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A faint smile

Dedicated Friend

PostPosted: Thu May 22, 2014 12:41 am


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                                              MAIN INFORMATION


                                          Full Name: Auriel Samael
                                          Nicknames: Ari, The Bulwark
                                          Age: 24
                                          Birthdate: May 11th
                                          Gender: Female

                                          Culture: Volana
                                          Religion: Vangelism
                                          Languages:

                                          De Facto - Angelica
                                          Fluent - Common
                                          Basic - Demonica

                                          Nation: Yuran
                                          Rank: Master
                                          Title: Soldier


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                                              MAJOR INFORMATION


                                          Bloodline: Valkyrie
                                          Class: Templar
                                            Sub-Class:

                                          Strength: 11
                                          Speed: 9
                                          DR: 1
                                          Mark: Samael Lvl 1

                                          Energy Color: Golden
                                          Energy Meter: 1800
                                          Element: -
                                          Battle Strength: Auriel is a master defender. Her entire kit is oriented around taking damage and then shoving it back in the face of her adversary.
                                          Battle Weakness: Like most non-energy oriented classes Auriel suffers from a small energy pool. Defending others comes at the cost of having to expend a lot of energy.

                                          Fights Won: 0
                                          Fights Lost: 0

                                          Completed Quests
                                            S Rank: 7
                                            A Rank: 3
                                            B Rank: 8
                                            C Rank: 5
                                            D Rank: 9
                                            E Rank: 11


                                          Talent: Judgment


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                                              EQUIPMENT INFORMATION



                                          Weapons:
                                          RPC Name: Auriel Samael
                                          Rank: -
                                          Class: Cleric
                                          Element: Wind
                                          Weapon/Armor name: Exemplar of Vitality
                                          Type & Material: The handle itself is made out 1060 carbon steel plated with a coating of gold for aesthetics. The winged portions of the staff are made out of obsidian.
                                          Description: Exemplar of Vitality is a weapon Auriel received from her father, Samael. It was a weapon he claimed as is own for many years before passing it down to his daughter. The staff is a holy weapon and is blessed by the angel Samael himself. Its special ability only affects the unholy and wicked. The staff stands slightly taller than Auriel at six feet and two inches.
                                          Abilities:
                                          • Wither D-S
                                          If the staff comes in contact with a weapon or armor of an unholy being it will age it rapidly, causing it to rust and shatter. The energy is drawn out after contact and must be equal to the strength of the material in question. Higher quality materials would be more costly to wither.

                                          • Decay C
                                          If the staff comes in contact with an unholy being it has the power to rapidly age the point of contact. This means if it touched a specific part of an unholy creature's arm that particular spot would essentially begin to rot. If left untreated for too long, generally the duration of a battle, the rot will reach the bone. Within five posts the target would feel their skin begin to burn away. Within eight posts they would feel the muscle deteriorate. Within twelve posts the rot would reach the bone and began to weaken it. After fifteen posts the rot will have run its course on the afflicted area. The rot does not spread. Even if the staff touches numerous places those areas are afflicted with an isolated rot. There is no energy cost if the staff does not actually touch the being.

                                          Unholy Races
                                          - Vampires/Vampirism
                                          - Incubus
                                          - Succubus
                                          - Dreadnought
                                          - Lycan
                                          - Ferals
                                          - Diabolus
                                          - Shade
                                          - Pagan
                                          - Djinn

                                          RPC Name: Auriel Samael
                                          Rank: -
                                          Class: Cleric
                                          Element: Wind
                                          Weapon/Armor name: Exorcismus
                                          Type & Material: It is a dagger. The guard and hilt are made of bronze and there is a ruby embedded in the hilt as well. The blades themselves are made of steel.
                                          Description: This dual-bladed dagger was a holy weapon of the angel Samael. As his fighting style changed he no longer used the weapon. Instead of letting it go to waste he handed it down to his daughter, Auriel. It is a blade that has to constantly be reforged if used properly, because it is meant to be launched inside of an enemy. The handle is held onto and that is when the ability may be used. The knife is ballistic, so it launches in and digs deeper. On top of that it can be reloaded if its retrieved.
                                          Abilities:
                                          - Judgement: Once the blade is lodged within the enemy and the user is holding the blade, every 3 posts they can pay B-rank energy to blast the opponent with this energy from the blade as the source. The hilt must be held and if the blade is removed the weapon is useless until it is reloaded.
                                          Armor: Light armor


                                            RPC Name: Auriel Samael
                                            RPC Rank: -
                                            RPC Class: Cleric
                                              RPC Sub-Class: -


                                            Armor Name: Angel's Armory
                                            Armor Rank: -
                                            Armor Type: Gauntlets
                                            Armor Description: The gauntlets are very futuristic looking, with two different colors representing the two different abilities of the gloves. They are primarily white with areas of black. The right hand has an orange light and glow to it, and the left one is blue.
                                            Armor Passive Abilities:

                                              • Storage [ E/Passive ]
                                              The gauntlets both store any armor or weapon that Auriel puts into them.

                                            Armor Activated Abilities:

                                              • Retrieve [ E ]
                                              To retrieve a weapon or piece of armor all Auriel has to do is pay E-rank energy and it is summoned forth into her hand.



                                            RPC Name: Auriel Samael
                                            RPC Rank: -
                                            RPC Class: Cleric
                                              RPC Sub-Class: -


                                            Weapon Name: Bulwark of the Angel
                                            Weapon Rank: S
                                            Weapon Type: Shield
                                            Weapon Description: Bulwark of the Angel is shield consisting of four different levels. It is made out of steel primarily, with the wings plated gold. The golden sections are left softer on purpose so that blades and other weapons dig into them and find themselves stuck. Depending on the mode the shield is in it looks different. At first it is a tower shield with a small set of wings. The second stage the wings grow larger, and then on to the third with a larger set of wings. The final form features the upper half of a woman with the wings behind her.
                                            Weapon Passive Abilities:

                                              • Unholy Defiance [ Passive ]
                                              The shield itself is crafted to withstand attacks from dark powers. It itself has a +1 rank resistance to unholy attacks that the shield is used to block. If the attack is not blocked by the shield then the resistance is not granted.

                                              Weapon Activated Abilities:

                                                • Archangel [ E ]
                                                This is the first form of the shield. It is lightweight and slimmer, meant to be used for attacks offensive maneuvers. The slit built into the middle of the shield is actually capable of protruding into a foot long blade.
                                                • Guardian [ E ]
                                                This is the second form of the shield. It is slightly larger and made for countering and intercepting attacks. The shield is able to move itself in the four cardinal directions as well as outward in a sudden jerk, reaching about a foot in any of those directions. The suddenness of the movement is used to catch weapons and smash into them, generally making them hard to hold onto. If it launched outward it would match the strength of the person behind it.
                                                • Seraph [ D-SS ]
                                                This is the third form of the shield. The wings are more flared out and this shield is made for defending against projectile based attacks. With an addition of energy it can be coated with a layer of magic that hardens it to the point where it cannot be pierced.
                                                • Host of Heaven [ D-SS ]
                                                This is the final form of the shield. The last form of the shield is meant to defend against magical attacks. The user can put energy into the shield and create a barrier from the shield which can wrap around them. A magical attack equal to the potency of the shield will be deflected around them, not eliminated, and the magic barrier will break. A magic attack one rank lower will be deflected and not break the shield. Any magical attack two ranks or less is deflected like it ain't s**t.
                                                • Harken To My Call [ D ]
                                                Should Auriel and her shield ever be separated, be it that it was knocked from her arm or she threw it with precision, with a small cost of energy Auriel can either force her body to fly to the shield or force the shield to fly to her. It is always in a straight line between the two of them and moves very quickly. It is impossible to change trajectory.




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                                              SKILL INFORMATION



                                          Custom
                                            • Exorcise B
                                            This spell requires physical contact. It only works against the ethereal and ghostly, regardless of holy or unholy affiliation. Energy is put into the hands and then transferred into the target. That area that is afflicted is essentially burned and useless for 6 posts.

