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Genetic Modifications, Cybernetic Implants, and Add Ons

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Hiro the Herp

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PostPosted: Sat Feb 08, 2014 2:52 am


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [A U G M E N T A T I O N S]

      "The World is a dark place. God's fight over our hard work, our land that we toil ceaselessly while governments fight over who gets to reap the benefits of what we sow. The sweat of your brow belongs not to you, not even to the ground on which if falls but rather to those who seek nought but your utter subjugation. I spoke out against these things as a lowly man in Fraxon under the cold rule of the Emperor of Altruist West, but my cries for fairness fell on deaf ears. I was not strong enough to garner attention... what is a lowly human doing trying to upset the balance and order of Fraxon? So I worked in secret developing a weapon that would give me the strength I needed to tear them down. Me, a Human, standing against gods and kings. The genemods developed in times passed have become weak and obsolete: I offer the word something different. I offer the common man a way to circumvent their circumstances. I offer them all: Rapture." - Selene Tarth; Master Biochemst of Fraxon.

      Gene Mods and Cybernetics have hit a sort of Renaissance. With attention shifted less from the gods due to Mazdakism and Michael's abandonment, sciences has taken off. With this comes a massive Genetic Modification revamp! Instead of getting run of the mill stat boosts, and in keeping with the uniqueness of Axiom in of itself, every character (with a few limits) can create their own Gene Mods, Cybernetic Implants, and mechanical Add Ons.

      But Who Gets Them?

          -Any Character who does not have a Sin or God Mark can acquire themselves a Gene Mod or Cybernetic Implant, with a simple trip to your local laboratory! (After applying, you can be assumed to have gone and gotten it when it is approved.) For Add Ons, only Machinists have access to these bad boys, and they will be explained soon.
          -As a special bonus, Humans are allotted to have TWO instead of one due to the ease at which their genes are manipulated, and their bodies edited.
          -Specialist class characters no longer gain an extra talent, and instead gain access to an extra mod, or implant. This one extra, only for being in this class, circumvents the rule barring them from Gene mods if they have a mark or sin, but energy gains will not stack together.


      Ok, but WHAT are these? Why would I give up a god mark for them?

          -A Genetic Modification, or Gene Mod, is something that changes your very DNA. As this is a manipulation of your very identity, the sky is the limit with what can be done. Literally, you could genetically alter yourself to fly. Ever wish you could produce fire from your finger tips? Conduct powerful electric currents at will? Be a living host for a swarm of angry beetles? With the correct mods, and proper energy paid to do whatever it is you wish to do, these things are all possible!
          - Cybernetic Implants are the kinds of things you do to yourself when you want to be more subtle. Want to increase your senses to near that of a Mer? Doable with CIs! Want to lower your reaction threshold and see the world in slow motion? Easy! Again, the imagination is mostly what limits you!
          - Add Ons are the Machinist's version of a Genemod. They can literally add on mechanical parts to themselves like rocket powered wings, minigun-arms, flame throwing wrist mounted dragon heads and things far more subtle... and less cumbersome. Machinists are not limited in how many add ons they can have, but each add on costs energy to activate, just like CI's and Genemods must be paid for.
          - Just as housekeeping: No more than a bonus of 4 to stats total, no higher than 4k energy at the highest level of genemods.

          All of the above can become more powerful with each rank up, but you must be at least an adept in terms of strength to survive the process of having these processes and operations done to you. After that, you are automatically given your upgrade upon ranking up.

