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Boku_ha_Ronnel
Captain

Shirtless Shapeshifter

PostPosted: Mon Dec 13, 2010 7:56 pm


Alright, Staff, listen up! This is where you are going to post anything you want to that will prove your creative skills. This means if you have already created custom stuff for any guild, or simply created things that were used in the founding of a guild like Axiom, put it in here to show that you aren't just full of hot air!  
PostPosted: Mon Dec 13, 2010 8:08 pm


I_am_Ronnel_no_Fenniksu
Shadowknight Class

User Image

Where there is light there is darkness. These walking monsters are the opposite of the Paladin class, casting a shroud of despair to block out the light of hope.

Strengths:
-Normal Energy Reserve similar to Paladins
-Slightly tougher bodies than knights, though they cannot be healed by normal techniques and must instead be healed by negative life energy.
-Reaper of Darkness: This Character class chooses one weapon at creation, and specialize in it. They have the strongest attack for that Weapon class save for Swords, in which they are tied with Paladins.
-Aura of Despair – This character class subconsciously creates an aura that makes equal ranked ‘light’ classes feel uncomfortable, and at higher ranks can drive them away.
-Betrayal – This class can transfer damage done to it to summoned skeletons. (More info in Ability list.)
-Skilled Weaponwielder - The weapon that the Shadowknight specializes in is one that they control better. (-1 post to learning techniques.)
-Can learn 5 weapons excluding Scythe
-Healed by Dark Energy


Weaknesses:
-They use 10 more energy for all skills.
-Some of their skills hurt their allies
-Slowest Class, tied with Paladin and Necromancer
-One Hand to Hand style
-One Range Weapon Style
-Paladin And Cleric Heals damage this class.



-Example of Proof. Character Class for Freeplay (Axiom-style) guild.

Boku_ha_Ronnel
Captain

Shirtless Shapeshifter


Demonic Slayer Wasuken
Crew

PostPosted: Mon Dec 13, 2010 8:13 pm


Another would be like this one.


Demonic Slayer Wasuken


Dreadnought

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A clan of half demons which are quite powerful and strike fear into their opponents. Their signature is the fact that their body is made of a sort of carapace which they grow and dissolve. The carapace itself is what keeps them alive when in battle, looking like a demon from hell when they harden. Not much are alive as they were mostly wipe out by Fraxen, considering them as heretics and abominations. Some think that they were spawns from hell, bloodthirsty monster that knows no end, so there reputations are quite pitiful. They really don't like to talk that much about there bloodline, so they kept secret, scattered across the land, some don't even know that they are a dreadnought. When they are born, they age like normal humans and act like humans, which is why they can blend in so well with humans. But once in birth, they either send the child to an orphanage, or to another family by leaving them on the front door with a door ring, or asking the people to take care of the child. Some are outcast and left by the street if the family can't take care of the child. Other than that, Dreadnoughts at birth already knows the meaning of survival.

Strengths
- Adds a +3 to your max strength when in your carapace mode
- Your body is a living weapon, charging in when they are harden is almost a death wish.
- You can harden your skin anytime, giving a wide advantage to you in the battlefield
- Has an extra +50 energy per rank
- The carapace is tough enough to stop C ranked and bellow attacks.
- The only known bloodline that cannot be taken by the chimera bloodline
- Your element can combine with your carapace, making it affective during battle.
- They can punch through a metal wall with ease in armor form.

Weakness
- They give off a unique smell allowing Vampires and werewolves to smell them easily. They can sense Dreadnoughts from a nearby nation from there current nation.
-You can only have one element, and with that element would be the color of your carapace.
- Vampires are one of their natural enemies since a Dreadnought's blood is tastier than a human.
- You will have a hard time moving your body around in your armor form, which could leave you in a wide opening.
- You are still part human and you are as flexible and vulnerable as one without the carapace.
- Not available to Swordmaster class or Berserker class.
- Novice to down must shed there carapace every 2nd post. Adept to expert must shed for every 5th post. Master to sage must shed for every 8th post. If you don't shed your carapace, your armor would be less affective and chip/break off, only blocking D rank attacks and lower.
- -3 to speed when going into your carapace. You also create louder sounds, giving away your location very easily.

Skills

Revert
Rank: E
This is a basic skill that reverts your carapace form back into your human form. Works well if you know you can't block an attack in carapace form (You automatically know this)

Shed
Rank: E
Their most basic skill, shedding is a part of their life. When in Carapace form, the user must shed there carapace so that they can retain the hardness and add a new layer of carapace. Depending on what rank you have is when you can shed. (You automatically know this)

Terror Ammo
Rank: D
Though its not visible you need to create ammunition for your terror shot. This makes either 2 shots for your shotgun one magazine for a pistol 6 bullets for a revolver 5 for a rifle. eight if its a bow or crossbow.
Note: This is the one of two techniques that defy the normal carapace hardening requirements. This technique creates ammunition that only fades after the current fight is over, or used in a Terror Shot.

