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Fist of the Bro Star

Shirtless Seraph

PostPosted: Mon Mar 28, 2011 10:58 am


Welcome to Cutsom Bloodlines/Classes.
Post your ideas here, and I will Check over them. I'm here to work for and with you, but even so, I still reign supreme. So here are a few rules for posting here while I'm in command.

1: Keep it original. This means no copy pasta from anime. You can use a concept, but try to make it as original as possible.

2: DO NOT, under any circumstances, PM me or any other crew to check your BL/Class app. It will be instantly denied. The only exception to this rule is if it is a Tuesday or Thursday and i missed your app on the previous day.

3: What I say goes. This means no lip or back sass. If I say it's denied with no hope of fixing, dont repost an edited version. Listen to what I say.
(naturally, I have the last say in the matter.

4: NO angels/demons. We use those for arcs and have no place in BLs.

5: Lets keep the limited numer of slots BLs away... nothing irks me more than a limited slot number... every now and then it's good...but lately everyone has been doing it.

6: lastly, make it believable. I dont want a race of inter-dimensional war giraffes or a class that uses ham to fight.

Follow these simple rules, and we'll get along like rainbows and unicorns.

I will check Applications on Monday, Wednesday, and Friday. Tuesdays and Thursdays are for you to make edits, and dont even think about making me work on a weekend.
- Hiro  
PostPosted: Wed Mar 30, 2011 4:17 pm


Guardians


User Image

description: The guardians are similar to angels, but there are distinctions. For example, guardians can be necromancers, while angels can not. They're wings offer them protection depending on their rank. They also have certain holy skills that top even paladins. They are not completely benevolent like angels, but there is a distinction here too. Angels consider themselves to be the enforcer's of gods law, while guardians see themselves as above god's rule. So if they see something they consider to be "corrupt", they attempt to destroy it. It doesn't necessarily have to be unholy for a guardian to consider it corrupt. They oftentimes show no mercy in battle. They are proud creatures, so insulting their race, lineage or anything about them in general and you're asking for a fight. Guardians consider themselves as the ultimate race.

Strengths
- strong body (+1strength)
- extra speed (+1 speed, +2 speed in the air)
- you can fly!
- your wings can block attacks based on your rank

Weaknesses
- your wings tend to point you out
- you can't stand dreadnoughts, and view them as "a tainted race". this often leads to fights
- unholy techniques are one rank higher in damage toward you.
- can be shadowknight, but class skills take an extra post to learn
- high sense of honor, therefore you like to win fights fairly (can't be assassin)
- you often think you're 10 feet tall and bulletproof, meaning you like to challenge things much stronger than you

Skills
Flight
rank:E
description: you have wings, time to use them. Using this skill you can fly, although it takes E rank energy each post to keep it going.

Wings of a higher race
rank biggrin
description: (requires novice rank) you can use your wings to block attacks. The stronger you are, the bigger the attacks you can block.( novice D, adept C, expert B, master and sage A)

Hardened feathers
rank:C
description: you harden the feathers on your wings, making them sharp for four posts. during this time, most angels swing around their wings and try to hit targets. Can pierce up to iron.

death from above
rank:C
descripion: you summon many needle like shafts of light. then, you shoot all of them at your opponent. This skill is hard to dodge as it is unsuspected and the needles can follow you. While they can't make right angle turns, they can loop and such. They stop as soon as hitting something.

Needle feathers
rank:B
description: (requires hardened feathers) You harden the feathers on your wings, making them even stronger than hardened feathers. You then are able to stab people with them and move your wings and such.

Feather shot
rank:A
requires:needle feathers
description: all of the feathers fly off of your wings and at your target. There are a lot of feathers, so it's hard to dodge. these can puncture steel, aand leave large dents in anything else.

Gaurdian's judgement
Rank:S
description: believing you are passing judjement from the highest order, you go all out on this one. You summon several large blades of light. And by large I mean like 8 feet large. Then you can either cause them to spin around, which will have a blender like effect for four posts. Your other option is to fire them all at your target.

i'm open to suggestions and corrections and such. such on this BL. never created anything like it, so it's hard for me to stay balanced between OP and underpowered. once again, sorry if it seems a bit OP


Spooky BLVK


Fist of the Bro Star

Shirtless Seraph

PostPosted: Wed Mar 30, 2011 4:41 pm


hiro: Denied. Just.....no. No dancers.

allucard: No angels dude. You can create something similar so long as they don't seem to copy paladin skills, but no angels and no demons. Those are reserved for arcs and stuff.
PostPosted: Wed Mar 30, 2011 5:30 pm


Class
Game Master

User Image

Strength/speed: 4/7

Over years of special gambler expert of the playing table, people started to go ex-stream and make it more exciting. They deciding to make the game more challenging and more fun by doing it off into the field. They have the ability's to move there hands really fast from playing cards all their life. They are so powerful that, by just flicking a Dice, it will usually leave a number mark on their skin, also a little sting as well for a short time.