      Follow this code when applying:


      [size=11] Genemods and CI's:
      [color=black]▰ ▰ ▰[/color] Name
      Description

      • [b]LEVEL ONE[/b][list][list]
      - Bonuses
      - Abilities
      [/list][/list]
      • [b]LEVEL TWO[/b][list][list]
      - Bonuses
      -Abilities
      [/list][/list]
      • [b]LEVEL THREE[/b][list][list]
      - Bonuses
      -Abilities
      [/list][/list]
      • [b]LEVEL FOUR[/b][list][list]
      - Bonuses
      - Abilities
      [/list][/list][/size]

      Add Ons:
      [list][size=11]
      [b]RPC Name:[/b]
      [b]RPC Rank:[/b]
      [b]RPC Class:[/b]
      [list][b]RPC Sub-Class:[/b] [/list]

      [b] Name:[/b]
      [b]Add On Rank:[/b]
      [b]Add On Type:[/b]
      [b]Add On Description:[/b]
      [b]Add On Passive Abilities:[/b][list]
      • Name [ Ranks ]
      • Name [ Ranks ]
      • Name [ Ranks ] [/list]
      [b]Add On Activated Abilities:[/b][list]
      • Name [ Ranks ]
      • Name [ Ranks ]
      • Name [ Ranks ] [/list][/size][/list]


PostPosted: Wed Nov 16, 2016 6:51 pm


Genemods and CI's:
▰ ▰ ▰ The Upgrade Systems
The upgrade systems are a nanotech-based, nonferromagnetic Cybernetic Implant created for, and integrated into the central nervous system of the cyber terrorist for hire known as K. The system provides him with various information processing upgrades that give him a higher level of understanding of the world around him than most humans. It also has turned his brain into that of a supercomputer with the full integration having turned him into the closest thing to a hybrid of cybernetics and humanity. While most of his body is that of a human, his nervous and endocrine systems have been largely increased in efficiency and function, most notably turning him into a Technopath and allowing him to break down that barrier and actually communicate with technology. This makes hacking a breeze for him, and is what has led to him becoming so infamous among the governments of the world, even with such little formal training.

LEVEL ONE

      - Learning:
      The first level of this skill allows K to absorb any knowledge he can find that is stored via technology of any kind, passively allowing him to hack into communication systems or into a machine not properly protected. For energy equal to the rank of something that IS shielded, or equal to the rank of whatever is shielding it, he can then actively hack into it mentally as well. This does, however, take time to pull off on the order of a few seconds of focus. This skill also is what allows him to have learned basic military training. It should also be noted that his own implants are hack-proof, and immune to being EMP'd.

      - Increases his reaction time, equaling a +1 to speed. They have also provided him with an additional 250 energy.

      The Network Passive
      This skill is the one that he takes advantage of the fact that in most of the modern world technology rules all, specifically when it comes to infrastructure. As a Machinist by trade, he is keenly aware of how powerful a tool technology is. He can see signals being bounced from towers to phones, see broadcasts as if screens are everywhere around him. This aids him when it comes to seeing through cameras, or activating street lights. This can also activate cars and send them crashing into other cars, making him an effective mayhem causer.

      Active Hack C
      With a touch and an application of energy, he can hijack any technology he touches and use it to it's full use. For any enemy tech, he has to pay energy equal to their rank, and hijacks them for 5 posts before they return to fighting for their owner. This skill is potent enough that, even at this rank, even things typically thought to be unhackable can be taken over by him, which usually comes as a large surprise to others.


LEVEL TWO

      - Infiltrator, Perpetrator:
      From a pair of new, upgraded implants in the palms of his hand, and down his spinal cord, he gains the ability to cloak himself from detection passively, completely erasing his worldly footprint to those without increased senses. He also can shield himself from energy detection, and advanced senses but this requires the use of C rank energy per post. Alongside the ability to cloak himself, this passive also increases his perception instead of boosting his raw stats, increasing the accuracy of any weapons he, or his creations have in combat.

      - Bonus energy moves up to 750 at this point.

      - Emp Shielding: At this point, everything he creates enjoys his same level of shielding against things that would seek to emp them. His machines and addons become immune to EMP based attacks of their rank and lower passively, and can pay energy to overclock the shielding and block EMP based skills of equal rank as well.