                                            • Fear of God Passive
                                            This passive creates an invisible aura around Auriel that extends to 10 feet. Anything within that range will receive the 'Fear of God', which makes them weaker to holy attacks by 1 rank. If they leave the aura it does not apply to them, but if they enter once more it is applicable.


                                          Bloodline
                                            • Mastered


                                          Knight
                                            • Mastered


                                          Templar
                                            • Mastered


                                          Sword Styles

                                          Devil's Suicide
                                            • Mastered


                                          Hiten Mitsurugi Ryu
                                            • Mastered


                                          Dark Slayer
                                            • Mastered


                                          Dance of the Crescent Moon
                                            • Mastered


                                          [Longsword] Defiance
                                            • Mastered



                                          Shield Style

                                          Shield
                                            • Mastered


                                          [Shield] Iron Defense
                                            • Mastered


                                          [Shield and Spear] The Spartan's Right Hand
                                            • Mastered


                                          [Longsword and Shield] Swift Judgment
                                            • Mastered


                                          [Longsword and Shield] Impregnable Wall
                                            • Mastered




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                                              CHARACTER INFORMATION


                                          Personality: Auriel was once a young and hopeful child of the Light. She believed in integrity, the sacred essence of life, love, and joy. That was before her sisters were ripped away from her. The death of her sister Abigail drove a stake in her heart, turning her doubtful and full of sorrow. The willing change Aurelia brought upon herself ripped Auriel in two, turning her cold and angry. These days she has little time for humor, sees very little beauty in her world. The country she dedicated her life to protecting fell at the hands of demons and wicked ones. There had been naught she could do. Auriel is wrathful and quick to anger, yet her father's teachings have not left her body. She may be much more willing to stick a sword through someone's skull but she'll make sure the judgment is proper.
                                          Sexuality: Yes.
                                          Quote: "All life is precious, threaten its existence and even the darkest corners of Kala's shroud will not protect you."
                                          Height: 5'9
                                          Weight: 135 lbs
                                          Eye Color: Golden

                                          Favorites:
                                            • Silver
                                            • Lasagna
                                            • Cats
                                            • Fraxen

                                          Theme Song:
                                          Battle Theme:


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                                              BACKGROUND INFORMATION


                                          xxxxx
                                          Auriel is one of three descendants of an angel, the other two being Aurelia and Abigail. They are of course, Nephilim. The sisters grew up knowing of their nature and choosing to become apart of the barrier between good and evil. They were schooled in respective battle arts and were taught to act as a team. Aurelia was the knight, Abigail the mage, and Auriel the healer. The three of them trained day in and day out to become the perfect huntresses. Now they are apart of the military and ready to combat the forces of evil.

                                          The Samael Trio; half human, have angel triplets. Aurelia, Abigail, and Auriel were raised as warriors and trained in the arts of hunting the creatures of the dark. There has not been a time in Auriel's life where she was away from her sisters. Early on their parabotai bonds formed, none of the three being left out. The girls worked incredibly well together. Their timing was so spot on with their attacks it seems as if they were one mind with three bodies. On the battlefield they were one cohesive unit. Outside of it was a different story. Abigail was the most outspoken of the bunch and always had the objective in mind. There was no grey in their world to her, only black and white. If there was a demonic being it was evil and it will die. Abigail seemed of a similar mindset, rarely bothering to object. She was the one who always knew for sure though and that contributed to her lack of hesitation. Auriel had always been the one to suggest deeper research into each subject they hunted. Being a demon was not enough for her after one particular day.

                                          On one of their hunts they had been tracking what they believed was a vampire. Many bodies were cropping up with bite marks in their necks, but the unusual thing was the number of vampires popping up as well. None of the triplets could quite put a finger on what was happening. If there was another group hunting they would have known for sure. After a few nights they finally tracked a vampire down began to stalk it. As it began its own hunt the triplets kept a close watch. The sisters were covering a few streets, never too far from one another. Auriel spotted the vampire first but before she could call out for aid something very odd happened. A werewolf leaped from the rooftops and attacked the vampire. From the shadows Auriel watched the two of them duel, observing instead of acting. The lycan managed to overpower the vampire and tore its throat out. During the battle it sustained heavy wounds though and Auriel realized it would not be able to run for her. She readied her weapon and revealed herself. But before she could deliver the finishing blow she could not help but look into the eyes of her prey. First there was anger, and then fear. Auriel furrowed her eyebrows and hesitated, her blade hovering just before the neck of the creature. In one of the most controversial moments of her life Auriel decided to let the lycan live. She turned her back and sheathed her blade, walking away and waiting for the man to retreat before hailing her sisters. She had claimed the vampire kill her own and never spoke of that day to either of them.

                                          The world was not kind to Samael's daughters. It twisted one of them into a darkling, took life away from another, and shattered the hope and dreams of the last. Aurelia the oldest turned away from the angels, her family, and the light. Darkness consumed her and turned her into something profane. When Zacariah the Demon-God took hold of Nocturne and waged war on Yuran, the middle child Abigail died. Auriel's family and home had been obliterated. Even her father had remained out of reach. Perhaps it was due to the number of demons and the rising umbra that separated the two, but Auriel could stand it no longer. Turning away from healing and holiness, she begins the hunt.



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                                                  ""


                                                  Energy 900
                                                  Stats 11/6
                                                  Equipment Don't stare directly at me for too long
                                                  Passives

                                                      • Keep Going
                                                      The Valk's, in comparison to others, are capable of slight regeneration which begins just as soon as the blow was taken. Bruises and scraps won't even appear making it seem as if their skin is tougher than others. Trainees can deal with simple cuts. Novice can deal with simple cuts and first degree burns. Adept can deal with cuts, second degree burns, and fractured bones. Experts can deal with deep lacerations and broken bones. Masters can heal third degree burns, wounds such as stabs(only on surface, not internal damage), and crushed bones.
                                                      E-Trainee, D-Novice, C-Adept, B-Expert, A-Master

                                                      • Wrath of a God
                                                      Their weapons surge with their latent energy which makes any weapon they touch, especially their chosen one, both covered in holy light and electricity. This leads to anyone locking blades or striking the shield of a Valkyrie feel small shocks that ward people off from staying in contact with them for too long. This also makes unholy enemies take an extra rank of damage on top of the lightning damage. However for the lightning to be in effect you must have more than half your energy remaining within you.

                                                      • Child of Jarnbjorn
                                                      When a Valkyrie choses a weapon to specialize in, that weapon becomes gifted by holy power and works much like Thor's Mjolnir and Jarnbjorn. It will nigh automatically come to the call of the Valkyrie, cannot be destroyed, and always has the extra lightning damage going on it regardless of energy level. When attacking with that weapon, they gain an extra +1/+1 to their stats. You get one of these, so choose carefully. This weapon should get its own custom abilities, and if it does it must be approved.

                                                      • Feast of Ambrosia
                                                      Once per battle the Valkyrie can hold their hand out and summon a goblet full of ambrosia. Upon consumption, this otherwordly substance will heal and cure any wounds and debilitations the Valkyrie may be suffering. This will not regenerate any lost limbs or organs, but it will immediately close wounds. No energy is regained from this, it merely gives the Valkyrie a better chance to continue fighting.

                                                      • The Sight
                                                      Being of God's blood, like God, they can see the world for what it truly is. They can see through ''the Mist" and see those for what they are. Instantly recognizing creatures of the night on spot or those who can use dark magic for they can read the aura's about them. Also giving them a general idea of how strong another is regardless of race. (Rank-wise, not as precise to be know the exact amount in the other energy pool.)

                                                      • Sense Evil
                                                      This allows the Paladin to sense those of ill intent, as well as demons and their kin, such as succubi, incubi, and several others of demon blood. It by emanating the good aura of the paladin, although the waves do not echo back, but make a "disturbance" that corrupts the waves of good, acting as a beacon. This also backfires, as it attracts all the things it detects, and makes the paladin very obvious to them.