They don't rely on luck as normal gamblers do, they really on their brains and ability to deceive their opponent. At this stage the users abilities are simple, Extremely fast hands than almost anyone of the same rank. Using object that been used for friendly games into deadly weapons. They Are none as one of the master of trikes and illusion, also have a couples of ticks up their sleeves of escaping from any trouble, like when they got caught ripping people off.

Strengths
-hands +2 faster-
-Has a sharper eye from practicing over card games-
-can make any number of cards appear before them-
-Can use their Cards instead of actual Shuriken-
-Can flick anything with their powerful fingers that can sting peoples skin-
-Can learn any of 4 weapons except big swords like the long sword, up to A Rank skills-
-can learn only 3 fighting style-

Weaknesses
-Can't use any shuriken, Kunai, Guns/Bows, other ninja styled weapons-
-Class members are not any faster on their feet like their hands-
-Cards are still paper which can catch on fire-
-giants can't have this class. It's silly seeing big guys playing with cards :/

Skills

Swift Hands
Rank: E
the user shuffles his hands in random patterns, not easily foreseen. with speed like, the person can do very fast punches in less than a second but does not do any special Damage unless hitting a weak spot.

Shuriken Cards
Rank: D
Descriptions: This is a simple act of flicking playing card very fast causing them to spin rapidly. From adding your energy into the cards, making them a sharp Shuriken that can stick into wood. You may hold them in between your fingers to use as your weapon by cutting or slice them to bits. Like a deadly paper cut.

Full house
Rank: D
Descriptions: It's more of a running away trick to escape from someone or something. The user holds 26 cards in between his ring finger and middle finger in both hands then spins a quick 360, done correctly the user is shrouded in a blizzard of cards for about 30 seconds. That's your qua to vanishes out of that place, before the cards settle down on the floor.

Exploding Dice
Rank: C
Reqire; Swift Hands
Descriptions: This skill causes a dice to exploded once making contact with something, the impact is small and usually does only minor damage but if hit with more than one this skill can become dangerous depending on the number of dice launched.

Shield of Ace
Rank: C
By focusing energy into an Ace of shades playing card the user causes an aura to expand in the shape of a spade this shield.

Jack Sword
Rank: C
Descriptions: By focusing energy into the playing cards the user may shape them into a blade, it is sharp and can badly cut an enemy but it is not as strong as a normal blade.

Ace high
Rank: C
Descriptions: This is more of making illusion to your opponents. The user quickly removes an ace Card from the deck and shows it to the opponent, if the opponent looks at the playing card he is caught into the illusion. This is simple, the card grows and grows till it is hundred feet tall then it begins to fall over as soon as it crushes the opponent then ends. The effects causes the target to become dizzy for 2 posts.

Pick A Card
Rank: C
Descriptions: Holed out 6 cards out (2 reds, blues, and yellows), well shovels and ask the person to take one card. Sometime you could pick the card for them sins they mite don't want to face the surprise this skill will do to them. The person that see the card must role 1, 6 sided dice. 1, 4 as an the yellow card, The person gets dizzy for 3 post. 2, 5 as an the blue card, this person well received their serious fear inside of their head, witch well makes the person losses it well to fight for 2 post. 3, 6, as an the red card, The person gets a strength bonus. It' all about chances.

Card BannWall
Rank: B
Descriptions: The user causes a large amount of playing cards to form a wall in front of them. 15feet with and 12 feet tall, more precise. The side of the card wont mater that much sins you'll be using your energy to force to the size and make it stand tall with the other cards into a nice solid wall. This one ability, fire can't burn it down.

Lucky 7
Rank: A
Descriptions: This is a difficult skill to preform first before attempting the skill the users rolls a dice 1-7, whatever number it lands on will be the number of dice used, The user focuses their energy into a certain amount of dice then holds them between his fingers depending on how many dice you are using, Once this is done the user throws them into the air after this the user moves his hands at blinding speed. As he does this the dice will remain in the air and then begin to grow into about the size of a person then aim to crush the opponent the more dice you use the better this skill works but it's all up to chance.

Royal flush
Rank: S
Reqire; Full House
Descriptions: This Skill is difficult to perform but may be worth it. the user grips 8 decks of cards in his/her hands and 2 decks in his/her mouth, the user then spins causing the cards to fly out in all directions but soon after they escape the pack they fly towards their target and are difficult to avoid, if they hit they stick with a powerful force and are difficult to remove, where ever it hit, the user rolls a dice 1-6 if. If the user gets a 5 or lower the cards will explode!

chilling2
Rank: D
Wild Cards

Like Biochemist, they have the ability to summon any kind of creature they can call forth. They're none as the Summoning Master, but Game master are kinda the opposite of them. For they can "seal" Creature's.