      Let's Go Viral D-SSS
      This skill fires a signal from his brain at a machine or similar piece of technology, including addons, that afflicts it with a very dangerous computer virus. This virus causes the addon or machine to go completely haywire. Obviously this costs as much energy as the rank of the hacked item, and lasts for three posts where it simply will not obey commands and will attack whatever is closest, randomly waste its energy, and fire off. The best option to deal with the temporary virus is to shut down the machine. The best part about this skill is that, like a virus, the coding of each virus is different and can never be fully adapted to or immunized against. The tell tell sign that this is being used is that his eyes begin going through source code, producing just a second or two to react.

LEVEL THREE

      - Bonuses
      -Abilities

LEVEL FOUR

      - Bonuses
      - Abilities


Add Ons:

    RPC Name:
    RPC Rank:
    RPC Class:
      RPC Sub-Class:


    Name:
    Add On Rank:
    Add On Type:
    Add On Description:
    Add On Passive Abilities:

      • Name [ Ranks ]
      • Name [ Ranks ]
      • Name [ Ranks ]

    Add On Activated Abilities:

      • Name [ Ranks ]
      • Name [ Ranks ]
      • Name [ Ranks ]

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Captain


A faint smile

Dedicated Friend

PostPosted: Thu Dec 01, 2016 9:02 pm


Genemods and CI's:
▰ ▰ ▰ Organic Inconsistency
Bastion's true physical form is made of something akin to plasma. He can stretch his body, shrink it, expand it, twist, twirl, etc to a far greater degree than most organic beings. He can separate his form and reassemble so long as the plasma isn't somehow destroyed. He cannot remain in plasma form long, else he will loose consistency and turn in to goo until given enough time to reform. It takes a fine control of his energy to maintain this form, thus his overall pool increases as he levels up.

LEVEL ONE

      - +250 Energy
      - Abilities


LEVEL TWO

      - +500 Energy
      -Abilities

LEVEL THREE

      - + 750
      -Abilities

LEVEL FOUR

      - + 1000
      - Abilities
PostPosted: Sat Dec 03, 2016 4:40 pm



▰ ▰ ▰ CORDONIC PHYSIOLOGY
Unlike most Cordonus, Icarus' physical body was not made from Bio-Synthetic Fiberoptics Mark II, or even Mark III like Kamilla (post-upgrade), but Mark IV. As the only Cordonus with the latest model of Bio-Synthetics, his physical and mechanical evolutionary progress has been jump-started significantly.

This framework, known as his physical body, appears human outside and even inside to an extent. However, for however convincing his heart may be, or his skin or flesh, it is all merely synthetic fiber being constantly operated on by artificial assistance.

LEVEL ONE

      - At this stage, Icarus gains +1 speed and 250 energy.

      Mark IV: Nanomachines Passive
      As possibly the most advanced technology in Axiom, the Mark IV Cordonus is capable of storing intelligent nanobots within their physical framework (body). The nanobots have a variety of different effects, and are the basis for much of this genetic modification.

      Enhanced Synthetic Maintenance Passive
      The nanobots, constantly patrolling Icarus' framework at a microscopic and technological level, protect his body from attacks that specifically target his mainframe. This means, essentially, that he has an extremely powerful anti-hack protection in place, guarding his intelligence chip. Furthermore, the nanobots very consistently weave any damaged fiberoptical parts within Icarus' body, meaning that constantly - to a notable degree - he is being repaired or "regenerated", though at a rate much slower than some organics (such as Nephilim or Fairhairs).

      Vapor and Flesh C
      Triggering the nanomachines to action, the synthetic assistants will rapidly change the compounds and outer-layering of Icarus' skin. This will change his skin to become capable of camouflage, though a camouflage that only seems to apply alongside a significant degree of alchemical-based vapor. When any potion or flask's contents is spread throughout the air, even if thin, this ability will enable for Icarus to camouflage with the altered air so long as he is within the radius of the alchemical vapor. He will appear almost entirely invisible in thin vapor, and utterly invisible in thick vapor. This lasts for five posts.

