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DGwar

Dangerous Genius

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PostPosted: Sun Oct 31, 2010 11:11 am


Welcome to my custom's and whatever area. I ask that you please refrain from posting here as it is merely a place to keep all my Axiom stuff in one neat pile.

Table of Contents
  • Scraps/Unfinished/ETC

PostPosted: Sun Oct 31, 2010 11:12 am


Scraps, Failed Customs, and Etc

DGwar

Dangerous Genius

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DGwar

Dangerous Genius

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PostPosted: Sun Oct 31, 2010 12:54 pm


PostPosted: Sun Oct 31, 2010 12:55 pm


☣ Xavier Gray ☢ Human ☣ Mechanist ☢ Novice ☣ Civilian of Osiris ☢

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☣☢☣☢☣☢☣

☣ 550/550 ☣

DGwar

Dangerous Genius

10,550 Points
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DGwar

Dangerous Genius

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PostPosted: Sun Oct 31, 2010 9:46 pm


Skills Xavier has Learned:


Mechanist Skills

Magnetize [x]
Rank: D
Description: The basic skill for the Mechanist. They would first need to come into contact with the metal object they desire to magnetize. They release some energy into it and then they can move it around as desired. They can only move the object, or stop it from moving they cannot manipulate it in any other way.

Add-on Creation [x]
Rank C
Description: The basic skill of the mechanist class this is where their true power lies. They can easily make tiny things to add onto their usual equipment making them more powerful. This skill allows the Mechanist to actually craft their Add-Ons. The next post contains the add-ons that can be created.


Addon Knowlege

Zoom Scope [x]
Rank: E
Description: This is limited to the head or scope tool. This allows you to spot far away objects and identify what they are. This can also be used the take pictures and videos.

Heads Up Display (HUD) [x]
Rank: E
Description: Once installed into your scope, it functions passively, telling you information about parts and how their function at that moment in time , as well as allowing you to utilize sight modifying add-ons, such as Night Vision, or Infrared . Alternatively this can also just be put on the inside of your helmet. It will show you how much energy you have and the damage sustained by your mechanical parts if you have any.

Ammunition hold [x]
Rank: E
Description: Usually attached to the torso or the arms it adds 300 bullets to your total count. Alternatively it can store 100 rockets or 150 grenades. You can only have two Holds attached to the torso.

Projector [x]
Rank: E
Description: Well it can be used simply to project images for fun. This may also aid when a team is organizing their attacks or hunting down a particular target. Though it does not always work, you can project an image of yourself beside you, this only fools sight and objects pass through it.

Hidden Blades [x]
Rank: E
Description: Usually placed in the arms and legs area, it can also be placed in the torso. The hidden blades are simply hidden from sight and may pop out to swing at the enemy at any given time. Not incredibly sharp, they're just as sharp as your regular sword. They do have the element of surprise however.
PostPosted: Sat Nov 06, 2010 8:08 pm


[ Message temporarily off-line ]

DGwar

Dangerous Genius

10,550 Points
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DGwar

Dangerous Genius

10,550 Points
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PostPosted: Sat Nov 06, 2010 8:09 pm


PostPosted: Sat Nov 06, 2010 8:18 pm



DGwar

Dangerous Genius

10,550 Points
  • Money Never Sleeps 200
  • Elocutionist 200
  • Tycoon 200

DGwar

Dangerous Genius

10,550 Points
  • Money Never Sleeps 200
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PostPosted: Sat Jan 15, 2011 1:49 pm


PostPosted: Wed Jul 27, 2011 2:30 am



DGwar

Dangerous Genius

10,550 Points
  • Money Never Sleeps 200
  • Elocutionist 200
  • Tycoon 200

DGwar

Dangerous Genius

10,550 Points
  • Money Never Sleeps 200
  • Elocutionist 200
  • Tycoon 200
PostPosted: Wed Jul 27, 2011 2:40 am