The game master has the ability to seal any objects into to the hard peace of paper that are called the "Wild Cards". They can seal in a living creature like animals, even monster into the wield card. It's even possible sealing a weapon into it, witch seams really great for travailing than caring the heavy thing on your back. The wild card are so great because, any person that grabs a holed of this card can bring out the thing that was sealed inside the card and use them for battle. It's much similar to the Biochemist ability, summoning animals/weapons from thin air, but this things are sealed in the card witch they can carry in their pockets.

Sealing
Sealing the things inside the Wild Card isn't that easy. Of course it's easy to do it with weapons, it's the wild animals that wont get in the sealing circle is the hard part.

1)You just draw out a large "sealing" circle on the ground that the Game Master should know of.

2)The next step is to place the object in the circle to be sealed. You can chooses any way of forcing the creature you wish to sealed. Tapping, chasing, or even bait, as long it's inside the circle.

3)The last step is sealing it. Hold out the plank card up above your head and then use your energy to activate the seal. The Circle will glow brightly then started to get sucked into the card, with the thing inside of it. Once all the sucking have stop, the card in your hand well now show the image of the weapon or the creature you have sealed inside with some lovely decoration in the cards edges.

Theirs plenty spaces in the card to wright down the name or any info about the thing inside the card. Can't just leave the thing blank.

Using
It's a simple way to use the card. You just put your energy into the card to activate it. The card well glow shyly then started to form into the thing it was sealed inside. If it's a weapon, the card will transform into the weapon from the image in the card and can be used in battles like it's the real thing. If it's a creature, the card well transform into the living creature and face the enemy wile waiting for your orders. What great about these is that anyone that wheeled these cards, the creature well obey to anything to it's master like a tame pet. But also the sad part is if anyone happen to have this card, they can use it against you. So ether you can give people wild Cards for them use, give to other people, or they could steal them right from you. So be careful!

Good Notes:
~Only "Game Master" can sealed the things inside of the Wild Card.~
~The "Game Master" is able to give anyone their sealed wiled cards sins they are able to use them.~
~"Game Master" can use 3 wiled cards in each battles wile everyone else can only use 1~
~Any monster that become a Wild Card are instinct well tamed~
~The creature can fight tell in it's death state, then it would tern back into the card to be used again later~
~Once the creature/ weapon been turn back into a card from the meager damage it token, it well be healed/ fixed right away. Once it's out again, it looks perfectly fine like nothing happened to it.~
~A weapon can leave out even if broken to peaces, since they aren't living creature and you can still use the little part as weapon.~
~When turning the thing back into a card, all the pieces it may fall off well suck back together so you don't have to worry leaving anything behind~

Caution:
~Can not seal people in the Wild Card~
~Can't seal any other object as long it is a weapon~
~can't seal other peoples tamed creature unless they allow it~
~Once sealed, it can't be un-sealed~
~Ripping or burning the card, Well kill or break the thing inside of it for good, making it un-usable~


Chilling2

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Spooky BLVK

PostPosted: Wed Mar 30, 2011 6:58 pm


XxX_-allucard-_XxX
Guardians


User Image

description: The guardians are similar to angels, but there are distinctions. For example, guardians can be necromancers, while angels can not. They're wings offer them protection depending on their rank. They also have certain holy skills that top even paladins. They are not completely benevolent like angels, but there is a distinction here too. Angels consider themselves to be the enforcer's of gods law, while guardians see themselves as above god's rule. So if they see something they consider to be "corrupt", they attempt to destroy it. It doesn't necessarily have to be unholy for a guardian to consider it corrupt. They oftentimes show no mercy in battle. They are proud creatures, so insulting their race, lineage or anything about them in general and you're asking for a fight. Guardians consider themselves as the ultimate race.

Strengths
- strong body (+1strength)
- extra speed (+1 speed, +2 speed in the air)
- you can fly!
- your wings can block attacks based on your rank
- at a higher rank, you gain a skill that makes playing mind games and emotion games very hard with you.

Weaknesses
- your wings tend to point you out
- you can't stand dreadnoughts, and view them as "a tainted race". this often leads to fights
- unholy techniques are one rank higher in damage toward you.
- can be shadowknight, but class skills take an extra post to learn
- high sense of honor, therefore you like to win fights fairly (can't be assassin)
- you often think you're 10 feet tall and bulletproof, meaning you like to challenge things much stronger than you

Skills
Flight
rank:E
description: you have wings, time to use them. Using this skill you can fly, although it takes E rank energy each post to keep it going.

Wing dash
Rank biggrin
limits: Can only be used if you are a slow class
description: The guardian uses their wings to compensate for their lack of speed, giving them another +3 in speed. this effect doesn't stack.