                                                  Technique






[imgleft]https://hostr.co/file/tKcawdEVgqq6/aurigurl1.gif[/imgleft][img]https://hostr.co/file/G70a4Uk9yv0b/aurigurl2.gif[/img]
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[color=#A68064][b]Energy[/b][/color] 900
[color=#A68064][b]Stats[/b][/color] 11/6
[color=#A68064][b]Equipment[/b][/color] [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=24358595#365391619]Don't stare directly at me for too long[/url]
[color=#A68064][b]Passives[/b][/color][list][list]
• Keep Going
The Valk's, in comparison to others, are capable of slight regeneration which begins just as soon as the blow was taken. Bruises and scraps won't even appear making it seem as if their skin is tougher than others. Trainees can deal with simple cuts. Novice can deal with simple cuts and first degree burns. Adept can deal with cuts, second degree burns, and fractured bones. Experts can deal with deep lacerations and broken bones. Masters can heal third degree burns, wounds such as stabs(only on surface, not internal damage), and crushed bones.
E-Trainee, D-Novice, C-Adept, B-Expert, A-Master

• Wrath of a God
Their weapons surge with their latent energy which makes any weapon they touch, especially their chosen one, both covered in holy light and electricity. This leads to anyone locking blades or striking the shield of a Valkyrie feel small shocks that ward people off from staying in contact with them for too long. This also makes unholy enemies take an extra rank of damage on top of the lightning damage. However for the lightning to be in effect you must have more than half your energy remaining within you.

• Child of Jarnbjorn
When a Valkyrie choses a weapon to specialize in, that weapon becomes gifted by holy power and works much like Thor's Mjolnir and Jarnbjorn. It will nigh automatically come to the call of the Valkyrie, cannot be destroyed, and always has the extra lightning damage going on it regardless of energy level. When attacking with that weapon, they gain an extra +1/+1 to their stats. You get one of these, so choose carefully. This weapon should get its own custom abilities, and if it does it must be approved.

• Feast of Ambrosia
Once per battle the Valkyrie can hold their hand out and summon a goblet full of ambrosia. Upon consumption, this otherwordly substance will heal and cure any wounds and debilitations the Valkyrie may be suffering. This will not regenerate any lost limbs or organs, but it will immediately close wounds. No energy is regained from this, it merely gives the Valkyrie a better chance to continue fighting.

• The Sight
Being of God's blood, like God, they can see the world for what it truly is. They can see through ''the Mist" and see those for what they are. Instantly recognizing creatures of the night on spot or those who can use dark magic for they can read the aura's about them. Also giving them a general idea of how strong another is regardless of race. (Rank-wise, not as precise to be know the exact amount in the other energy pool.)

• Sense Evil
This allows the Paladin to sense those of ill intent, as well as demons and their kin, such as succubi, incubi, and several others of demon blood. It by emanating the good aura of the paladin, although the waves do not echo back, but make a "disturbance" that corrupts the waves of good, acting as a beacon. This also backfires, as it attracts all the things it detects, and makes the paladin very obvious to them.
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PostPosted: Fri May 23, 2014 5:35 pm



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      MAIN INFORMATION


Full Name: Lilith Odam
Nicknames: The Queen
Age: Not something Lilith tells people, generally chooses younger looking images though.
Birthdate: February 12th
Gender: Female

Culture: South Fraxonite
Religion: Vaet Nocturnum - Lukhan
Languages:

De Facto - Demonic
Fluent - Elvish,Common, Angelic
Basic -

Nation: Luimira
Rank: Master
Title: Captain, H.B.I.C., Royal Guard


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      MAJOR INFORMATION


Bloodline: Succubus
Class: Mage/Sorcerer

Strength: 6(+1)
Speed: 8(+1) [+2 When Flying)
Sin: -
Gene Mods: -

Mark: Lukhan, Mark 2

Energy Color: Black
Energy Meter: 2700
Element: All
Battle Strength: Magickly things
Battle Weakness: Lack of physical attacks

Fights Won: 0
Fights Lost: 0
Completed Quests
    S Rank: 5
    A Rank: 11
    B Rank: 7
    C Rank: 4
    D Rank: 2
    E Rank: 9

    Gold: 36,103

Talent:
Lilith has developed the ability to detect the emotional state of the people near her and manipulate her succubus aura to merely make people around her feel very wanting of the more pleasurable acts. They become lascivious ratchet hoes, making it easier for Lilith to seduce people. This makes it so people one rank under Lillith are instantly seduced. If the opponent thinks they will be harmed the aura is broken. If Lilith tries to kill the target they are snapped out of it as well.

Perks:
- Arcane Arts: Their magic spells are quite devastating should one hit you. (+1 rank to magic)
- Highest energy reserve (x2 the normal energy pool).

• Extremely seductive. Like Incubi, you possess the ability to instantly seduce others as long as they're two ranks below you. It's said that this becomes possible only due to their astounding beauty, but that is only a supplement. The Succubi are indeed far more beautiful than all other races, but their seduction lies in the magical energy they are born with. This energy flows around them and into the air like cells into a vein, bewitching any they seek.


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      EQUIPMENT INFORMATION

Weapons:
Weapon/Armor name: Rift Walker
Type & Material: Steel
Description: Rift Walker is a scythe stands taller than Lilith at 5 feet and eight inches. The entirety of the scythe is made out of iron but the handle portion is wrapped for better grip. There is a curved and bladed portion at the end of it for stabbing. The blade is connected to the handle via a circular and spiked portion. At the back end of the blade there are three protrusions connected to another spiked circle. The blade is hooked and jagged; all the better for tearing and ripping.
Abilities: The scythe is able to produce rifts with a slash. This opens up two openings, one directly attached to the blade and one wherever Lilith pleases within a range of 30 feet. For every slice done through one side of the rift the same slice appears in the other side of the rift. To produce these rifts Lilith must pay D-rank energy. She can produce up to five rifts at a time.

Weapon Name: Queen of Thorns
Weapon Rank: A
Weapon Type: Razor Whip
Weapon Description: Queen of Thorns is a 25 foot long razor whip. It's hilt is black and the butt end of it is pointed and curved into a wicked looking dagger. The whip itself consists of hundreds of four curved and pointed, razor sharp edges. The last link has an elongated point meant to stab and rip into targets.
Weapon Passive Abilities:

    • Exquisite Arousal [ A ]
    The whip is coated in a toxin that is not necessarily deadly, but comes with a very interesting effect. People who are afflicted with this toxin will suddenly find themselves highly aroused, making them susceptible to seduction. This lowers their inhibitions by 1 rank.

Weapon Activated Abilities:

    • Thornmail [E - Passive]
    Queen of Thorns is imbued with magical powers from Lilith, and it can fuse with her. She is able to manifest the whip wherever she wants from her body for E-rank cost. While the whip is fused with her it cannot harm her regardless of how she moves it and where she puts it.



Armor Name: Queen of Pain
Armor Rank: S
Armor Type: Partial body cover, similar to lingerie.
Armor Description: The Queen of Pain armor set is very skimpy, not actually serving the purpose of being typical armor in the sense of its ability to halt physical attacks. It consists of thigh high heeled boots, a collar and a right shoulder guard, high gloves, as well as bits that cover her nono parts.
Armor Passive Abilities:

    • Threshold
    The more pain Lilith is in the stronger her threshold techniques become. For the threshold to be fulfilled for each active stage Lilith has to have been in it for at least three posts. Because the pain can be overwhelming each stage only lasts for a maximum of six posts, with a five post cool down. Two stages cannot be activated at the same time.

Armor Activated Abilities:

    • Suffer [ B ]
    The entire set of clothing tightens to an uncomfortable level as if wires were pulled as much as they possibly could. While it is not completely debilitating it causes a constant amount of pain. This pain forces Lilith to overcharge her spells, causing them to be one rank in strength. Each spell costs 1.5x the regular cost.

