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Journey to a mystical world submerged in conflict , where anything is possible and no one is safe. Will you survive the Realm of Rykros? 

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Cherry Lovette

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PostPosted: Mon Jul 25, 2011 5:02 pm


If you want to make a Custom Faction, then please use the code below. Feel free to embellish the coding a little bit. Make it look good and unique to the faction.

Name of Faction Here

[Insert Image/Logo Here]

Description: (Describe the faction here.)

Rules: (What rules do the factions go by?)

Guild Ranks: (At Least 5 Ranks)

Rank Perks and Skills: (What perks and skills do your members get?)

What Happens if You Leave: (What skills or passives are lost upon leaving, be sure to provide actual reasons.)


Some small rules/suggestions to keep in mind:
  • Having an easy way to revoke skills and perks. Such as an item. This is for when someone leaves the faction or betrays you.
  • Stat boosts will not be allowed unless it's given by an item or it's a time related skill. Be realistic and reasonable with stats.
  • Changing available styles cannot exceed your bloodline and class limits.
  • Additionally, If giving a style or styles that do not count towards the class/bloodline limit you cannot exceed over three (3) styles.
PostPosted: Sun Jul 31, 2011 1:00 pm


Shadows of Mau
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Founded By and history here:
A few years ago, a portal opened up transporting the Kiranu named Elizabeth Bishop from worlds unknown to this world. She landed in the chain of islands that were home to this world's Kiranu tribes. Through her stubborn nature, Beth quickly rose through the ranks to lead the islands. During her second year of rule, she founded the Shadows of Mau. The Shadow is comprised of many of Mau's citizens. They may not be top warriors, but each has a special talent that makes them unique, be it cunning or craftsmanship, all skil sets are welcome...if they can survive initiation. Each member wears a tattoo of the Faction's emblem in plain sight, as they are taught to wear the symbol with pride. Non-Kiranu members benefit the most from this. Upon initiation, they have their eyes replaced with magic glass eyes, resembling a cat's, that allow them to see in the dark and are given a gauntlet with 4inch claws on the end of the fingers. If a Kiranu joins, one eye is replaced with a different eye, giving them far sight up to 1 miles away. All who join are put through special training to make them more limber and faster as well. Although many skill types are Incorporated, they are a stealth based group. Many see The Shadow as an evil group of assassins, as they use many shadow based skills, but they are primarily a neutral group.

Rules:
- Must be citizen of Mau (rule may be bent for special cases)
- Must prove yourself through an initiation trial
- Your tattoo must be in plain sight
- Call other members by rank, even in casual conversation.

Strengths-
- Night Vision (Non-Kiranu)
- See up to 1 miles away (Kiranu)
- Heightened senses of smell and hearing
- Limber and quick (+2 speed)

-Weaknesses-
- Very prideful
- Small framed (-2 strength)
- Loud noises cause pain
- Usually wont work with people outside of The Shadow


Ranks:
Fade - Refereed to as "Brother/Sister Fade" or "Fade (name)"
Lurker - Refereed to as "Brother/Sister Lurker" or "Lurker (name)"
Shadow - Refereed to as "Brother/Sister Shadow" or "Shadow (name)"
Dark Hunter - Refereed to as "Brother/Sister Hunter" or "Hunter (name)"
Black Claw (Only 1) - Refereed to as "Brother/Sister Black Claw" or "Black Claw (name)"

Skills/Perks:

Fade:
Perks:

none

Skills:

Meld
D-rank
The user is able to blend in with their surroundings as long as they remain perfectly still. At Lurker rank, they may sneak around in this state. All attacks break the meld.

Shadow Lash
D-rank
The user extends their shadow into a whip like tentacle. This lash is anywhere from 5-8ft long

Lurker:
Perks:

Shadow Step
You may now move when using the meld skill

Skills:

Black Wall
C-rank
The user extends their shadow into a wall that blocks any attack that is below their rank. Attacks equal to the rank will break the wall, but wont damage the user, and attacks that are above the users rank will pierce through the wall and hit the user.