LEVEL TWO

      - A total of +1 strength, +1 speed, and 750 energy.

      Enhanced Deathvisor Passive
      If Deathvisor is used while vapor (such as from flasks or potions) or airborne disruption (such as from formulated diseases) is within the air, the ability will rapidly spread and worsen the negative effects of all present airborne brews. This provides a massive potency boost, as well as a radius increase, to whichever brews are inflicted with this stirring of their biological data.

      Assume Control WIP
      WIP

LEVEL THREE

      +1 strength, +2 speed, +2000 energy total

      Healthvisor S
      Deathvisor, Icarus' talent and one of the most powerful abilities of Axiom, is a skill that will corrupt and destroy the biological data of anyone deemed a foe caught within the X-ray vision. This ability, totally opposite in nature, will rapidly regenerate any ally caught within its view. Almost all wounds, even those verging on lethal, will be quickly restored. Inverse to Deathvisor, this ability will have Icarus' eyes glow green and a light green, holographic visor appear over them.

      WIP WIP
      WIP

LEVEL FOUR

      - Bonuses
      - Abilities

The Wild Hunt

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___youwillknownihilism
Captain

PostPosted: Sat Dec 03, 2016 6:41 pm


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Genemods and CI's:
▰ ▰ ▰ The Imposter
With great power comes even greater possibilities. In addition to the craziness in her blood, the power of Elessia's wings combined with a natural predilection for destruction and mayhem added to the pure chaos that ensues with Aurelia goes into combat. This genemod has, far and away, turned Aurelia into a monster to deal with, perhaps more offensively difficult to defeat than any other mortals on the plane.

LEVEL ONE

      - +2 Speed
      - Wings made of Elessia's actual feathers that come in sets of two, four, or six but are no more or less effective either way appear on her back at level one, and they augment her ability to manipulate metal. The wings are indestructible.

      Elessia's Wings S
      When the wings are active, they can be used to fly, and increase the potency of her movements passively almost like the Elder Blood. She cannot teleport, but her ability to move in lines and curve herself is extremely precise and hard to follow. In addition, for S rank energy they can create an electromagnetic barrier that blocks any form of metal from getting close overall and blocking skills, and increases the potency of electromagnetism manipulation inside the 25m sphere massively for the post this is activated.

      Elessia's Pain A
      The Wings become made of metal, and sharp enough to slash through lower rank defenses easily. The feathers can be shot in groupings of six for the next four posts. These have the added property of being warped towards the target quickly, easily catching an opponent off guard. Within 50m, these attacks are incredibly hard to dodge on a moments notice, and the closer you are the harder to react it becomes> These missiles are not each A rank, but they will tear through B rank and lower barriers if they hit them. A single a rank barrier will cancel out if all the projectiles hit it, but not any less. Lasts up to five posts overall.

      Elessia's Fall A-SSS
      The wings project an aura of magnetism over the thread, coating anything not able to protect itself in just a few seconds in highly charged magnetic energy that will cause their body to be attracted in millions of different directions at once with the power of the elder blood which attempts to warp their very molecules apart. This skill can cause massive pain at A rank, and at the higher ranks tear the entire thread to pieces. It cannot be used more than once, and from point blank this skill is nigh undefendable, even by instantaneous defenses. The wings themselves become disabled for three posts after this is used as well. Takes a few seconds to charge, with green and golden energy radiating as a warning.


LEVEL TWO

      - +Potency to all Magnetism Skills
      - Horns - To put it simply the horns are a strong asset of electromagnetic manipulation. The strength of the horns themselves, upon creation, are equivalent to strength of a C-Ranked material. With each rank they grow til they cannot. (ex. Trainee=C, Novice=B, Adept=A, Expert=S, Master=SS, Sage=SSS)

      Baphomet D
      Aurelia will fill her horns with energy, and a small ball of electromagnetism will form. Aurelia can then pay the energy of any skill, within her bloodline or subclass (if it would require a projectile of some kind you can assume the ammo was warped into that ball,) and infuse it into this simple ball and then release it in any direction she wants moving at four less of her speed. After this, at any time in the next three posts she can release that energy, and the skill, in any direction. This skill is only limited by what she knows, and her creativity.