    • Misery [ A ]
    Small thorns manifest in the set and dig into Lilith, causing an increased amount of constant pain. In this mode Lilith's own lust levels skyrocket, causing her to subconsciously push her succubus aura to the limits. The aura becomes something almost palpable, and anyone who can sense energy will know that it has created a 10 foot ball around her. Anyone who remains in the aura for 5 posts will suffer from the weight of Lilith's seduction, though not directly. At the first 5 posts they will become more susceptible to Lilith's seduction. If they stay for 10 posts, that susceptibility doubles, then triples at 15.

    • Agony [ S ]
    Barbed wires tighten all around Lilith's body, connecting to each piece of the set. With every movement a fresh wave of agony is brought on. This extreme heightening of pain increases Lilith's succubus abilities by a rank through magical overcharges. Staying in this form is obviously very painful and can even be debilitating. So using it during a fight can actually be detrimental to Lilith's health and chances of winning.



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      SKILL INFORMATION


Fire
    • Fireball
    • Flame Deflection

    • Flame Dagger
    • Flame Whip
    • FIre Stream

    • Blaze Arcs
    • Fire Bomb
    • Shield of Flames
    • Bomb Fist

    • Flame Blade
    • Fire Lashes


Earth
    • Earth & Stone Levitation

    • Rock Shield
    • Rock Hanging
    • Earth Trap

    • Hephaestus's Forge
    • Rock Slide
    • Rock Armor
    • Vibration Sensory
    • S-Zone
    • Earth Column
    • Dust Cloud
    • Dust Shield

    • Dust Storm
    • Earth Wall
    • Stone Trapping
    • Earth Line
    • Earth Compression
    • Fissure Creation
    • Quicksand


Wind

    • Air Suction
    • Air Punch

    • Air Funnel
    • Air Shield
    • Gliding
    • Air Spout
    • Break Wind
    • Great Breath

    • Enhanced Jump
    • Air Blast


Water

    • Streaming Water

    • Water Spout
    • Water Whips

    • Water Shield
    • Water Jet
    • Wave
    • Bubble
    • Water Cloak
    • Mist


Succubus

    • Clouds

    • Chains
    • Throats

    • Dreams

    • Antonyms
    • Souls
    • Feelings
    • Threads

    • Charades
    • Endings


Mage

    • Detect Magic

    • Energy Ball
    • Mage Fingers
    • Energy Coat

    • Blink
    • Exuo
    • Blasting Energy
    • Stupor

    • Aether Spikes
    • Leeching Touch
    • Halcon
    • Twisting Aether

    • Dimension Door
    • Thrasher
    • Rainstorm

    • Forcecage
    • Antipathy
    • Mage Hands


Sorcerer

    • Book of Spells

    • Break
    • The Weight of My Power
    • On My Terms

    • Energy Rend
    • Energy Ray

    • Nova
    • Destruction Disk

    • Tides of Power
    • Resistance is Futile

    • Meet Your Maker


Grand Illusionist
    • Disappear
    • Barricade
    • Subterfuge
    • Multiply
    • Squall
    • Penumbra

    • Dominion
    • Horde
    • Champion
    • Incite
    • Paradox

    • Labyrinth
    • Pain
    • Destruction
    • Calm
    • Fear
    • Terminate

    • Torment
    • Titan
    • Death
    • Phantom
    • Deity


Lover's Scorn
    • Tensile Surrender

    • Velvet Tremble
    • Waking Lick

    • Sweet Caress

    • Lingering Throb
    • Writhing Graze

    • Langorous Slide

    • Stirring Beckon

    • Shivering Peak

Immolation
    • Mastered



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      CHARACTER INFORMATION


Personality: Lilith has learned to put on a very good poker face when it comes to life. Like most of her kind she lusts for power. Though unlike others Lilith is very patient. She has learned that many people do not take kindly to succubi and their manipulations, thus she has learned to create a beautiful facade of a certain naive innocence. Lilith will be very coy and keep her true self hidden until she needs it, or wants something bad to fight for it. She is quick to notice who is in charge and even quicker to try and work her way up with them. There are no reservations for using her body to gain whatever, and most of the time she'll do it just for the fun. Lilith's true self is much darker and very dangerous. She sees people as mere toys for her enjoyment and pleasure. When given the chance Lilith revels in bringing pain in equal amounts with her pleasure, believing the two to be one in the same. She has killed during sex and does not mind disposing of a thrall or victim afterward.
Sexuality: All the sexuals
Quote: "Come, let me show you your greatest desires."
Height: 5'6
Weight: 135 lbs
Eye Color: Blue

Favorites:
    • Red
    • Hot Dog
    • Snake
    • Luimira


Theme Song: Molly
Battle Theme:


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      BACKGROUND INFORMATION


xxxxx
Lilith's story does not differ much from any of the other succubi in the world. As an infant Lilith was abandoned on the streets, and eventually was picked up by a woman. This woman was the owner of a brothel and as long as Lilith can remember she was raised in such an environment. When she became of age to become a working girl Lilith quickly understood that this was what she was made for. She knew exactly what to do and say to each of her customers, man, woman, human, or not. Lilith was not shy about her talents and even enjoyed the pleasure. It has been said that with just a glance, a sway of her hips, and the soft touch of her caress anyone would fall under her spell. A few years passed in this way, but eventually Lilith grew bored. No longer was the pay and pleasure enough for her. Lilith craved more, more than anyone was willing to give. She remembered the first day she had harmed someone; the memory kept as fondly as Lilith felt for ice cream. A customer had chosen her out of the girls available and was much more forceful than any Lilith had encountered before. Rough hands and fast motions brought more pain than pleasure, but the line between the two blurred for Lilith. She shivered with an ecstasy she had never felt before and turned on the man. Lilith revealed her true nature then, her tail and claws snaking out. Lilith wanted to share the pain and pleasure and immediately wrapped her tail around the man's neck. She leaned in with a smirk and pushed her claws against his chest, sinking them in deeper and deeper. Her experience was over all too quickly, but Lilith rapidly learned how to draw out the process. Before her deed could be discovered Lilith decided to make like a banana and split. Now she finds herself in Luimira, the city of the night. Here she hopes to sleep and lie her way to the top, bringing as many people as she can under her control.



User Image - Blocked by "Display Image" Settings. Click to show.User Image - Blocked by "Display Image" Settings. Click to show.


          ""



          Energy 2700
          Stats 7/9 [+2 when Flying]
          Equipment Head b***h in Charge
          Passives

              • Extremely seductive. Like Incubi, you possess the ability to instantly seduce others as long as they're two ranks below you. It's said that this becomes possible only due to their astounding beauty, but that is only a supplement. The Succubi are indeed far more beautiful than all other races, but their seduction lies in the magical energy they are born with. This energy flows around them and into the air like cells into a vein, bewitching any they seek.

              • Lilith has developed the ability to detect the emotional state of the people near her and manipulate her succubus aura to merely make people around her feel very wanting of the more pleasurable acts. They become lascivious ratchet hoes, making it easier for Lilith to seduce people. This makes it so people one rank under Lillith are instantly seduced. If the opponent thinks they will be harmed the aura is broken. If Lilith tries to kill the target they are snapped out of it as well.

              • Arcane Arts: Her magic spells are quite devastating should one hit you. (+1 rank to magic)

              • Ability to manifest certain aspects of the demon at will. They can extend wings, sharp fingernails, as well as horns when they please.

              • Detect Magic
              The user can detect magic. This means when others cast spells, or emanate high amounts of energy, you can see their aura. This also means you can detect magic in an area, meaning if an area has something magical about it, you can feel it. At higher ranks, you can determine the source in an area.

              • Vibration Sensory
              A useful skill, the user channels energy into their feet to sense vibrations on the ground. As long as their feet is on the ground, a user can sense where an enemy is if they are earth bound within 50ft for five posts. This skill becomes passive once the user is Adept Rank.