PostPosted: Wed Jul 27, 2011 2:46 am



DGwar

Dangerous Genius

10,550 Points
  • Money Never Sleeps 200
  • Elocutionist 200
  • Tycoon 200

DGwar

Dangerous Genius

10,550 Points
  • Money Never Sleeps 200
  • Elocutionist 200
  • Tycoon 200
PostPosted: Thu Jul 28, 2011 5:08 pm


PostPosted: Thu Jul 28, 2011 5:10 pm



DGwar

Dangerous Genius

10,550 Points
  • Money Never Sleeps 200
  • Elocutionist 200
  • Tycoon 200

DGwar

Dangerous Genius

10,550 Points
  • Money Never Sleeps 200
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PostPosted: Thu Jul 28, 2011 5:11 pm


DGwar
Highborn
[ Righteous | Holy | Lawful ]
User Image


History:
Its uncertain exactly how the highborn came to be. Some say it was from angels mating with humans, others say they descend from angels who decided to leave the heavens to better protect those in need, and never returned, and yet others say that they where given a blessing by a deity to bring good back into the world, and fight off evil. They hail from a distant land known as Ar'Arkaedon. Their numbers few, they travel the lands helping those in need, eliminating evil, and punishing the wicked. Tales of the highborn have described them as being living myths, invincible, and full of righteous fury. These tales also have led to many highborn to attempt to keep their identity a secret. Doing their good deeds in secret, or wearing hoods and masks.

Description:
Highborn's posses markings on their body which are visible moments after birth to signify their caste. At birth they are gifted with an element which they use for its entire long lifespan. Some say the child chooses the element, others say the element is the one who does the choosing. There are very few living today that can read and interpret the tattoos at a glance. Highborn are often mistaken for humans, although they have supernatural beauty. They possess great strengths and powers although they are often limited by laws and faith. Visible characteristics of an highborn include near perfect beauty, full body runes which resemble tattoos, and their light colored hair. (white/gray/blonde). They are also nearly immortal. Usually only battle or several millennia can do them in.

Rules for the Highborn:
  • The Highborns of Axiom start off as humans, then during training or a battle, begin the transformation. This is usually in the form of gaining the runic tattoos, their hair turning white,gray or blonde, or accidentally using holy magic instead of an elemental one. The transformation can be a quick one or a slow one depending on the individual.
  • The Highborn cannot kill another Highborn. This is considered a great sin by them, and in doing so will cause them to lose all their bloodline powers and abilities, making them a mortal human once more.


Weaknesses:
  • They tend to rely more on speed then actual strength. (-1 to Str)
  • They are lawful. Although, whether its the law of the lands, or more of a code they have set for themselves is up to the individual.
  • As a heavenly race, they posses a scent which beings such as lycanthropes or vampires can smell. Often giving away your presence. (Scent is faint, and sweet smelling. Said to almost smell like honey, vanilla, and lavender.)
  • Your righteous fury can cause you to battle so fiercely you get weakened for a time ranging from a couple hours to a day.
  • Can only be Swordmaster, Cleric, Paladin, Mage, Bard, Berserker or Gunslinger.
  • More susceptible to attacks from the element opposite to your chosen element. This also includes shadow magic.


Strengths:
  • Your immortal ancestry has graced you with great speed. (+1 rank)
  • Due to your empathic abilities, combat experience, and speed you have heightened combat reflexes.
  • Nearly Immortal. They always appear to be in their early twenties to late teens after they hit that age.
  • Bloodline related skills only cost half the energy cost.
  • Extra elemental magic for good offense.


Highborn Techniques:
  • Holy/Light Magic- Usage varies by user. Common practices include offensive beams or slashes and defensive barriers. (Rank Varies on Use)
  • Elemental Magic - You chose one element as your base element. This is your favored element regardless of class, or caste. Examples are, Air, Fire, Water, Earth. Others include Ice or Lightning. (Rank varies on Use) You are restricted by your class to the amount of elemental magic you can use this just states that you have one element that is more powerful than the rest.