Black Eye
C-ranked
The user creates a shadowy eye that can travel anywhere within the subforum they are in, meaning if you're in the Mau Islands, you cant go to the citadel with it. The user is capable of seeing everything the eye sees, but at the cost of their own vision. This is used primarily for scouting through heavily guarded areas.

Shadow Bolt
C-rank
The user forms a ball of shadow in their palm, then launches it at their opponent. The bolt burns the surface it touches, and wounds inflicted by it cannot be regenerated or healed by light magic.

Shadow:
Perks:

Shadow Blades
Your Shadow Lashes are now like blades, thinning out and sharpening rather than being blunt tentacles. The can cut through some metals and wounds inflicted by them cannot be regenerated or healed by light magic

Skills:

Multi-Lash
B-rank
This skill is exactly like the Shadow Lash, only with 5 lashes. When you achieve the rank of Dark Hunter, you're able to make as many was you please, but with an extra 10 energy per tentacle.

Shadow Claw
B-rank
Shadows surround the users claw, or gauntlet if you're not a kiranu, allowing them the ability to slash through almost any armor. Wounds inflicted by Shadow Claws wont regenerate and cannot be healed by light magic.

Dark Hunter:
Perks:

Shadow Companion
The shadow hunter if gifted with the knowledge to capture and control a shadow companion. This companion is just like it's real world varient, only made of shadows. Light magic does twice as much damage to it.

Skills:

World of Shadows
A-rank
The user creates a large dome of shadows engulfing the entire battle field. Inside, anyone without proper night vision equipment will be virtually blind, as they are only able to see faded silhouettes. In this dome, all your shadow skills are increased by 1 rank in strength. This dome lasts for 7 posts and cannot be used for another 4.

Black Claw:
Perks:

Shadow Mastery
A secret known only to the Black Claw. They are able to move and bend the shadows as they please, giving them a wider range of attacks and combos.

Skills:

Shadow Titan
S-rank
The user creates a massive humanoid figure, 75ft tall and 15/5 stats. The titan will crush all in it's path and is capable of leveling cities. The titan takes 3 posts to summon, and can only be summoned inside the dome of World of Shadows. Due to it's destructive power, this skill is only known to the Black Claw, and is rarely ever used except as a last resort.

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PostPosted: Mon Aug 01, 2011 1:57 pm


Looking good :3 I'll post em up.
PostPosted: Wed Aug 03, 2011 6:17 pm


disbanded.  

Demonxman

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PostPosted: Sun Aug 07, 2011 9:36 am


Druids of the Fang


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Description:

The Druids are a group who have lifed with nature all their lifes. Druids are natures beings they life with nature and protect it. Druids shapeshift into animals around them. Druids use Natures magic to heal them and the things around them. Druids use the Moon and Nature to balance them.

Rules:

Druids shall not harm any kind of nature. Druids shall not harm animals unless they are in pain and need to be put to rest.

Rank
Seedling
Shapeshift Druid or Balance Druid
Natures Protecter
ArchDruid
Druidic god