Dagger Claws
Rank: D
The user must harden there carapace like claws, each finger as powerful as steel daggers. They can also break normal weapons with ease and can cause some serious damage to a person. They also can't move there fingers, so holding a weapon in there hands would be quite useless.

Carapace Shield
Rank: C
By using your carapace arms, you form a giant shield that covers your front, but leaves your back with a wide opening. The shield can block up to B rank attacks and bellow and could withstand a bunch of punishment.

Terror Shot
Rank: C
Requires to use: Terror Ammo
This is a unique ability of the Dreadnoughts. The second of two abilities that defy the normal Carapace hardening rules. When this is used, the weapon always remains for ten posts, unless struck by a C rank or above technique. The Dreadnought creates a replica of a normal weapon, be it revolver, rifle, or even crossbow. One hand serves as the basis of the weapon. (Revolvers, the used hand is the grip, rifle the hand is the stock and the second hand must be used to steady the barrel, crossbow is similar to pistol but requires a second hand to steady the barrel as well, and bow the hand used for this technique is the center of the bowspan. Second hand pulls back from this, mimicking the normal usage of a bow to shoot Terror Ammo..

Spears of the Damned
Rank: C
Your arms transformed into long spears that can pierce your opponent with a long reach. They can stab through metal plating with ease, but would only dent any that are harden than steel or do nothing.

Harden Spikes
Rank: B
The user's carapace would grow long spikes all throughout there body or a certain body part. They can pierce through steel plating with ease and can break metal weapons with ease, but anything that is higher or harder would only get scratch. The users cannot move while they grow spikes and are only good for defense.

Strike Spike
Rank: B - A
This is a strange technique, and one that forms the idea behind a later one. The Dreadnought plants one foot firmly on the ground and cannot move from that spot for the duration of the technique. They then cause a spike of carapace to shoot through the surface of the ground which then explodes from the soil to strike at the target. Only works in straight lines, and the user has to Shed the Strike Spike before moving, or else severely injure themselves.

Mephisto's Rage
Rank: A
The user would punch the ground into the earth as a carapace like claw that is about as huge as a boulder would come right under there opponent and would either grabbing them or smash them into the ground with great force, causing bones to break and weapons to shattered that are steel or lower. The carapace is thick and hard to break as C rank attacks and higher would have to break the carapace. The claw can also follow there target if they miss the first attack, but would leave the user wide open to an attack.

All Is Dust
Rank: SS
This is like an suicide move, harding to a ball of carapace which can block A rank attacks and lower, then at the end would blow their body, acting as a huge bomb. The blast radius would be at lest a 100 feet in diameter, anyone or anything that is caught in the blast would turn into dust or ruins, even the user. This is the ultimate sacrifice and must only be used if things come to worse. The hardening for the carapace ball will take a process of 3 post. After that, it's all over.

Carapace form by Element

Water
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Wind
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Lightning
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Fire
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Earth
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Darkness
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Light
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PostPosted: Mon Dec 13, 2010 8:20 pm


Example of Weapons:
I_am_Ronnel_no_Fenniksu
I_am_Ronnel_no_Fenniksu

Weapon Name: Paladin's Lament
Type: Assault Rifle with secondary fire option.
Description:
User Image

Ability Description:
The Paladin's Lament is a heavier assault rifle. Where as normal rifles of this caliber use 5.56 millimeter ammunition, the Paladin's Lament uses a full 6.00 millimeter round. This equates to devastating damage to anything it strikes, even armored foes can only take a few rounds of this increased bullet size. That is not what makes it so special though - this weapon has a deadly secondary fire option, one that is frightening in its usage.
When energy is poured into the mounted underbarrel on this gun, it creates a charged round that when shot, launches out like a grenade. This round of energy is equal to a pure blast of pure energy of the type, dealing C-rank damage to an area of several feet with effects that vary depending on what element is poured into it.
The reason this weapon gained the name of Paladin's Lament is because it is one of few guns ever found that can handle channeling Dark or Unholy energy.

To use secondary fire, the person trying to shoot it MUST be at least Novice rank. All Energy grenades start out at C rank cost and damage, but as the user increases in rank the amount of energy they can put in increases as well.
Blast effects:
Fire:
The grenade-like burst of energy rips outwards into tongues of flame that burn everything within five to ten feet.