Wings of a guardian
rank biggrin
description: (requires novice rank) you can use your wings to block attacks. The stronger you are, the bigger the attacks you can block.( novice D, adept C, expert B, master and sage A)

Hardened feathers
rank:C
description: you harden the feathers on your wings, making them sharp for four posts. during this time, most angels swing around their wings and try to hit targets. Can pierce up to iron.

death from above
rank:C
descripion: you summon many needle like shafts of light. then, you shoot all of them at your opponent. This skill is hard to dodge as it is unsuspected and the needles can follow you. While they can't make right angle turns, they can loop and such. They stop as soon as hitting something.

Steadfast mind
Rank:C
description: Since you are similar to angels, you can activate this skill to make it extremely hard to play with your emotions and break your mind. This skill is passive once learned, but only works on people your rank and lower. Also takes a C rank to deactivate it.

Needle feathers
rank:B
description: (requires hardened feathers) You harden the feathers on your wings, making them even stronger than hardened feathers. You then are able to stab people with them and move your wings and such.

Feather shot
rank:A
requires:needle feathers
description: all of the feathers fly off of your wings and at your target. There are a lot of feathers, so it's hard to dodge. these can puncture steel, aand leave large dents in anything else.

Gaurdian's judgement
Rank:S
description: believing you are passing judjement from the highest order, you go all out on this one. You summon several large blades of light. And by large I mean like 8 feet large. Then you can either cause them to spin around, which will have a blender like effect for four posts. Your other option is to fire them all at your target.

i'm open to suggestions and corrections and such. such on this BL. never created anything like it, so it's hard for me to stay balanced between OP and underpowered. once again, sorry if it seems a bit OP



Edited, although I just edited the names and a couple of words.
PostPosted: Wed Mar 30, 2011 9:51 pm


SHOGGOTH
Chaotic, Enigmatic, Deranged
User Image


Certain dark legends describe a dawn of existence far displaced from orthodox myths of origin. Such wicked lore details the arrival of beings entirely foreign to this world - beings who arrived on the surface of an undeveloped world from the deep reaches of space, and began to craft their own early life forms from some lost secretive process of grouping cells together through sheer force of will. Regardless of whether or not these tales are true, throughout history, a select few have witnessed beings that can only be these artificially-made creatures. These are the Shoggoth, also called Star Spawn, and while they're not famous for being the most physically adept creatures in the world, their minds are slippery and contain deep secrets pertaining to all other walks of life in the known world.


Strengths
- Capable of using the physical body of a deceased humanoid creature as a 'host body'.
- If the creature they're inhabiting had a particular bloodline in life, the Shoggoth may select a maximum of two Strengths to bring to life while within the host body, demonstrating the Star Spawn's expansive knowledge of living creatures. These cannot be changed after first selected.
- The minds of Shoggoth are anarchic and unpredictable : they are immune to effects that overwhelm the minds of lesser creatures. Spells and skills that trick the senses, as well as mind-affecting abilities such as a Succubus' / Incubus' seductive traits, do not affect Shoggoth.
- The inner energy pool of a Shoggoth is 1.5 x the normal amount.
- Shoggoth never age.

Weaknesses
- For every single Strength they reawaken through their host body, they must take two of the host body's Weaknesses, since they are still foreign beings inhabiting a deceased creature.
- Though ageless, their host body will deteriorate and become useless if they're reduced to 1/3rd of their maximum energy pool. At this time, though they can remain in their host body, they lose the traits they gained from it.
- Shoggoth have a weak, generally squishy physical frame : even inside a host body, their speed is -1, and their strength is -2.
- Shoggoth never developed a very strong tie to any sort of magic, and any class who's skills are oriented around spell-casting require 2 x the amount of posts to learn and 1.5 x the amount of energy to cast.

Notes on Shoggoth
- All starting Shoggoth may enter with a beginning host body, but only that of a basic human.
- Once a host body is obtained, it becomes physically tied to the Shoggoth itself, the two forming a semi-fusion which makes them essentially one. This grants the Shoggoth complete control of the body, granting them immunity to the spells of a Necromancer or any similar abilities.
- Shoggoth are not commonly known of, and the few who are familiar will likely see you as some manner of freak, even the freaky characters. It may be difficult to get about without a host body.
- If your host body deteriorates beyond the use of its skills, keeping it equipped will cause you to seem like a Feral for the next 20 posts. After that, the pieces of the body will begin to flake off and reveal the dark, alien-esque form that lies below, until another 20 posts have passed. After that point, all that'll be left is yourself.
- To learn your racial skills, it'd be best to seek out ancient masters and collectors of lore, or characters who are just old and learned. If they aren't too biased, they'd be your best bets for teachers. Otherwise, books are your best bet.

Racial Skills
Essence Tracking
-- Rank E --

With some training and focusing, Shoggoth can learn to hone in on the energy signature of a specific individual they've encountered in the past. They can follow the trail of residual energy they've left behind, so long as the target was present there within three posts previous to the search. To accomplish this requires one post of focus.