          Technique






[imgleft]https://hostr.co/file/jzk6FI3BzGDa/shedevil1.png[/imgleft][img]https://hostr.co/file/KY70aXtDBkBC/shedevil2.png[/img][list][list][list][list][size=11]

[color=mediumvioletred][b]""[/b][/color]


[spoiler]
[color=mediumvioletred][b]Energy[/b][/color] 2700
[color=mediumvioletred][b]Stats[/b][/color] 7/9 [+2 when Flying]
[color=mediumvioletred][b]Equipment[/b][/color] [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=24358595#365429975]Head b***h in Charge[/url]
[color=mediumvioletred][b]Passives[/b][/color][list][list]
• Extremely seductive. Like Incubi, you possess the ability to instantly seduce others as long as they're two ranks below you. It's said that this becomes possible only due to their astounding beauty, but that is only a supplement. The Succubi are indeed far more beautiful than all other races, but their seduction lies in the magical energy they are born with. This energy flows around them and into the air like cells into a vein, bewitching any they seek.

• Lilith has developed the ability to detect the emotional state of the people near her and manipulate her succubus aura to merely make people around her feel very wanting of the more pleasurable acts. They become lascivious ratchet hoes, making it easier for Lilith to seduce people. This makes it so people one rank under Lillith are instantly seduced. If the opponent thinks they will be harmed the aura is broken. If Lilith tries to kill the target they are snapped out of it as well.

• Arcane Arts: Her magic spells are quite devastating should one hit you. (+1 rank to magic)

• Ability to manifest certain aspects of the demon at will. They can extend wings, sharp fingernails, as well as horns when they please.

• Detect Magic
The user can detect magic. This means when others cast spells, or emanate high amounts of energy, you can see their aura. This also means you can detect magic in an area, meaning if an area has something magical about it, you can feel it. At higher ranks, you can determine the source in an area.

• Vibration Sensory
A useful skill, the user channels energy into their feet to sense vibrations on the ground. As long as their feet is on the ground, a user can sense where an enemy is if they are earth bound within 50ft for five posts. This skill becomes passive once the user is Adept Rank.
[/list][/list]

[color=mediumvioletred][b]Technique[/b][/color][list][list]

[/list][/list]
[/spoiler]
[/size][/list][/list][/list][/list]



A faint smile

Dedicated Friend


A faint smile

Dedicated Friend

PostPosted: Fri May 23, 2014 5:51 pm


            User Image - Blocked by "Display Image" Settings. Click to show.


                                                    MAIN INFORMATION


                                                Full Name: Akeem Malek
                                                Nicknames: Malek
                                                Age: 137
                                                Birthdate: February 12th
                                                Gender: Male

                                                Culture: Volana
                                                Religion: Currently debating
                                                Languages:

                                                De Facto - Elvish
                                                Fluent - Common, Demonica
                                                Basic - Angelica

                                                Nation: Aramil
                                                Rank: Master
                                                Title: King


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                                                    MAJOR INFORMATION


                                                Bloodline: Djinn
                                                Class: Berzerker
                                                  Subclass:
                                                Warmonger
                                                Strength: 13
                                                Speed: 13
                                                Mark Raphael's

                                                Energy Color: Gold
                                                Energy Meter: 1800
                                                Element: Force/Lightning
                                                Battle Strength: Melee Combat
                                                Battle Weakness: Lack of defensive abilities

                                                Fights Won: 0
                                                Fights Lost: 0

                                                Completed Quests
                                                  S Rank: 12
                                                  A Rank: 8
                                                  B Rank: 4
                                                  C Rank: 2
                                                  D Rank:
                                                  E Rank:


                                                Gold: 11,000

                                                Talent: -


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                                                    EQUIPMENT INFORMATION


                                                Weapons: -
                                                Armor: Frigid End



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                                                    SKILL INFORMATION



                                                Djinn
                                                  • Forceful Feet
                                                  • Forceful Shift
                                                  • Forceful Flight

                                                  • Forceful Impact
                                                  • Love Tap
                                                  • Force Connect

                                                  • Dragon Dance
                                                  • Physic Grapple
                                                  • Forceful Body

                                                  • Psychic Smash
                                                  • Retaliate
                                                  • Force Annihilate
                                                  • The Sultan

                                                  • Al-Jinn
                                                  • Apathy


                                                Berzerker
                                                - Mastered

                                                Beastmaster

                                                  • Iron Form
                                                  • Ki Barrage

                                                  • Ki Assault
                                                  • Mind over Matter
                                                  • Catch Blade
                                                  • Fighting Spirit
                                                  • Sword Arm
                                                  • Force Breaker
                                                  • Dark Ascent into Madness

                                                  • Gentle Strike
                                                  • Havoc Palm
                                                  • Steel Form
                                                  • Awakening


                                                Muay Thai

                                                  - Mastered


                                                Dim Mak

                                                  - Mastered


                                                Juijitsu

                                                  - Mastered


                                                Raging Fist

                                                  - Mastered


                                                Capoeira

                                                  - Mastered


                                                Eye for an Eye

                                                  - Mastered


                                                Wing Chun

                                                  - Mastered

                                                  Bak Mei

                                                    - Mastered

                                                    Way of the Sissy Slap

                                                      - Mastered





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                                                  SUMMONING INFORMATION


                                              B A S T I O N: The Bulwark [X]

                                              There are those who would seek to take away a child's innocence, men and women ready to turn a youth's life into an experiment. Bastion is one such experiment. Born of a sickly women addicted to sin and self-harm, he was sold for money as if he was nothing more than some material possession. Bastion has not known a day outside of the facility he was raised in. The human scientists who collected children from around the world were focused on trying to perfect augmentation, to make the connection between person and machine so seamless and pure. Many of the children with weaker bodies did not survive the joinings, leaving those who did scarred beyond any sort of cure. The children who lived through the process were pushed to hone their abilities in any way that they showed. Some of the experiments brought out highly volatile powers out of the children. There were those who could spew caustic acid so powerful it left no trace of anything, and others who could create violent explosions with nothing more than a thought. These were the results that people wanted to see, unfortunately the stunted social development of the children gave them little control over these powers.

                                              The death toll at these facilities was ungodly. The more the scientists pushed the children the more potent their powers became, and the more savage they became as well. Only a single child did not turn into a homicidal maniac, and that was Bastion. Unlike the other children his powers were not offensive in the slightest. He could create solid barriers with his mind and control them as easily as if they were building blocks. Bastion could make these any barriers into any shape he wished and moved them freely. As he grew in age his energized confines grew in strength. Soon enough he was able to create fortifications capable of withstanding even the most devastating of attacks. His powers were not simple barriers, they were utter rejections of reality within the realm of the confine.

                                              Once they had a small amount of children who could seemingly control their powers they began to set them against each other. These tournaments were seen as a healthy way for the children to test their powers, and for the scientists to determine who truly was the strongest. Bastion was the only one who refused to participate. He did not like fighting, nor violence in the slightest. Despite his wishes Bastion was put against another child, a young boy his age. The boy was able to implode areas of space entirely. The moment the test began Bastion encased himself entirely in a barricade, curling into a ball and covering his ears. The other boy tried to destroy Bastion without hesitation, growing furious and wrathful each time he could not succeed. In a fit of rage the boy began to create his implosion and allowed it to get larger and larger until it consumed the entire facility. Once the dust settled there was nothing left save for a crater, and Bastion.

                                              Rank S (grows with Akeem)
                                              Energy 3600
                                              Stats 3/7
                                              Passives

                                              • Fortify
                                              For every type of attack that Bastion blocks he gains a rank of resistance to that particular style (physical, magical, holy, etc) for the next five posts. This passive can stack per type of attack up to two times for each spectrum of fighting he blocks.