Seedling
Learn how to control Natures magic. Choose to follow a certain animal and gain there spirit. Must pass that animals test to become its friend.
Wrath
Druid channels energy from nature into there hands then launchs it at there target.
Animal's Spirit
Animal of your choice.
Tree
Trees start learning how to heal stuff around them with Natures Magic.
Rejevunation
Uses Nature to restore the target to health.
Shapeshift Druid
Shapeshift Druids start to learn how to shapeshift in animals of the forest and nature. Bear, Sabortooth, Cheetah, and Falcon, and Dolphin. If you gained a animal spirt you can change into that instead of one of the other forms.
Bear, Sabortooth
The Bear and Sabortooth forms are used to deal damage to opponents or protect there allies from damage.
Cheetah,Falcon,Dolphin
Cheetah form is for speed on ground and stealth, Falcon form is for flying and scoutings, Dolphin form is for fast swimming.
Balance Druid
Balance Druid uses Nature and the Moon to attack there opponents.
Starfire
Starfire uses the the power of the stars to burn the enemy.
Entangling Roots
Entangling Roots can be used to stop a enemy or choke them to death.
Natures Protecters
Natures protecters if Shapeshifter get faster and stronger, if Balanced do more damage with Nature and Moon.
ArchDruids
ArchDruids are able to use both Shapeshifting and Balanced at the same time.
Starsurge
Launchs stars at the enemies burning the ground and hurt mulitlpule enemies.
Tree Form
Tree form allows your nature magic to get stronger and jump to mulitlple enemies.
Moonkin Form
Moonkin Form allows your Moon magic to become stronger.
Nourish
Heals mulitluple allies or Natures animals.
Natures Friend
Natures friend makes all enemies love you.
Druidic God
They have reached passed to the Gods of Nature and are allowed them to turn into there Animal Spirit and become a god.
PostPosted: Sun Aug 07, 2011 9:39 am


This sounds more like a class than a faction.

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PostPosted: Mon Aug 08, 2011 4:55 pm


Zombie DeathnDecay
Druids of the Fang


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Description:

The Druids are a group who have lifed with nature all their lifes. Druids are natures beings they life with nature and protect it. Druids shapeshift into animals around them. Druids use Natures magic to heal them and the things around them. Druids use the Moon and Nature to balance them.

Rules:

Druids shall not harm any kind of nature. Druids shall not harm animals unless they are in pain and need to be put to rest.

Rank
Seedling
Shapeshift Druid or Balance Druid
Natures Protecter
ArchDruid
Druidic god


Seedling
Learn how to control Natures magic. Choose to follow a certain animal and gain there spirit. Must pass that animals test to become its friend.
Wrath
Druid channels energy from nature into there hands then launchs it at there target.
Animal's Spirit
Animal of your choice.
Tree
Trees start learning how to heal stuff around them with Natures Magic.
Rejevunation
Uses Nature to restore the target to health.
Shapeshift Druid
Shapeshift Druids start to learn how to shapeshift in animals of the forest and nature. Bear, Sabortooth, Cheetah, and Falcon, and Dolphin. If you gained a animal spirt you can change into that instead of one of the other forms.
Bear, Sabortooth
The Bear and Sabortooth forms are used to deal damage to opponents or protect there allies from damage.
Cheetah,Falcon,Dolphin
Cheetah form is for speed on ground and stealth, Falcon form is for flying and scoutings, Dolphin form is for fast swimming.
Balance Druid
Balance Druid uses Nature and the Moon to attack there opponents.
Starfire
Starfire uses the the power of the stars to burn the enemy.
Entangling Roots
Entangling Roots can be used to stop a enemy or choke them to death.
Natures Protecters
Natures protecters if Shapeshifter get faster and stronger, if Balanced do more damage with Nature and Moon.
ArchDruids
ArchDruids are able to use both Shapeshifting and Balanced at the same time.
Starsurge
Launchs stars at the enemies burning the ground and hurt mulitlpule enemies.
Tree Form
Tree form allows your nature magic to get stronger and jump to mulitlple enemies.
Moonkin Form
Moonkin Form allows your Moon magic to become stronger.
Nourish
Heals mulitluple allies or Natures animals.
Natures Friend
Natures friend makes all enemies love you.
Druidic God
They have reached passed to the Gods of Nature and are allowed them to turn into there Animal Spirit and become a god.


You need some strengths and weaknesses. Also, I'll need you to put down ranks: E being the basic, weakest, and SSS being the must bad a**.