Voice of the Masters
-- Rank D --

Drawing on the ancient power of the beings that crafted the Star Spawn in the primordial days of the world, Shoggoth can learn to mimic the monolithic and quite unearthly voice patterns of their creators. This vocal ability shakes the air and causes the minds of those nearby to tremble, stopping them in their tracks. This effectively stops an attack that was being directed towards the Shoggoth, or halts a drawn-out skill process. While the Shoggoth is left too winded to make any aggressive action after this, they can take this opportunity to attempt to flee.

Essence Leech
-- Rank C --

If a Shoggoth of ample training comes across a deceased corpse, they spend an entire post to feed on its mind (assuming it has one), granting them a small amount of vitality back, and also replenishing their energy to a degree determined by the rank of the corpse leeched upon ;
Trainee - 15
Novice - 30
Adept - 45
Expert - 60
Master - 75
Sage - 100
The Shoggoths were given this siphoning ability (and higher forms of it) by their Elder Masters in order to recycle energy from other creatures (including other Shoggoths) who had lost their usefulness.

Gaze of Madness
-- Rank B --

The Gaze of Madness requires two posts to execute - the first to summon to the Shoggoth's mind images and memories written into their DNA of the horrific nature of their Elder Masters, and the second post to establish eye contact with another sentient life form. If successful, the target of the gaze is paralyzed with unfathomable dementia for two posts.

Essence Devouring
-- Rank A --

If the Shoggoth can spend a full three posts - one to get a firm grasp on their target, one to delve into their minds and establish a link with their own, and the final to draw forth the target's essence - the Shoggoth can extract energy from a living (and, ergo, much more potent) source. This functions as per the Essence Leech, with these numerical exceptions ;
Trainee - 30
Novice - 60
Adept - 90
Expert - 120
Master - 150
Sage - 200
While this leaves the target understandably drained, it doesn't kill them or hamper their ability to recover once the draining process is complete.

Form of the Master
-- Rank S --

With four uninterrupted posts of concentration on the ancient process that made them, Shoggoth trained in the deepest secrets of their existence can shift into a form ressembling their Elder Masters. This form tears their host body apart, and they remain in the form for a maximum of three posts. During this time, they temporarily lose their weaknesses, and are capable of seeing and making attacks from all angles around them (meaning they can attack multiple targets, or a single target multiple times, within a single post). Upon the immediate transformation, the Shoggoth releases a wave of surging force that possesses those around with a deep sense of xenophobic fright. Those who are subject to the effects of fear (excluding machines, undead and the like) and who've never witnessed it before become paralyzed with unimaginable terror for an entire post unless they can use up 100 energy to force themselves through the horrific sight of it. Once it's been seen, though, the transformation of the same Shoggoth will never run the risk of inflicting this effect on them again.


(Well, here we go. My first Bloodline. I would very much like it to work, so anything I have to change, as well as constructive criticism and suggestions, thank you. But please...be gentle.)

Tarrant le Sorcier


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PostPosted: Fri Apr 01, 2011 5:17 pm


question:

i'm not trying to put down any ideas or stomp on creativity...

but whats with all the "holy/unholy", "good/chaotic" , spiritual, body possessing bloodlines people make?

i see them in every guild... what's the appeal?
PostPosted: Fri Apr 01, 2011 5:28 pm


*shrugs*
they seem super epic and are easy to make skills for lol. well that's what I think.

Spooky BLVK


Tarrant le Sorcier

PostPosted: Sat Apr 02, 2011 12:28 am


Snuff that Muffin
question:

i'm not trying to put down any ideas or stomp on creativity...

but whats with all the "holy/unholy", "good/chaotic" , spiritual, body possessing bloodlines people make?

i see them in every guild... what's the appeal?

Well, holy/unholy is just the basic struggle of good/evil, or creation/destruction - however, since much of this is what you may call 'old-hat', I prefer the struggle between order and chaos, since those seem much more primal and base to me. But all these simply cover some of the fundamental aspects of both the philosophy of sentient life, as well as the driving forces of most works of fiction.
As for the body possessing dealie, that's an old horror writing tact - the quinessential idea of something that seems familiar being something entirely foreign.

I dunno, I'm just trying to see who's tastes I can appeal to. Plus, I've been reading entirely too much H.P. Lovecraft lately, and I've been jonesin' to do something related to that. xp
PostPosted: Sat Apr 02, 2011 10:22 am


Maddigan Kthanid
Snuff that Muffin
question:

i'm not trying to put down any ideas or stomp on creativity...

but whats with all the "holy/unholy", "good/chaotic" , spiritual, body possessing bloodlines people make?

i see them in every guild... what's the appeal?

Well, holy/unholy is just the basic struggle of good/evil, or creation/destruction - however, since much of this is what you may call 'old-hat', I prefer the struggle between order and chaos, since those seem much more primal and base to me. But all these simply cover some of the fundamental aspects of both the philosophy of sentient life, as well as the driving forces of most works of fiction.
As for the body possessing dealie, that's an old horror writing tact - the quinessential idea of something that seems familiar being something entirely foreign.