                                              Techniques

                                              • Stay Out D-SSS
                                              Bastion can create a barrier of any shape he wishes, hollow or not, around any object(s) or person(s) he wants. These barriers are able to completely withstand attacks at its level and shirk off lower powered techniques. He can only create one barrier at a time, though he can manipulate it freely from there. This means he can shrink it or grow it or spin it, etc. Bastion's barriers have a 5 in speed in terms of how quick he can shift them, and they can only reach the size of a caravan.


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                                                  CHARACTER INFORMATION


                                              Personality: Akeem is very similar to most other Djinn in terms of his respect for power. Unlike the others he has developed a strong sense of love for women and fiercely holds family to a high regard.
                                              Sexuality: Westexual
                                              Quote: "Courage, above all else, is what makes a strong warrior."
                                              Height: 6'2
                                              Weight: 210 lbs
                                              Eye Color: Gold

                                              Favorites:
                                                • Purple
                                                • Banana Splits
                                                • Swan


                                              Theme Song: For
                                              Battle Theme:


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                                                  BACKGROUND INFORMATION


                                              xxxxxAkeem Makel is a fairly unheard of name in the Djinn community. Just as every other Djinn his mother died giving birth to him and his twelve brothers. Their father raised them in the traditional manner, to become fierce warriors. The brothers were constantly pushing each other to become the best. Akeem being the youngest took the most crap. He was also the only one that was such a light and feminine color. His brothers did not hesitate to put him down every chance they got. This caused Akeem to develop a complex that resulted in a very short temper. He was always the first to strike and the last to give in. Over the years of his existence Akeem's family numbers began to dwindle, until there was no one but himself. The Makel lineage was on the verge of extinction and Akeem did not know what to do. He did not believe in taking a wife in order to procreate, but he believed he had no other choice. Akeem left his small Djinn community in search of someone to help him and his family.

                                              It was not long before Akeem found a woman who was fit for motherhood. She was beautiful, exotic, and exactly what Akeem needed. Over a few years he worked his way into her heart, and quickly her bed. After bedding the women, Akeem admitted to himself that he actually loved her. She had brought a new way of living into his life, one not centered completely on becoming the strongest. Yet he could not bare to tell her the truth of his actions, the motive behind his love. Shortly after the woman developed a bump in her belly. Akeem's anguish grew with each passing day of her pregnancy. The woman was the happiest she had ever been and excited to become a mother. On the day of the birthing, Akeem broke and told her the truth. The woman looked deeply into his eyes with her own gaunt ones, trying to understand how he could do such a thing. She hated him, renounced her love and cursed each of their seven children with her dying breath.

                                              Akeem's heart had never felt heavier, even when his own brothers never returned from battle. Not even the squealing cries of life from his own children could lift his pain. Every night Akeem barely slept, plagued by his wife's last words. It was not long that his children each fell terminally ill. No healer understood why and there was nothing to do about it. Once again Akeem watched his family die one by one, this time his own progeny. Every day and every night Akeem was tormented by his actions. He hated himself, he grieved always. One day, too laden with sorrow, Akeem laid his head on a pillow. He closed his eyes and slept. One hundred years later he has awoken.




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          ""



          Energy 1800
          Stats 10/9
          Equipment Frigid End
          Passives

              • +1 Rank to Physical Abilities

              • Mind Games
              The djinn have a permanent 'force' around their skin that will reduce incoming damage by a rank (excluding holy and unholy magic). This puts them on the same level of base defensibility as a werewolf, although they can't regenerate, so... At adept rank, this force can become amplified by the djinn's mind, psychomanually controlling the level of force in the layer of magic. They can apply energy to it to block all manner of attacks, meaning they don't really have to learn defensive abilities. It is really no more potent than any other defense of its rank, though.

              • Chi Sense
              This is required for all Dim Mak techniques. It allows the user to see the flow of chi within any surrounding enemies in an area, making hiding from them quite useless as they pop up in their vision just as easily as infrared. This vision will last for five posts at a time, and requires a cool down of one post after usage. Once Stage 4 is learned, the negative effects of this technique disappear and becomes a passive ability of the user.

              • Light Feet
              The user is able to lengthen her stride and step lightly when running, which is good for crossing large distances without attracting the attention of guards or scouts. They make little noise when running like this.



          Technique







[imgleft]https://hostr.co/file/16hs2TNEqMNh/djinnbb1.png[/imgleft][img]https://hostr.co/file/UlywkAaAR7d8/djinnbb2.png[/img][list][list][list][list][size=11]

[color=goldenrod][b]""[/b][/color]


[spoiler]
[color=goldenrod][b]Energy[/b][/color] 1800
[color=goldenrod][b]Stats[/b][/color] 13/13
[color=goldenrod][b]Equipment[/b][/color] [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=24358595#369968687]Frigid End[/url]
[color=goldenrod][b]Passives[/b][/color][list][list]
• +1 Rank to Physical Abilities

• Mind Games
The djinn have a permanent 'force' around their skin that will reduce incoming damage by a rank (excluding holy and unholy magic). This puts them on the same level of base defensibility as a werewolf, although they can't regenerate, so... At adept rank, this force can become amplified by the djinn's mind, psychomanually controlling the level of force in the layer of magic. They can apply energy to it to block all manner of attacks, meaning they don't really have to learn defensive abilities. It is really no more potent than any other defense of its rank, though.

• Chi Sense
This is required for all Dim Mak techniques. It allows the user to see the flow of chi within any surrounding enemies in an area, making hiding from them quite useless as they pop up in their vision just as easily as infrared. This vision will last for five posts at a time, and requires a cool down of one post after usage. Once Stage 4 is learned, the negative effects of this technique disappear and becomes a passive ability of the user.

• Light Feet
The user is able to lengthen her stride and step lightly when running, which is good for crossing large distances without attracting the attention of guards or scouts. They make little noise when running like this.

[/list][/list]

[color=goldenrod][b]Technique[/b][/color][list][list]

[/list][/list]
[/spoiler]
[/size][/list][/list][/list][/list]
PostPosted: Mon May 26, 2014 5:32 pm


            User Image - Blocked by "Display Image" Settings. Click to show.


                                              MAIN INFORMATION


                                          Full Name: Talia Kane
                                          Nicknames: Inara Xyr
                                          Age: 112
                                          Birthdate: February 12th
                                          Gender: Female

                                          Culture: Elvanhan
                                          Religion: Vaet Nocturnum - Catherine
                                          Languages:

                                          De Facto - Elvish
                                          Fluent - Common
                                          Basic - Demonica

                                          Nation: Aramil
                                          Rank: Novice
                                          Title: -


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                                              MAJOR INFORMATION


                                          Bloodline: Dark Elf
                                          Class: Magus
                                            Specialization:
                                          Necromancer
                                            Sub-class:
                                          Witch b***h
                                          Strength: 3
                                          Speed: 10
                                          Sin: -
                                          Gene Mods: Regeneration, Energy Boost, Speed Enhance
                                          Energy Color: ▃▃
                                          Energy Meter: 1325
                                          Element: Water
                                          Battle Strength: Using minions to do her bidding
                                          Battle Weakness: Low physical strength

                                          Fights Won: 0
                                          Fights Lost: 0

                                          Completed Quests
                                            S Rank:
                                            A Rank:
                                            B Rank:
                                            C Rank:
                                            D Rank:
                                            E Rank:


                                          Gold:

                                          Talent: My one, true friend.


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                                              EQUIPMENT INFORMATION


                                          Weapons:


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                                              SKILL INFORMATION


                                          Water
                                            • Up to C



                                          Dark Elf
                                            • Sabotage
                                            • Poison Skin
                                            • Hot Handles


                                          Necromancer
                                            • Host of the Spirit
                                            • Death Sense
                                            • Nothing for Something
                                            • Undead Army

                                            • Seance
                                            • From the Abyss


                                          Magus
                                            • Up to C


                                          -
                                            • -
                                            • -
                                            • -



                                          Passives

                                            • The Dark Elves have a rank stronger potency in all magic.
                                            • Every three posts, use one skill up to your rank for free.
                                            • Start with 1 mark of Justor or Solonor if desired.