Ranks:
E
D
C
B
A
S
SS
SSS
PostPosted: Thu Aug 11, 2011 5:02 am


Templars


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Description: Since the dawn of time, there were always people who fought for what the believed in. They fought for peace, order, and justice. One of the many groups that fought for this cause, were the Templars. The Templars are an order of elite, skilled warriors with a special advantage over the unholy. Unlike the Clerics and Paladins, who simply fight when they need to, they strive for peace by using both diplomacy and force when necessary. Their goal is to silence the unholy, to make others feel safe in their own cities, and to carry out justice. Now currently being led by Jasper Cintere, a Paladin of great power, the Order is as vigilant as ever.

Rules: Must be Paladin or Cleric.

Guild Ranks:
Pledge-ling
Member
Clergyman
Knight-Commander
Grandmaster

Rank Perks and Skills:
Pledge-ling:
Perks: Gains the Aura of Justice, which make people around the Templar feel like they can trust him/her.

Skills:

Beacon
Rank: E
A fairly useless skill, but it does give away your position if you need help. The beacon can be seen by anyone in the city, even if the user is in a building. By exerting their energy, the user will emit a bright white light, visible for miles.

Strike
Rank: E
A simple skill in which the user coats their weapon in their holy energy and strikes their foe. All unholy beings take one more rank in damage.

Armor of Light
Rank: D
This armor is useless against normal attacks, but great against unholy ones. The armor will defend against any C rank or lower skills, but a B rank would break the armor. Its great for it low energy cost, but it can only be used twice per battle and will only deflect one skill, has a cooldown of 2 post.

Member:
Perk: Gains the 'Cross of Adam', which give the users class skills a rank in power.

Skills:

Waver
Rank: D
Striking fear into the the eyes of the opponents works great. It often helps by stopping the bloodshed that would come in the fight. Any foe under two ranks of the opponent will run away from the fight, and anyone else will just feel like they don't want to fight anymore, however they still can.

Shield of Light
Rank: D
Its a basic shield made of holy energy, its annoying to stare into so its great to use to gain an advantage. Last for 5 post and is as strong as Iron.

Resolve
Rank: C
Limits: Once per battle
The templar has gotten so good with his skills, that for a certain amount of time, the templar can increase the power of his skills by one rank for ten post.

Clergyman:
Perk: Gains the Order's Armor, which lessens the attacks done by an unholy being by one rank.

Skills:

Cleanse Area
Rank: C
Limits: Twice per battle
The user will gain the ability to purge all passive abilities such as auras, sustained skills, and will disrupt people who are charging up for a skill. Can be done outside of battle as well.

Chains That Bind
Rank: C
The templar doesn't always have to kill, some times he needs to extract information, and for him/her to do that the templar would need to bind the person. Chains made of holy energy will shoot out of the ground and attempt to bind the opponent by his arms. Once done, the chains will force the person on to their knees. However this skill can be dodged. Last for three post.

Knight Commander:
Perks: The Crucifix - Allows the Knight Commander to speak with any other Templar in the Order.

Skills:

Angel of the Light
Rank: B
The templar now has the strength to call upon one Fallen Angel to aid them in battle, as atonement for their sin as a angel fallen from grace. The Angel can use all of the normal Paladin skills up to B Rank. However, you only get one angel per battle so use it wisely.

Illusions of the Light
Rank: B
The Templar can now trick the eyes of the opponent, making him think he has seen the templar 'split into two different people', but the other body is just an illusion. A good one though, because this illusion can make the opponent think they've been hurt, since pain is only in the mind. Great for distractions, but once the illusion is legitimately hit, then the illusion is gone.

Grandmaster:
Perk: Gains the Sword of Justice, which always comes back to the user, no matter what, in perfect condition. Some say its enchanted, others say its a gift from god.

Skills:


Righteous Strike
Rank: A
A feared attack, and a quick one too. Holy Energy will surround the arms and the users sword, making it look like flames. The Templar will lunge toward the opponent and slash vertically starting from the bottom. With enough power to cut clean through Steel, this skill is probably the most feared.