I dunno, I'm just trying to see who's tastes I can appeal to. Plus, I've been reading entirely too much H.P. Lovecraft lately, and I've been jonesin' to do something related to that. xp


sir... there is never ENOUGH lovecraft....
but yeah, i can see where you'r coming from...

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PostPosted: Sun Apr 03, 2011 4:06 pm


Maddigan Kthanid
SHOGGOTH
Chaotic, Enigmatic, Deranged
User Image


Certain dark legends describe a dawn of existence far displaced from orthodox myths of origin. Such wicked lore details the arrival of beings entirely foreign to this world - beings who arrived on the surface of an undeveloped world from the deep reaches of space, and began to craft their own early life forms from some lost secretive process of grouping cells together through sheer force of will. Regardless of whether or not these tales are true, throughout history, a select few have witnessed beings that can only be these artificially-made creatures. These are the Shoggoth, also called Star Spawn, and while they're not famous for being the most physically adept creatures in the world, their minds are slippery and contain deep secrets pertaining to all other walks of life in the known world.


Strengths
- Capable of using the physical body of a deceased humanoid creature as a 'host body'.
- If the creature they're inhabiting had a particular bloodline in life, the Shoggoth may select a maximum of two Strengths to bring to life while within the host body, demonstrating the Star Spawn's expansive knowledge of living creatures. These cannot be changed after first selected.
- The minds of Shoggoth are anarchic and unpredictable : they are immune to effects that overwhelm the minds of lesser creatures. Spells and skills that trick the senses, as well as mind-affecting abilities such as a Succubus' / Incubus' seductive traits, do not affect Shoggoth.
- The inner energy pool of a Shoggoth is 1.5 x the normal amount.
- Shoggoth never age.

Weaknesses
- For every single Strength they reawaken through their host body, they must take two of the host body's Weaknesses, since they are still foreign beings inhabiting a deceased creature.
- Though ageless, their host body will deteriorate and become useless if they're reduced to 1/3rd of their maximum energy pool. At this time, though they can remain in their host body, they lose the traits they gained from it.
- Shoggoth have a weak, generally squishy physical frame : even inside a host body, their speed is -1, and their strength is -2.
- Shoggoth never developed a very strong tie to any sort of magic, and any class who's skills are oriented around spell-casting require 2 x the amount of posts to learn and 1.5 x the amount of energy to cast.

Notes for Starting Shoggoth
- All starting Shoggoth may begin with a beginning host body, but only that of a basic human.
- Shoggoth are not commonly known of, and the few who are familiar will likely see you as some manner of freak, even the freaky characters. It may be difficult to get about without a host body.
- To learn your racial skills, it'd be best to seek out ancient masters and collectors of lore, or characters who are just old and learned. If they aren't too biased, they'd be your best bets for teachers. Otherwise, books are your best bet.

Racial Skills
Essence Tracking
-- Rank E --

With some training and focusing, Shoggoth can learn to hone in on the energy signature of a specific individual they've encountered in the past. They can follow the trail of residual energy they've left behind, so long as the target was present there within three posts previous to the search. To accomplish this requires one post of focus.

Voice of the Masters
-- Rank D --

Drawing on the ancient power of the beings that crafted the Star Spawn in the primordial days of the world, Shoggoth can learn to mimic the monolithic and quite unearthly voice patterns of their creators. This vocal ability shakes the air and causes the minds of those nearby to tremble, stopping them in their tracks. This effectively stops an attack that was being directed towards the Shoggoth, or halts a drawn-out skill process. While the Shoggoth is left too winded to make any aggressive action after this, they can take this opportunity to attempt to flee.

Essence Leech
-- Rank C --

If a Shoggoth of ample training comes across a deceased corpse, they spend an entire post to feed on its mind (assuming it has one), granting them a small amount of vitality back, and also replenishing their energy to a degree determined by the rank of the corpse leeched upon ;
Trainee - 15
Novice - 30
Adept - 45
Expert - 60
Master - 75
Sage - 100
The Shoggoths were given this siphoning ability (and higher forms of it) by their Elder Masters in order to recycle energy from other creatures (including other Shoggoths) who had lost their usefulness.

Gaze of Madness
-- Rank B --

The Gaze of Madness requires two posts to execute - the first to summon to the Shoggoth's mind images and memories written into their DNA of the horrific nature of their Elder Masters, and the second post to establish eye contact with another sentient life form. If successful, the target of the gaze is paralyzed with unfathomable dementia for two posts.

