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Playing God: Biochemist

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Fist of the Bro Star

Shirtless Seraph

PostPosted: Mon Mar 28, 2011 10:14 am


Biochemist Class

• Advanced Brewing Passive
Though all classes have a ability to create potions, poisons and the only the Biochemist class has the ability to create special potions like the Living rock and such.

• Summoning Mastery Passive
This is the basic ability of the Biochemist. They have mastered life magic so to speak and can call forth any summon they have tamed. They dont have a limit on how many summons they can learn once learning this skill. You can only have one summon with its own energy pool, but can use that along with multiple others at a time.

• Spawn Root trap D
Requires: Plant matter potion

You throw the potion and its bottle at the enemy upon shattering plant roots will sprout out and try to grab anything within reach it has a reach of a one meter radius.

• Golem Creation: Minions D
Requires: Living Rock potion.

They use their energy and place it in a rock then they pour this potion onto it creating small rock golems that are about four feet tall. The golem's power is only that of something made of rock meaning it can be broken but the thing is when the biochemist creates a Golem this way there are at most eight golems created.

• Chemical Coat Bond D
Requires: Neutral Coat Potion

This is the ability of the Biochemist that will seem pretty useless. Using the potion you cover your entire body in this potion. For now it is useless except it makes a nice sticky hair gel. You may apply it onto other people as well. Once you have applied the Chemical coat on you this skill is now possible to preform. The chemical bond is quite simple you chemically bond an object to the Chemical coat thus taking its characteristics. This is a defensive ability. If you let the coat take form of metal for example you seem to have a transparent coat of metal covering you. This lasts for five posts. You must have contact with the Chemical coat.

• Chemical Attraction C
Requires: Neutral Coat Potion

This is a very strange skill. The biochemist spills the potion onto ground then charges it with energy. This charged potion on the ground will attract objects to it, for it to work properly you must use chemical bond and give it a specific type of material to attract. This will create a weak field of attraction should it be done to attract swords it will make it difficult to swing them away from the potion for bullets and arrows they would curve. This does have a sort of range, it can only be felt if you are a meter radius from the spilled potion.

• Weapon Summon C
Requires: Knowledge of exactly where the weapon was stored.

You create a circle in the ground or on a wall with a dagger or a pen and then the name and location of the weapon. After this you simply flow energy from your hand into the circle and your energy will flow out making a pentagram like shape then you can pull the weapon out of that circle. You cant summon something someone is holding.

• Acid Bomb C
Requires: Acid (DUH) Molotov

Using your clever mind you mix the moltov cocktail and the acid you wish to use in a correct amount thus creating an acidic molotov. Once thrown we all know that the molotov will shatter and burn but you made it so that it will explode and spray the acid around. Acid is highly corrosive, and therefor volatile to organic beings.

• Spawn Feeder C
Requires: Spawn Root Trap, Plant Matter Potion

This is when that trap is actually going to become deadly. It will soon not matter if the roots caught anything or not because of this. Once again you throw the potion at the enemy but this time you charge it with your energy. This will create a HUNGRY plant, this plant is similar to a venus flytrap but it is the size of a human being. This plant will try to eat the enemy though it has a limited range of three meters. This may be thrown onto the roots if they already entangled someone.

• Golem Maxima B
Requires: Golem Creation, Living rock potion.

This would take a lot of energy into the potion doing so will increase its power. This will sacrifice quantity for a quality golem. The golem that will be created will grow to the size of a three story building and it would be as tough as granite. This large slightly slow giant can easily crush a human being. Its punches are ranked at B rank and it can slam the ground with force creating a shockwave that can knock people over. It can also lift up the ground from bellow it and throw it.