                                            • Dementia
                                            This ability allows them to store a tiny fraction of Justor's magic into their own body. The result is simple and yet very efficient. Not only are their casting times reduced by one post, but their spells are increased in size and range (and speed... slightly). This makes their magic harder to dodge, further solidifying them as the most efficient magic-users. The rate at which size/range are increased = add 1/3 of the base. So, 15 feet in length would become 20 feet in length. Speed is increased by about 1/5th, although this can become overwhelming if you constantly sling spells.

                                            • Mania *Can be used at any time
                                            The Dark Elves may project their immediate conscious into the moonlight, and projecting your conscious into very nearby mana allows you to directly connect to Justor's energy. This allows for a wide-range of spells that are not possible with other bloodlines, simply in concept. Furthermore, these spells are all free of energy, as they use the mana nearby, not your own reserves.

                                            These abilities, as listed:
                                            The Dance of Veils By projecting your magical conscious somewhere else, a very quick and easy process, you may warp to that location, similar to a teleport. Upon disappearing, your location is wrapped in a dusk-colored shroud, and re-appearing is animated by a bright white flash. Of course, this is a very useful spell, but it may only be done once every other post. You can only teleport up to twenty feet away. It should be noted that you only project your [magical conscious] here, meaning you don't go blank or lose concentration while using this.

                                            • The Bride of Justor
                                            In legend, it is told that the very first Dark Elf, Cirstec, was made into a demi-goddess by Justor, brought up to be his bride. This ability conjures her influence in the mana rather than his, allowing for a unique spell. Cirstec will allow you to twist the light around you, making you invisible to the enemy's eyes. Those with good hearing/smell can still sense you, but many people will be unable. Striking, casting or moving too quickly will break this ability. This means all you can really do is walk. It's useful when cornered, as it's a very potent hiding skill. It's also useful when trying to use a surprise attack, although the technique will end the moment you begin the attack. The most common use of Cirstec's shroud is waiting for the cooldown on the Veil (teleportation) to come off, so that you may make distance between you and the target. The Veil will not end the shroud until it has already teleported you.

                                            • I am loved
                                            This is a legendary ability of the Dark Elves, only spoken of in stories for its heartwarming take on the relationship of Justor, his bride, and their children. If a dark elf is to die, their light fading and their blood running cold, they may call upon their God and hope that he answers. Generate a number between 1-3. If it's two, Justor will personally project his own power into the mana and restore you, a divine intervention only made possible through the love between the elves and their god. If anything other than two, he will not hear you, and you are on your own. This can only be attempted once a month in earth time.

                                            • Death Sense
                                            Necromancers have the keen ability to sense death. Be it something already dead, something recently dead, something about to die, etc. They will always know when ghosts are around them. This does not mean they can determine who it is nor is it able to lead them to the location of a Dead RPC they do not know about.


                                          -
                                            • -
                                            • -
                                            • -



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                                              CHARACTER INFORMATION


                                          Personality: Talia is very devout. She firmly believes in gods and pays respect to all of them, regardless of alignment. Though, she does favor Justor and Solonor moreso than any others and it is only to them that she pays tribute and will openly profess her dying love. The elf thinks that her deeds are guided by the moon deity himself, therefore cannot be evil and unsanctioned. She is often irate, though knows that there are times when one must play another role, be it coy, kind, or crazy. Talia is not afraid to do whatever she believes must be done. Sacrificing a being or blowing up an entire city block do not register as 'evil' to her, merely necessary.
                                          Sexuality: Bisexual
                                          Quote: "It is instinct to vilify what we do not understand."
                                          Height: 5'9
                                          Weight: 127 lbs
                                          Eye Color: ▃▃

                                          Favorites:
                                            • Pale Blue
                                            • Lasagna
                                            • Snake
                                            • Lukhan's Landing
                                            • Instrumental Music


                                          Theme Song:
                                          Battle Theme:


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                                              BACKGROUND INFORMATION


                                          xxxxx
                                          For the years of her early life Inara lived inside of Kusana. Like many elves she was raised to believe that there was little reason to venture outside. Fear of the humans and their machines, fear of the monsters and their wars; she had no reason to ever leave the safety of the forest. Here her people were as close to their gods and nature as they could possibly seek to be. Where else was there to go when you already had everything? She had been born in to the Xyr family, one of worship and theological pursuit. Since her child years Inara had always been vastly interested in the gods. Of course Justor came first, followed closely by Solonor. Decades were spent in temples, talking with scholars and learning as much as she could. Inara devoted herself fully to her gods. She cared for life, for every being that walked the plane before her. As a girl she traveled from villages, towns, and cities, spreading Justor's teachings to the best of her ability. The elf loved her life. Things went downhill for her from there, when word of a mysterious illness that had spread to her home city had reached her. By the time she made it back from her travels the sickness had gripped nearly all of the inhabitants. Tirelessly she prayed and prayed to Justor and Solonor, hoping that they would lend their aid and spare their children.

                                          Unfortunately those prayers went unheard. Hundreds died and hours upon hours of time were dedicated to finding a way to save the people. Inara turned to the sciences then, using all the knowledge she had gained in her travels to work a cure. Not even the wisest of the elves managed to figure it out. So they made the hard decision and quarantined the area. Inara and others as driven as her stayed on, choosing to die with their families rather than abandon them. A few of them caught the sickness and succumb. The girl was too inexperienced, unable to do anything. Before her eyes the most important people in her lives were crumbling. Her sleeps were ravaged with nightmares that made her cut any rest short. Days began to blur with night until Inara was finally ready to give up hope. That was when she came

                                          A beautiful human woman, a stranger. With hair as black as a raven and eyes full of mystique and wonder. She swooped in to the quarantined zone, uncaring of the risks. This woman whispered words of power to Inara, promising that there was a way to save them all. Inara need only make a sacrifice, an innocent life in exchange for the power to revitalize the people. The decision weighed heavily on the young elf. For three days and three nights she prayed for guidance. None came. The situation merely continued to become worse and worse, death was hanging before them like a curtain about to drop. Pushed to the brink, Inara chose the one path she saw. It was a child, an elf barely over the age of thirteen years. The babe trusted her when she brought him to a lake in the dead of night. He giggled and smiled at her when she lifted him in the air. Inara offered this sacrifice of an innocent to Justor, and plunged the baby in to the water.

                                          When finally it was over Inara waited for something to happen. Nothing. Then the woman emerged, standing on the shores of the lake. A wicked smile was across her face. She told her then what the sacrifice had powered. A ritual, one that purged the sickness from the people. The woman said that there was nothing left to ever harm then again. Overjoyed and overly exhausted, Inara ran back to her village. When she arrived only more horrors awaited. The elves were but mere husks of themselves. All signs of the mysterious plague had vanished. There were none who could speak, who could move of their own free will nor any who had life in their eyes. Their souls had fled their bodies. Inara panicked and tried to revive them, to no avail. That night the goddess of insanity came to her, stealing away her restless dreams and plaguing her with terrors. Upon awakening Inara was never the the same.

                                          The elf became obsessed with finding a way to take back the souls of her people. It occurred to her that the woman had lied to her, manipulated her and stole their life essence. She delved in to the dark arts, knowing no other way to right her wrong. Every night when she slept the madness became worse and worse until it was one with her. Inara was driven from her home for her heinous practices. She fled across the ocean to a place where no one knew her, and took the name Talia Kane. Now, Inara seeks to increase her strength as a necromancer so that one day she can stand between life and death, never again forced to make a decision like once before. Over her adventures Talia fell in line with the Esta Muertos after an existential crisis where she believed that Justor had finally abandoned her. Turning to Catherine, she accepted the darkness within and embraced the path of a true necromancer. Now she's evil, she don't give a ******** src="https://graphics.gaiaonline.com/images/s.gif" alt="User Image - Blocked by "Display Image" Settings. Click to show." title="User Image - Blocked by "Display Image" Settings. Click to show." class="bbcode-swap-blocked-image" rel="https://hostr.co/file/Ufktm7Hn0zz2/talibb.gif" style='float:left' />User Image - Blocked by "Display Image" Settings. Click to show.