Essence Devouring
-- Rank A --

If the Shoggoth can spend a full three posts - one to get a firm grasp on their target, one to delve into their minds and establish a link with their own, and the final to draw forth the target's essence - the Shoggoth can extract energy from a living (and, ergo, much more potent) source. This functions as per the Essence Leech, with these numerical exceptions ;
Trainee - 30
Novice - 60
Adept - 90
Expert - 120
Master - 150
Sage - 200
While this leaves the target understandably drained, it doesn't kill them or hamper their ability to recover once the draining process is complete.

Form of the Master
-- Rank S --

With four uninterrupted posts of concentration on the ancient process that made them, Shoggoth trained in the deepest secrets of their existence can shift into a form ressembling their Elder Masters. This form tears their host body apart, and they remain in the form for a maximum of three posts. During this time, they temporarily lose their weaknesses, and are capable of seeing and making attacks from all angles around them (meaning they can attack multiple targets, or a single target multiple times, within a single post). Upon the immediate transformation, those around who've never witnessed it before become paralyzed with unimaginable terror for an entire post unless they can use up 100 energy to force themselves through the horrific sight of it. Once it's been seen, though, the transformation of the same Shoggoth will never run the risk of inflicting this effect on them again.


(Well, here we go. My first Bloodline. I would very much like it to work, so anything I have to change, as well as constructive criticism and suggestions, thank you. But please...be gentle.)



Good ideas and ok I'll be gentle. I may seem rude at times but its just because you dont know me yet biggrin This is my regular speaking ...err... voice


I dont like the fear idea for your last skill. I'd rather put it as the transformation created a burst of overwhelming energy. But basically its the same thing. Because fear is not applicable to everyone, what if someone makes up an emotion devoid bloodine? What if they are Mechanist and are completely mechanical thus "emotion does not compute" To keep the ability I'd change it to your energy is the one creating the paralysis. but again only on that instance.


Clarify to me what happens if your current host body is destroyed but you dont transfer right away



The deceased creature that you inhabit. Can a necromancer... you know manipulate it. Put that in clear writing so there will be no arguments ok?

So far these are my current comments I'll add a few more if I see need of a few more ok?
PostPosted: Sun Apr 03, 2011 5:30 pm


Squishy Havock
Maddigan Kthanid
SHOGGOTH
Chaotic, Enigmatic, Deranged
User Image


Certain dark legends describe a dawn of existence far displaced from orthodox myths of origin. Such wicked lore details the arrival of beings entirely foreign to this world - beings who arrived on the surface of an undeveloped world from the deep reaches of space, and began to craft their own early life forms from some lost secretive process of grouping cells together through sheer force of will. Regardless of whether or not these tales are true, throughout history, a select few have witnessed beings that can only be these artificially-made creatures. These are the Shoggoth, also called Star Spawn, and while they're not famous for being the most physically adept creatures in the world, their minds are slippery and contain deep secrets pertaining to all other walks of life in the known world.


Strengths
- Capable of using the physical body of a deceased humanoid creature as a 'host body'.
- If the creature they're inhabiting had a particular bloodline in life, the Shoggoth may select a maximum of two Strengths to bring to life while within the host body, demonstrating the Star Spawn's expansive knowledge of living creatures. These cannot be changed after first selected.
- The minds of Shoggoth are anarchic and unpredictable : they are immune to effects that overwhelm the minds of lesser creatures. Spells and skills that trick the senses, as well as mind-affecting abilities such as a Succubus' / Incubus' seductive traits, do not affect Shoggoth.
- The inner energy pool of a Shoggoth is 1.5 x the normal amount.
- Shoggoth never age.

Weaknesses
- For every single Strength they reawaken through their host body, they must take two of the host body's Weaknesses, since they are still foreign beings inhabiting a deceased creature.
- Though ageless, their host body will deteriorate and become useless if they're reduced to 1/3rd of their maximum energy pool. At this time, though they can remain in their host body, they lose the traits they gained from it.
- Shoggoth have a weak, generally squishy physical frame : even inside a host body, their speed is -1, and their strength is -2.
- Shoggoth never developed a very strong tie to any sort of magic, and any class who's skills are oriented around spell-casting require 2 x the amount of posts to learn and 1.5 x the amount of energy to cast.

Notes on Shoggoth
- All starting Shoggoth may enter with a beginning host body, but only that of a basic human.
- Once a host body is obtained, it becomes physically tied to the Shoggoth itself, the two forming a semi-fusion which makes them essentially one. This grants the Shoggoth complete control of the body, granting them immunity to the spells of a Necromancer or any similar abilities.
- Shoggoth are not commonly known of, and the few who are familiar will likely see you as some manner of freak, even the freaky characters. It may be difficult to get about without a host body.
- If your host body deteriorates beyond the use of its skills, keeping it equipped will cause you to seem like a Feral for the next 20 posts. After that, the pieces of the body will begin to flake off and reveal the dark, alien-esque form that lies below, until another 20 posts have passed. After that point, all that'll be left is yourself.
- To learn your racial skills, it'd be best to seek out ancient masters and collectors of lore, or characters who are just old and learned. If they aren't too biased, they'd be your best bets for teachers. Otherwise, books are your best bet.