• Blasting Immolation B
This is one of the more offensive base skills of the Biochemist, utilizing multiple chemicals to create a devastating attack. The user throws what appears to be a clear and empty bottle at their foe, the unfortunate thing is about the bottle is that it's laced with the user's own energy. Upon contact, the glass breaks, but what was inside spreads all over where it connects, splashing a total of 30 feet in diameter upon contact. The final part of the skill can be delayed, but when the user ignites their energy, the gel immediately explodes into wildfire, effectively burning their foes alive and creating the immolation death. While on fire, the gel can still spread and burn even more of the foe's body until the foe is completely coated. This can even be done onto the ground to lay an explosive flame trap. The flames last until it's put out by a simple flame extinguisher like dirt.

• Genetic Modification B
Limits: 3 Genetic Modifications per person/animal/plant/creature.

The ability allows the RPC to modify the DNA of a living creature to suit their needs, or give certain advantages. If a person would like to give a mouse gills, then it can be done. If they want someone to grow a second nose on their rear, then that too can be done. A less whimsical example of the skill is modifying someone genetics to have more resistance to bacteria, or to be more enduring. It's uses are both good and bad, it just depends on the user. The skill can be used on all LIVING creatures. (Plants, birds, reptiles, germs, bacteria, humans, creatures ETC) Skeletons, Ferals, the undead in general cannot be modified, as there is nothing to modify.

• Plante Giga A
Requires: Plant matter potion, Master rank

Plante Giga is the name of the creature that you will create it requires a super charged potion and a certain degree of skill. This is a terrifying creature, a giant living moving mass of roots. Plante Giga is a walking and mean treelike creature its skin is soft like vines but after a post it actually regenerates as long as it is not dead. Burning it is not that effective due to its sap filled nature, it would take S rank flames to kill it and more than one shot. It can actually spew out the sticky sap and the try to crush you with its giant vines. It does have a weakness, the head holds a large seed like thing which all of the roots emerge from hitting it with anything that is of C rank will effectively destroy the creature.

• Human Sacrifice S
Requires: Master rank

This is used on living humans, supposedly a method for creating a philosopher's stone. Upon trapping or convincing a person to be your sacrifice you create a transmutation circle around them and begin to break that person's body apart though this will only create a minor Philospher's stone. This minor philosopher's stone may be used for lots of reasons. You can use only its energy to create Plante Giga, Golem Maxima, Spawn Root trap and Chemical coat without the ingredients. You may keep doing so till it runs out of its energy. A minor philosopher's stone has as much as x.5 the energy of the sacrifice.

• Homonculi Creation S
Requires: Philosopher's stone (Any size)

Once again you create a transmutation circle and using the philosopher's stone you create life. Though this life is imperfect and clearly not human the homomculi are quite tough depending on what kind you created. As of this date this skill is unavailable will be released once the bugs are fixed.
 
PostPosted: Mon Mar 28, 2011 10:15 am


Biochemist Brews

Creating potions no longer requires random ingredients. Instead you just make an actual post creating the potion. Link the post to your profile and KEEP IT UPDATED. If you go into battle without an updated list of your supplies you'll be assed out since we'll conclude you didn't have any to begin with.

• Living Rock Potion
Break the rock down into a powder and mix it into the water as you boil. Squeeze the clear leaves for their oil and add.

• Neutral Coat Potion
Boil the Zertish oil in a flask till it ignites and gather the residue. Mix the residue in the three cups of water and boil add the sugar slowly creating a sparkling and sticky gel.

• Plant Matter Potion
Mix the oil and juice and slowly boil as they boil break each seed in half and only take the cotelydons of the seeds and crush them into a paste. Mix it into the oil juice mixture till green.

• Clearon Acid
Dice up the clear leaves and then crush out the liquid. Squeeze out the juice from the slice of lemon then stir. Add sulfur then boil. At this point transfer it to a clear bottle and let it set. Once it sets the bottom half of the mixture is waste while the upper clear one is to be mixed with a drop of Zertish oil then you ignite it. The solution will turn dark green and you have Clearon acid that Dissolves living tissue but does no harm to metals.
 

Fist of the Bro Star

Shirtless Seraph

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