      Baphomet - Sent to Hell Varied
      This move is a variation of the original Baphomet move. After an energy based attack is levied at Aurelia, the horns can seemingly break the attack down for one rank higher than the skill costed to produce and turn it into a baphomet with a skill of equal rank tot he destroyed skill charged into it. Has a three post cooldown.

      Baphomet - Disintegrate A
      Aurelia can create a barrier around her body from the horns that causes anyone inside the 20ft field to be shocked once per post with A rank damage., with anything 20m away becoming magnetized. Lasts three posts. At the end of this, she is able to warp herself to a location up to 20m away instantly.

      Baphomet - Za Warudo SSS
      This skill sends a densely packed black orb of pure magnetism into the air. Immediately the orb begins tearing the metal, all of it including Almira's own bullets not charged with equal rank energy at least, towards it. Rather than crushing together, this magnetism begins to make all of the objects fly around in a 100m radius in the sky. Almira can manipulate the metal in the storm as per normal still. As the skill rages, the surviving objects in the rain begin to arrange themselves in magnetic patterns around the orb, but even so entering that zone is extremely deadly for anyone as they would themselves become magnetized and unable to control their own actions. At the end of 9 posts, this skill merely holds a world of metal suspended in the air for three posts, only capable of being manipulated by Almira and lacewd with a heavy level of magnetism that prevents anything that enters the radius from exiting it, and subjecting them to electromagnetic manipulation if they are unprotected.


LEVEL THREE

      - Bonus to accuracy of all metal based skills, equal to a potency boost to them. This also includes magnetism.
      - A tail - Like the horns it is an asset which can maintain an entire skill-set to itself based on electromagnetism. These skills are highly offensively focused unlike the wings and horns skills. The tail itself is six feet long, and just as fast and strong as Almira. It is made of something stronger than most weapondry, unless they use energy to attack it with.


      Marked for Death SS
      The tail will point at a target, and gather energy at it. If the opponent doesnt avoid the skill in just a couple of seconds, the gathering energy, just a faint line between herself and the target no more than 100 feet away from her that is just a distortion of space between them, they will be unable to avoid the powerful electromagnetic blast that is remnant of Elessia's ability to warp space itself, discombobulating the target and, if it survives, turning it into a powerful beacon of magnetism that makes her skills increase in potency towards them. This magnetizing effect can be done even if it doesn't hit and moves within 10m, magnetizing all things in that zone. Has a two post cooldown.

      Lilith's Kiss SSS
      This skill is a melee attack, one that moves extremely quickly within the tail's range. Should it hit, they would be assaulted by iron filaments invading them like an STD from the tail and ravaging themf rom the inside until nothing is left. Only stopping the spade of her tail from making contact can stop this skill. Regeneration will fail to keep a target alive as this skill will continue to rend a target to death.

LEVEL FOUR

      - Bonus to Almira's ability to perceive things within her Flying Circus range, or the range of any of her metal skills.
      - The Tribrid - With Almira's dual blood as the daughter of a powerful Demoness and Samael himself, and the wings of Elessia, the final level is this modification to her body activates something called "Ascension Mode" within her, drawing green lines in fractal patterns along her skin, her very aura vomitting blackness and her eyes golden like floodlights. This state can be active for three posts, during which time she has a substantial boost to potency on everything she does, but takes an extra rank of damage. After it ends she has to spend 1.25x energy on skills for two posts while she cools down.
PostPosted: Wed Dec 21, 2016 5:12 am


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The Art Of War (Starter Forum)

 
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