Smite
Rank: S
The Templar will emit their holy energy out of their body and once they do, it will begin to look like bright white/yellow flames. The templar will suddenly shoot the holy flames toward the opponent at high speeds [must have at least 8 speed if you want to outrun the flames]. The flames can burn right through B ranked materials with ease and will damage A ranked materials to the extent that they cannot be repaired, even metals. On unholy beings, this skill is increased a rank and will completely decimate the opponent, against normal people, it would cause fourth degree burns and will most likely cause the opponent a limb or two if hit. [due to the fact that the limb would be completely charred. >.>]

Call of God
Rank: SS
The Templar will raise his sword into the air and shoot out a beam of bright white energy into the sky. While he does this, he will chant a prayer. And the templar must charge for another post. It would seem as though the templar merely sacrificed a s**t ton of energy for a prayer. But on the third post, 'The skies will open and he will reveal himself', at least thats what the Templars describe it as. A massive light will engulf the entire area, and simply hiding behind a tree won't do anything for you. The light affects both holy beings and unholy beings but it affects the unholy beings much more. Light will instantly shine down on the land instantly burning unholy beings giving them fourth degree burns on contact, if they don't leave by next post then they will burn to a crisp, however they are still gravely injured. The holy beings will be healed and their energy will be completely restored, not including the Templar.  

Hiro the Herp

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PostPosted: Thu Aug 11, 2011 12:32 pm


Hiro:
Skills are a bit strong, but the strong ones have charge timers, so it evens out...Love the idea, and approved. I'll post it
PostPosted: Sun Aug 28, 2011 12:05 am


The Organization
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Founded By and history here:

A few years ago a girl by the name of Lily was killed and her best friend Aqua Graveheart was left alone in the world. Eventually Aqua grew up and became a Guard for their home city, then moved on to be a Knight of Ernya. During his journey to Ernya, Aqua came up with a plan he wanted to make come true, build a safe-heaven where there is no war. Thus he chose to Create the Organization, a faction that was neutral and who accepted those who did not want to join any violent factions or take part in any wars.

Rules:
- Must talk to the current number I or II to join
- Must wear a cloak when in meetings and while around other members.
- Must always obey the higher ups orders no matter what
- Call other members by rank and nicname, even in casual conversation.
- Neutral element. (its a element between light and dark.)

-Strengths-

- your in the fastest faction alive, enjoy. (+3 in speed)
- all weapon and class skills are learned 2 posts faster (-2 posts)
- Heightened senses of sight and touch


-Weaknesses-

- Your cloak hinders your strength with its weight. thus you are weak. (-2 in strength)
- clearly distinguished in a crowed if wearing cloak
- Usually wont work with people outside of The Organization


Ranks:
Number V - Lowest rank (new member)
Number IV - Second lowest rank
Number III - Middle rank
Number II (Only 1) - Second highest rank next to leader
Number I (Only 1) - The Leader

Skills/Perks:

V:

Perks:

none, besides the enhanced speed from joining and getting your cloak.

Skills:

Summon Weapon
E-Rank (Passive once learned/given)
Basically the member is given a tattoo of their weapon on their wrist (unless they are a mind-blader). This allows them to summon their weapon at anytime in battle.

Neutral Element Control
E-rank (Passive once learned)
Basically the member is taught by a higher up how to pull forth and control Neutral energy by balancing out light and darkness within their heart and making solid shapes such as cubes and cylinders. (this skill is needed to advance to the higher ranks)

IV:

Perks:

Better Control
The member is now better at controlling the Neutral element and can make more complicated shapes from their energy such as full spheres or triangles.

Skills:

Neutral Slash
D-rank
This is just a basic slash coated with Neutral energy with the members weapon of choice. it'll do D-rank damage and is capable of knocking people backwards.