Racial Skills
Essence Tracking
-- Rank E --

With some training and focusing, Shoggoth can learn to hone in on the energy signature of a specific individual they've encountered in the past. They can follow the trail of residual energy they've left behind, so long as the target was present there within three posts previous to the search. To accomplish this requires one post of focus.

Voice of the Masters
-- Rank D --

Drawing on the ancient power of the beings that crafted the Star Spawn in the primordial days of the world, Shoggoth can learn to mimic the monolithic and quite unearthly voice patterns of their creators. This vocal ability shakes the air and causes the minds of those nearby to tremble, stopping them in their tracks. This effectively stops an attack that was being directed towards the Shoggoth, or halts a drawn-out skill process. While the Shoggoth is left too winded to make any aggressive action after this, they can take this opportunity to attempt to flee.

Essence Leech
-- Rank C --

If a Shoggoth of ample training comes across a deceased corpse, they spend an entire post to feed on its mind (assuming it has one), granting them a small amount of vitality back, and also replenishing their energy to a degree determined by the rank of the corpse leeched upon ;
Trainee - 15
Novice - 30
Adept - 45
Expert - 60
Master - 75
Sage - 100
The Shoggoths were given this siphoning ability (and higher forms of it) by their Elder Masters in order to recycle energy from other creatures (including other Shoggoths) who had lost their usefulness.

Gaze of Madness
-- Rank B --

The Gaze of Madness requires two posts to execute - the first to summon to the Shoggoth's mind images and memories written into their DNA of the horrific nature of their Elder Masters, and the second post to establish eye contact with another sentient life form. If successful, the target of the gaze is paralyzed with unfathomable dementia for two posts.

Essence Devouring
-- Rank A --

If the Shoggoth can spend a full three posts - one to get a firm grasp on their target, one to delve into their minds and establish a link with their own, and the final to draw forth the target's essence - the Shoggoth can extract energy from a living (and, ergo, much more potent) source. This functions as per the Essence Leech, with these numerical exceptions ;
Trainee - 30
Novice - 60
Adept - 90
Expert - 120
Master - 150
Sage - 200
While this leaves the target understandably drained, it doesn't kill them or hamper their ability to recover once the draining process is complete.

Form of the Master
-- Rank S --

With four uninterrupted posts of concentration on the ancient process that made them, Shoggoth trained in the deepest secrets of their existence can shift into a form ressembling their Elder Masters. This form tears their host body apart, and they remain in the form for a maximum of three posts. During this time, they temporarily lose their weaknesses, and are capable of seeing and making attacks from all angles around them (meaning they can attack multiple targets, or a single target multiple times, within a single post). Upon the immediate transformation, the Shoggoth releases a wave of surging force that possesses those around with a deep sense of xenophobic fright. Those who are subject to the effects of fear (excluding machines, undead and the like) and who've never witnessed it before become paralyzed with unimaginable terror for an entire post unless they can use up 100 energy to force themselves through the horrific sight of it. Once it's been seen, though, the transformation of the same Shoggoth will never run the risk of inflicting this effect on them again.





Good ideas and ok I'll be gentle. I may seem rude at times but its just because you dont know me yet biggrin This is my regular speaking ...err... voice


I dont like the fear idea for your last skill. I'd rather put it as the transformation created a burst of overwhelming energy. But basically its the same thing. Because fear is not applicable to everyone, what if someone makes up an emotion devoid bloodine? What if they are Mechanist and are completely mechanical thus "emotion does not compute" To keep the ability I'd change it to your energy is the one creating the paralysis. but again only on that instance.


Clarify to me what happens if your current host body is destroyed but you dont transfer right away



The deceased creature that you inhabit. Can a necromancer... you know manipulate it. Put that in clear writing so there will be no arguments ok?

So far these are my current comments I'll add a few more if I see need of a few more ok?

Aye, that's the find of feedback I need - alterations in terms of specificity.
I edited it and bolded the parts I edited in the quote - I think I covered it. Anything else?

Tarrant le Sorcier


Squishy Havock

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PostPosted: Sun Apr 03, 2011 6:03 pm


Thats good thats good biggrin


I'll approve it but expect that as the RP goes on we will discover flaws and I may PM you about changes ok?

We are just trying to keep it fun for everyone.
PostPosted: Sun Apr 03, 2011 6:08 pm


Squishy Havock
Thats good thats good biggrin


I'll approve it but expect that as the RP goes on we will discover flaws and I may PM you about changes ok?

We are just trying to keep it fun for everyone.

Aye, aye, absolutely. I didn't exactly make it for myself - I have my two characters for now. I just like seeing what sort of options I can open up for folk.
And as I said, these Shoggoth could very well serve as a decent plot hook to lead into another story arc, at some point in the distant future...

Tarrant le Sorcier

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