air (25 feet) with decent speed and maintain this latitude in a glide that can last for a significant time.
• Ancient Power B-SS
The Nephilim will release a large wave of holy energy that damages foes within its radius. Its appearance is that of a violent pulse of holy power unleashing itself from the Nephilim's body. At B rank, this will release for about 20 feet around you. At A, 30 feet. At S, 50 feet. If you have boosts, it increases to 75 feet at SS and 125 at SSS. Each point of physical strength increases the radius by 3 feet.
• Vested Glory A
Using this ability, the Nephilim can manifest the true form of their "wings", a golden angelic halo that rises above them and a golden gleam of their eyes that radiates throughout the darkness. This gives them the ability to levitate off the ground, and once per post create a holy afterimage (appears as if a golden silhouette) that may strike at a foe within 10 meters. This ability lasts for the rest of the fight. However, unfortunately, it cannot be used for full flight.
Class
- • The Claim Passive
Often, every knight has a single blade that defines his victories. This single blade that the knight has Claimed is one rank higher than the user and scales with them is more powerful than the average custom weapon of its rank. 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. Cooldown of one post after the skill is up.
• 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, removing debuffs placed on them. 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.
Specialization
- • 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 and against the Reaver. As they inflict pain, and receive it, they gain back points of pain.
Based on the skill that is used, the user regenerates a certain amount of pain points.
E Ranked: 5 Points
D Ranked: 10 Points
C Ranked: 20 Points
B Ranked: 35 Points
A Ranked: 50 Points
S Ranked: 75 Points
SS Ranked: 100 Points
This is also the pain point cost for skills.
• 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 can afflict multiple targets in a post, and has a friend or foe id that can be edited by the Reaver passively as well. Against targets that ignore pain, this will still give the Reaver the points, and against targets immune this will not. It should be noted that even creatures without a corporeal form are not immune. Energy can be paid from the normal energy to increase the rank of this skill from C-S, and gain pain points accordingly, however this can only be maintained for two posts, and then require two posts before the aura can be increased again. This does mean the pain of the aura on the victim is increased, but it is superficial and thusly easier to manage than comparable pain from a real attack.
• 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 up to three enemies.
• Blood Magic: Healing Arts E-S (PP Cost)
This skill costs pain points equal to the regeneration intended. For E rank PP, this skill can close up minor cuts scrapes and bruises. For D-C, progressively worse injury can be fixed, such as 2nd-3rd degree burns, fractures and bruises etc. B-A can repair severely mangled limbs or worse, and S rank can fix most major injury save for extreme internal organ debilitation.
• Blood Sigils C-S (Pain Points)
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 maim 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 time the Reaver makes a promise to someone, the promise becomes something that binds the Reaver, and strengthens him as well. Usable once, and the stats remain when the oath is fulfilled. +1/+1
• 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 (Pain Point Cost)
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 within the cloud.
• More and More A (Pain Points and Energy)
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. Afterwards, the user cannot build or access pain points anymore until combat ends.
• 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 (Pain Points)
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 protect them from One A rank and all lower damage 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.
Sub-Class
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Weapon 1/6
Scythe-Bifurcation
- • 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
• Lotus Flower B
Requires Energy
The Lotus Flower is a powerful skill that is used against opponents who are airborne. Using your energy and channeling at the feet, the user is able to push themselves upwards at higher heights, reaching the opponent at high speeds. Upon coming closer, the user will spin their body in the air. By this point, the user will have coated their blade with energy, and as they spin, the scythe comes around them filled with energy. The energy cuts through one foot in front of blade, an attack that is difficult to counter considering that is an airborne attack.
• Devil's Wheel B
Requires energy
The ground version of Lotus Flower, the user will channel their energy at the blade of the scythe. The energy cuts through even one foot from the blade, the energy so sharp and powerful. The user will then proceed to spin several times, stretching out the scythe to get maximum range for this attack. The user will be able to move their arms up and down, being able to counter attacks from below or above by doing so.
Hand-to-Hand 0/4
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- CHARACTER INFORMATION
Personality: Kind, compassionate, serious, melancholic. Akhturiel does not take joy nor pride in death, but acknowledges it as a necessary function of life. Instead, he mourns violence and hopes to solve things peacefully. He Has a fondness for children and the elderly not normally seen in his culture. His background has left him open to many experiences and generally leads him to try and understand others before judging.