Neutral Sphere LV 1
D-rank
it produces a barrier of Neutral energy for a second that guards from attacks, nullifying all damage that's the same rank as the sphere, then it goes away. Also, if any level of Neutral Sphere successfully guards an attack, it unleashes a spray of neutral energy around the dome that does damage equal to the enemy's attack power. In fact all attacks can be blocked, with correct timing. The higher level Neutral Sphere is, the larger the dome and the spray of light will be.

III:

Perks:

Leadership:
Members below you obey your orders

Increased Control
At this point the member is able to make their shapes much larger to be about the size of a bus and as hard as iron.

Skills:

Neutral Sphere LV 2
C-rank
it produces a medium sized barrier of Neutral energy for a second that guards from attacks, nullifying all damage that's the same rank as the sphere, then it goes away. Also, if any level of Neutral Sphere successfully guards an attack, it unleashes a spray of neutral energy around the dome that does damage equal to the enemy's attack power. In fact all attacks can be blocked, with correct timing. The higher level Neutral Sphere is, the larger the dome and the spray of light will be.

Neutral pull/throw
C-rank
By focusing the Neutral energy into a more solid form the user creates a giant hand that can grab the enemy and ether pull them or throw them away.

II:

Perks:

Second in command:
All members below you obey your orders without question.

Advanced Control
At this point the member has just about mastered using their Neutral element, thus it is hard as steel and can make large structures such as a house from their energy.

Skills:

Neutral Sphere LV 3
B-rank
it produces a large barrier of Neutral energy for a second that guards from attacks, nullifying all damage that's the same rank as the sphere, then it goes away. Also, if any level of Neutral Sphere successfully guards an attack, it unleashes a spray of neutral energy around the dome that does damage equal to the enemy's attack power. In fact all attacks can be blocked, with correct timing. The higher level Neutral Sphere is, the larger the dome and the spray of light will be.

Neutral destroyer
B-rank
The user will summon a large grey sphere made of Neutral energy that will suck everything up into it and destroy it at a molecular level. This sphere floats in the air about 1000ft off the ground and will last for 10 minutes (posts).

Neutral Blast
B-rank
The user will focus their Neutral energy into a small compact sphere at the tip of their fingers (takes 2 posts to charge, at that time the user cannot use any other technique but can move freely). then once the sphere is made they will release it out in a large/wide grey beam that is capable of blasting through steel with ease. (think like a Cero from Bleach)

I:

Perks:

The Leader:
Everyone below you obeys you without question.

Neutral Mastery
At this point the member has gained full control of the Neutral element and can shape it into whatever they want or need.

Skills:

Neutral Sphere LV 4
A-rank
it produces a giant barrier of Neutral energy for a second that guards from attacks, nullifying all damage that's the same rank as the sphere, then it goes away. Also, if any level of Neutral Sphere successfully guards an attack, it unleashes a spray of neutral energy around the dome that does damage equal to the enemy's attack power. In fact all attacks can be blocked, with correct timing. The higher level Neutral Sphere is, the larger the dome and the spray of light will be.

Neutral Defiance
A-rank
With this skill the user can simply control their own center of gravity, meaning that they could walk on air as if it was the ground or even walk upside-down as if it was normal.

Neutral portal
A-rank
By channeling their Neutral Energy in front of them and molding it into a circular shape the user can create a Portal that will transport them to wherever they wish to go (Has to be a place they have already been!). This is limited seeing as only the user and one other person may pass through at a time due to the immense darkness that is involved with the travel.(Note: this skill can only be used outside of battle!)


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PostPosted: Sun Aug 28, 2011 12:54 pm


Flame Runners

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-History-
Thriving in the flames war, the Flame Runners are a notorious group of mercenaries centered in the Devil's Eye Desert. Throughout history, the Flame Runner's had appeared in numerous war's between nations and even rivaling factions. However, the organization had been disbanded years ago after the death of it's leader.