Highborn Abilities:

  • Banish Weapon -
    [Rank E]
    You banish your weapon to a separate plane. This weapon is still yours, and nobody else can touch it while it exists on the other plane, however, you now can summon it using your weapon summon ability. You can have as many weapons banished as you wish so long as it does not surpass your class limit, although you are limited on the amount you can summon at one time, so choose carefully. (Must show on your profile which weapons are banished in order to summon them. Additionally, one pair counts as one so long as it is reasonable.)

  • Weapon Summons -
    [Rank E]
    You have tapped into the ancient energies of Ar'Arkaedon. You have the ability to call upon a weapon. This weapon is summoned through your base element. You must have your weapon listed in your profile to summon it. Can also be used by bards to summon an instrument. You can summon an additional weapon per rank. This summon is not limited to only an individual weapon, but it does restrict the amount you can summon at one time. You can also unsummon the weapon as you wish, sending it back to the plane you banished it to. (One pair counts as one so long as it is reasonable) Must have banished the weapon in order to summon it.
    Trainee - One Weapon
    Novice - Two Weapons
    Adept - Three Weapons
    Expert - Four Weapons
    Master - Five Weapons
    Sage - Six Weapons

  • Heavenly Touch -
    [Rank D-S]
    You say a prayer and focus energy into your hands. As they begin to glow the you place them on or around the wound of another individual, expelling the energy. The same amount of energy must be applied every two posts the healing takes place. Must at least take two posts. Cannot heal yourself with this. (Ability is equal to your rank or lower)

  • Light Beam -
    [Rank E-S]
    The highborn can focus holy energy into their hands and shoot it out like a beam of light inflicting damage on what it hits. The amount of damage varies on rank, and energy used to cast. (Attack is equal to your rank or lower)

  • Holy Slash -
    [Rank E-S]
    By focusing holy energy into your weapon or arm you can release the energy in a slashing motion creating an arc of holy energy that flies through the air in the direction you cast it in, cutting like a supernatural blade. The damage it can do before dispersing varies based on your rank, and the amount of energy put into the attack. (Attack is equal to your rank or lower)

  • Holy Shield -
    [Rank D-S]
    To use this spell you must first have had to save up at least one post worth of holy energy. This is usually done by focusing it to a part of your body, a shield, or a weapon. You release the energy creating a shield of golden light on your arm that you can use like a normal shield, blocking the attacks. The amount blocked depends on your rank, and the amount of energy used in the spell.

  • Bless Person -
    [Rank D]
    Saying a prayer you place a blessing on yourself or another increasing either speed or strength by 1 for three posts. Cannot have a blessing on more than one person by the same highborn.

  • Bless Weapon -
    [Rank E]
    You place a blessing on a weapon causing it to do additional holy damage to enemies. Especially good against vampires, demons and the like. Lasts 10 posts

  • Heavenly Cross -
    [Rank E]
    You create a golden cross in front of you by making the sign of the cross. It is the starter for several highborn skills.

  • E Nomine Patri -
    [Rank C]
    You finish the sign of the cross, and utter these words. Absorbing it into your body and expelling it out in a burst of holy energy causing damage to those around you. Damage is increased based on rank.

  • Salvation -
    [Rank D]
    You absorb the heavenly cross into you healing your wounds and giving you a +1 speed bonus for one post. The healing is based on your rank.

  • Archangel's Rebirth -
    [Rank D]
    By absorbing the cross into you, you grow white wings out of your back like an angel of old. This lasts five posts. Allows you to fly, but no speed bonus.

  • Prayer -
    [Rank -]
    You say a prayer, regenerating five energy per rank for every post you continue to pray. Cannot be done in combat unless the enemy is not attacking you. The amount of energy gained goes up by five every rank.


Additional Comments:
The nature of the highborn makes it hard for them to stay in one nation for too long. Although they may have allegiances to a single nation, they will roam in search of people in need or evil to smite. As most of their skills are open for interpretation, almost every individual is unique. Most highborn have similar magic styles, although the way it is used can vary drastically. As a side note, you are immortal, not invincible. Meaning you live forever, unless someone kills you.

Restrictions:
As a rare race, they have limited numbers for use. (Three)




-Race Created by DGwar
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