Sexuality: Pansexual
Quote: "Your pain is my pain; your blood is my blood. To spill our blood will only cause us more pain. Must we settle it this way?"
Height: 6"11"
Weight: 330 lbs
Eye Color: Blue-grey
Favorites:
- • Earth-tones
• Lamb-Shank
• Bear
• His home town, Egylar.
• Peaceful resolution to conflict
Theme Song: Seether-Truth
Battle Theme: Seether-Remedy
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- BACKGROUND INFORMATION
xxxxxA Nephilim, born of the mating between an angel and a human woman. They are typically held in great esteem by the Vangelist church. But in Akhturiel's case, he was not raised among such a populace. His angelic father is unknown, but his mortal mother was found wounded and in labor by an elderly couple of elves. Though they do not trust outsiders, they were kindly beings and attempted to save her and her child to be. His biological mother perished, but not before clutching him to her bloodied bosom and giving him his name. The life water of his blood mother seeped into the Enochian symbol on his temple. The Dawn an Dusk Elf couple had a choice: give him to a nearby group of humans or care for him themselves. In their culture, the elderly are often disregarded when they are of no use to society and as farmers working the fields, it was becoming difficult. They made their choice: to raise him. Ahkturiel grew quickly into a tremendously strong young man. By the age of 16, he would haul a scythe out into the fields in the early morning and, in what would take 10 men a week to harvest, reap the fields by lunch time. Though his strength was tremendous, he was taught to handle it with skill by his Dawn Elf mother, who had once worked as an assassin for the kingdom. His Dusk Elf father would educate him in math, science, history, and although he held no talent for it, Magic. His parents accepted him as their son and gave him the same education they would have an Elven child. Not all agreed on this, and although over time his presence would grow to be tolerated, the tribe his parents belonged to did not fully accept him as one of their own. This tension was in part due to Akhturiel's beliefs. His parents had tried to raise him to be a follower of Justoastrianism, and although it did ring true to him, something seemed to be missing. Not missing in the sense they were withholding something from him, but that there was a bigger picture to be seen. Unable to haul their cart any longer, his parents finally allowed Akhturiel to join them in trading with a nearby human settlement. It was here that Akhturiel learned of Vangelism as well as experienced the various cultures he had only read about. He even made a human friend, a young man who claimed he was going to be an adventurer. A couple years of friendship would end in a moment. Always fairly large, by human standards, for his age, Akhturiel stood 6'11" and weighed 330 lbs. by the time he was 18. His family had done well in trading and had upgraded their cart to a oxen drawn, covered wagon. As he napped in the back on one of their many trading trips, they were stopped by bandits. The sudden stop jarred Akhturiel awake. Drowsy, it took him a moment to clamber from the back of the wagon. His mother and father, however skilled they were in youth, had been deeply affected by their age. They fought well, but were knocked to the ground. A brawny man stood with a sword to their faces as they lay on the ground injured. His parents had fought hard and well, enough that the bandits had somehow missed the giant of a man that had appeared. They did not miss the sight of their leader cleaved in two by a scythe with a blade the size of a man. Normally, he was the kind young man who would stop to play house with the children of the tribe, as long as their parents allowed, but that young man seemed to disappear. Akhturiel was furious, and he waded into the mass of bandits like a wolf among sheep. Their blades stung, leaving cuts along his body. Cuts that would close seemingly as fast as they were made, leaving faint scars behind. In the wake of his swings, bodies soared through the air, human remains became hail and their blood: rain. One of the bandits recognized him and took his mask off just as Akhturiel reached him. It was his friend that he had made years ago on his first trip to the town. The scythe did not stop in time, its blade entered his friend's shoulder at an angle, tearing through his heart, lungs, and intestines before exiting out of his side. This moment was devastating to his psyche, and although his parents would comfort him, he never thought of killing the same. Prior, he had killed and hunted for food as they were want to do, even helping to protect the tribe from various beasts. This moment made him understand the truth: life is difficult for many and they see the need to take from others to provide for their own and these people could be anyone. From then on, anytime he took a life for food or for protection, Akhturiel could be seen crying.