Now lead under Darius J Fitz, these flame-wielding fighters have returned. Their purpose has also changed from helping in wars to being the imperial defenders of the Devil's Eye Desert. But some mercenary properties have been kept in order to raise money for the organization and the nation.

-Description-
Upon induction into the organization, the recruit is given a needle with a strange biotic in it. Once it is injected, they will have access to the skills and style of the Faction.

-Rules-

↪ Initial trial required
↪ Must be at least Trainee to join
↪ Must seek an audience with Darius J. Fitz, or Krayth Tal'Deraz if you wish to join.
↪ Betrayal is not accepted. If you raise your weapon's against a fellow member or the Devil's Eye, you will be 'released.'
↪ With some mercenary tendencies still in place, you may be rented out to help with missions for paying contractors.
↪ You never attack or harm the innocent, for that is dishonorable.

-Strengths-

↪ The biotic enhances your speed and strength. (+1 to spd and str)
↪ You gain great control over Fire (Fire becomes your secondary element, allowing you to learn up to C rank in it. If Fire is your primary element, then you do 1 rank more damage with all fire skills)
↪ The biotic grants you slight resistance to fire (Fire attacks do 2 ranks less damage)


-Weaknesses-

↪ Water-based attacks do 1 rank more damage
↪ Your Faction skills become useless if you get wet (You are useless in water)
↪ You can be harmed by your own fire if using it on yourself for too long

-Guild Ranks-

↪ (Rank 1) Flameling
↪ (Rank 2) Firefighter
↪ (Rank 3) Fire Warrior
↪ (Rank 4) Fire Lieutenant
↪ (Rank 5) Hand of the Flame (Only 1)
↪ (Leader) White Flame (Only 1)


-Perks-

↪ Upon entrance into the Flame Runners, you gain access to their notorious fighting style.
↪ The biotic gives you Fire as a secondary element, or makes your primary element of fire stronger
↪ The biotic makes you slightly stronger and faster. (+1 str, +1 spd)


-Skills-

Flameburst
Rank: D
Description: The user channels fire energy into their arms, setting them aflame (All skills do 1 rank more damage).
Note: If used for more than 5 posts, your arms will begin to suffer from burns.

Armor of Flames
Rank: D
Description: By spreading fire energy across their essence, the user releases it to create a sort of armor of flames that dances around them (Only blocks blunt and hand-to-hand type weapons at D rank. Has no effect on bladed weapons or weapons higher than D rank).

Flameblast
Rank: C
Description: The user summons energy into their hands, then thrusts their arms forward to release the energy, causing a stream of fire to jet out 5 meters.

Incinerate
Rank: B
Required: Armor of Flames
Description: By summoning up fire energy and spreading it across their body, they charge it for one post, then unleash it in a 25 meter radius, burning everything within it.
Note: The blast burns you along with those hit by it.

-Notes-

↪ May add more skills later.
↪ Along with the above skills, the users also have access to the Flame Runners' fighting style, Phoenix' Fist.

~Created by I-x Fallen Hero x-I
PostPosted: Sun Aug 28, 2011 2:48 pm


Guys it's closed and Manpish.... The speed is OP no if we were doing somin

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PostPosted: Sun Aug 28, 2011 3:54 pm


@Pish: The speed is a deffinant no.
I like the idea of a neutral element...maybe you could focus around that.

@Fallen: Remove the fire control. You're already giving people increased ranks and a possible second element...other than that, it's good
PostPosted: Sun Aug 28, 2011 8:08 pm


Snuff that Muffin
@Pish: The speed is a deffinant no.
I like the idea of a neutral element...maybe you could focus around that.

@Fallen: Remove the fire control. You're already giving people increased ranks and a possible second element...other than that, it's good


Alright. how about i get rid of the speed increase and keep it at a +3 with a -1 to strength. then instead of the speed perk give them more Neutral element skills?

_Manpish_

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