Water:
The grenade-like burst of energy releases a blast of frigidly cold water that can freeze unprotected skin and chills metal to the point where it can't be used without danger of breaking. Affected area is only within five feet of the burst though.

Earth:
The grenade-like burst of energy breaks into fragments of shrapnel that can shred unprotected skin. Armor stops the shrapnel, but is dented and warped. Affected area is five feet or less for maximum effect, damage decreases exponentially and this becomes ineffective at more than seven feet.

Air:
This is likely the least deadly of the energy grenades. This burst releases a concussive wave of energy that can knock anything with less than Ten in strength over to the ground. This wave travels over ten feet, and after that, for every foot it travels it grows weaker. At Eleven feet it knocks over anyone with less than Seven Strength, at Twelve only people with Four strength are knocked over. At thirteen feet nothing is knocked over.

Lightning:
This grenade-like burst of energy explodes into streamers of electricity that targets any metal objects within the blast radius. Affected radius is seven feet from the point of impact.

Holy or Light:
This is the only non-damaging burst of energy that can be used. This is intended to help people who are injured – within three feet of the grenade’s blast, minor wounds are healed.

Unholy or Dark:
A new variable in this gun, and one that remains relatively untested. When used, the grenade-like burst of energy unleashes a wave of dark energy that damages anything that cannot resist Dark energy. If this energy enters an open wound, it causes the edges of the wound to begin rotting.


Note: The secondary fire options are limited to the people who can use that element. Only people with access to the Fire element can get the Flame grenade, Air element get the Concussion grenade, etc etc. Only Necromancers and Shadowknights can use the Unholy Grenade, and only Paladins and Clerics can use the Holy Grenade.


Edited by DSW.

Demonic Slayer Wasuken
User ImageRPC Name: Katsuro Tachibana
Rank: Trainee
Class: Swordmaster
Weapon name: Murakumo
Type: Longsword
Description: The sword has the power to use fire at will, but would have to use energy to do so. Hot to the touch, it would melt even normal metal, iron, or steel at times, causing most people to flee from the weapon. Anyone else that would wield the weapon would burst into flames into a, rarely even living through the burns. It would also send projectile like fire attacks if need to attack a far, but would requirer energy to do so. It also works with burn the body if by stabbed by the weapon, or cut but would set aflame on the wound instead.
Takes 10 points out of your energy with every post.

Abilities:
Fire Strikes
Rank D
With every strike from this weapon, you inflict an additional fire damage to any wounds. A basic form, but can be quite deadly if strike right. Can be mainly used.
Simple stab and strike wounds are D rank. Major cuts to fatal stab wounds are C rank.

Fire Knifes
Rank D
Must be Novice to use skill.
The user can summon up flamed like knifes and send them forth to there enemies. Depending on how many knifes are there would depend on the rank.
3 knifes D rank everyone can use
5 knifes C rank must be novice to use
7 knifes B rank must be expert to use
10 knifes A rank must be master to use
14 Knifes S rank must be sage to use
17 Knifes SS rank must be sage to use

Sample: Katsuro glance at the bandits that stood in his way, making a heavy sigh as the fools would learn the hard way. Arm to boot, he thought of what weapon he should use today as the thought came to his head. He unsheathe a longsword that had a black coating of steel, making all of bandits laugh at how the blade was made. Katsuro smirked as he horizontally slash the air once as an fire like line was charging to a bandit that was caught off guard by the attack, slice in half as the flesh set aflame. Blood spewed and burn as the rest just watch, horrified at there fallen comrade. Katsuro's forehead was covered by a shadow as two eyes were glaring right out of the darkness. One of the bandits charged right at Katsuro with a sword in hand, about ready to slash at him. Katsuro block the sword and countered with a single slice at in the bandit's stomach. Blood spew out at first but then closed by a field of fire as he fell over on his back. One bandit strung a bow with a arrow as it knock Murakumo out of Katsuro's hand. Trying to be smart, The foolish bandit ran after the weapon, swooping it into his hand. Katsuro only laugh as the bandit was confused at first, but started to see that his arm was set aflame, consuming him, little by little. A helpless scream came from the man as he was completely set on fire all over. Katsuro walked over to the burning man as he took the sword out of the man's burned hand and look at the last remaining bandit. He was shaken in fear as he simply ran off with a scream, leaving Katsuro by himself with a couple of bodies and a frozen man. With a low sigh, he simply sheath his weapon while the flames vanished on his back and walked off, back to the main road.

Boku_ha_Ronnel
Captain

Shirtless Shapeshifter


Ken_X_Binshou

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PostPosted: Sat Mar 05, 2011 10:52 pm


eek
I want Paladin's Lament gonk
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