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                                                                                      "dicks dicks dicks dicks dicks dicks dicks dicks dicks"

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                                                                                      Energy 825
                                                                                      Stats 4/8
                                                                                      Equipment -
                                                                                      Passives


                                                                                          • Dementia
                                                                                          This ability allows them to store a tiny fraction of Justor's magic into their own body. The result is simple and yet very efficient. Not only are their casting times reduced by one post, but their spells are increased in size and range (and speed... slightly). This makes their magic harder to dodge, further solidifying them as the most efficient magic-users. The rate at which size/range are increased = add 1/3 of the base. So, 15 feet in length would become 20 feet in length. Speed is increased by about 1/5th, although this can become overwhelming if you constantly sling spells.

                                                                                          • Mania *Can be used at any time
                                                                                          The Dark Elves may project their immediate conscious into the moonlight, and projecting your conscious into very nearby mana allows you to directly connect to Justor's energy. This allows for a wide-range of spells that are not possible with other bloodlines, simply in concept. Furthermore, these spells are all free of energy, as they use the mana nearby, not your own reserves.

                                                                                          These abilities, as listed:
                                                                                          The Dance of Veils By projecting your magical conscious somewhere else, a very quick and easy process, you may warp to that location, similar to a teleport. Upon disappearing, your location is wrapped in a dusk-colored shroud, and re-appearing is animated by a bright white flash. Of course, this is a very useful spell, but it may only be done once every other post. You can only teleport up to twenty feet away. It should be noted that you only project your [magical conscious] here, meaning you don't go blank or lose concentration while using this.

                                                                                          • The Bride of Justor
                                                                                          In legend, it is told that the very first Dark Elf, Cirstec, was made into a demi-goddess by Justor, brought up to be his bride. This ability conjures her influence in the mana rather than his, allowing for a unique spell. Cirstec will allow you to twist the light around you, making you invisible to the enemy's eyes. Those with good hearing/smell can still sense you, but many people will be unable. Striking, casting or moving too quickly will break this ability. This means all you can really do is walk. It's useful when cornered, as it's a very potent hiding skill. It's also useful when trying to use a surprise attack, although the technique will end the moment you begin the attack. The most common use of Cirstec's shroud is waiting for the cooldown on the Veil (teleportation) to come off, so that you may make distance between you and the target. The Veil will not end the shroud until it has already teleported you.

                                                                                          • I am loved
                                                                                          This is a legendary ability of the Dark Elves, only spoken of in stories for its heartwarming take on the relationship of Justor, his bride, and their children. If a dark elf is to die, their light fading and their blood running cold, they may call upon their God and hope that he answers. Generate a number between 1-3. If it's two, Justor will personally project his own power into the mana and restore you, a divine intervention only made possible through the love between the elves and their god. If anything other than two, he will not hear you, and you are on your own. This can only be attempted once a month in earth time.

                                                                                          • Death Sense
                                                                                          Necromancers have the keen ability to sense death. Be it something already dead, something recently dead, something about to die, etc. They will always know when ghosts are around them. This does not mean they can determine who it is nor is it able to lead them to the location of a Dead RPC they do not know about.

                                                                                          • Detect Magic Passive
                                                                                          The magus can detect magic. This means when others cast spells, or emanate high amounts of energy, you can see their aura. This also means you can detect magic in an area, meaning if an area has something magical about it, you can feel it. At expert rank, you can determine the source in an area. Each source of magic has a special signature, meaning a magus will be able to recognize the energy of a person if they are expert rank or higher.

                                                                                          • I am yours
                                                                                          Talia Kane's familiar often chooses the form of a snake. It is able to communicate with her in ways no one else can, by emotion, by thought, by touch, etc. Even if there is distance between them they are of a shared mind, for the familiar is an extension of her. It comes with 500 energy of its own kind. The energy signature is the same as Talia's, therefore indecipherable from her own by anyone who can sense energy. The familiar can be destroyed by attacks of equal rank to it, though it will always reform and return to Talia. At C-rank it takes merely a post for it to return. For each rank above that the count is increased, capping at 3 posts. Every time the familiar dies its energy pool is depleted by 100. It recharges when the pool is drained, though it must be outside of battle to do so. The familiar can act as a conduit for Talia's spells, though the energy withdrawal comes from her own pool when casting spells not related to the talent.


                                                                                      Technique








                                          [imgleft]https://hostr.co/file/Ufktm7Hn0zz2/talibb.gif[/imgleft][img]https://hostr.co/file/uLSmZUC6W4WH/talia2.gif[/img]
                                          [list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][size=11][align=justify]

                                          [color=#92000A][b]""[/b][/color]

                                          [spoiler]
                                          [color=#92000A][b]Energy[/b][/color] 825
                                          [color=#92000A][b]Stats[/b][/color] 4/8
                                          [color=#92000A][b]Equipment[/b][/color] -
                                          [color=#92000A][b]Passives[/b][/color][list][list]

                                          • Dementia
                                          This ability allows them to store a tiny fraction of Justor's magic into their own body. The result is simple and yet very efficient. Not only are their casting times reduced by one post, but their spells are increased in size and range (and speed... slightly). This makes their magic harder to dodge, further solidifying them as the most efficient magic-users. The rate at which size/range are increased = add 1/3 of the base. So, 15 feet in length would become 20 feet in length. Speed is increased by about 1/5th, although this can become overwhelming if you constantly sling spells.

                                          [b]• Mania [/b] [i]*Can be used at any time[/i]
                                          The Dark Elves may project their immediate conscious into the moonlight, and projecting your conscious into very nearby mana allows you to directly connect to Justor's energy. This allows for a wide-range of spells that are not possible with other bloodlines, simply in concept. Furthermore, these spells are all free of energy, as they use the mana nearby, not your own reserves.

                                          These abilities, as listed:
                                          The Dance of Veils By projecting your magical conscious somewhere else, a very quick and easy process, you may warp to that location, similar to a teleport. Upon disappearing, your location is wrapped in a dusk-colored shroud, and re-appearing is animated by a bright white flash. Of course, this is a very useful spell, but it may only be done once every other post. You can only teleport up to twenty feet away. It should be noted that you only project your [magical conscious] here, meaning you don't go blank or lose concentration while using this.

                                          • The Bride of Justor
                                          In legend, it is told that the very first Dark Elf, Cirstec, was made into a demi-goddess by Justor, brought up to be his bride. This ability conjures her influence in the mana rather than his, allowing for a unique spell. Cirstec will allow you to twist the light around you, making you invisible to the enemy's eyes. Those with good hearing/smell can still sense you, but many people will be unable. Striking, casting or moving too quickly will break this ability. This means all you can really do is walk. It's useful when cornered, as it's a very potent hiding skill. It's also useful when trying to use a surprise attack, although the technique will end the moment you begin the attack. The most common use of Cirstec's shroud is waiting for the cooldown on the Veil (teleportation) to come off, so that you may make distance between you and the target. The Veil will not end the shroud until it has already teleported you.

                                          • I am loved
                                          This is a legendary ability of the Dark Elves, only spoken of in stories for its heartwarming take on the relationship of Justor, his bride, and their children. If a dark elf is to die, their light fading and their blood running cold, they may call upon their God and hope that he answers. Generate a number between 1-3. If it's two, Justor will personally project his own power into the mana and restore you, a divine intervention only made possible through the love between the elves and their god. If anything other than two, he will not hear you, and you are on your own. This can only be attempted once a month in earth time.

                                          • Death Sense
                                          Necromancers have the keen ability to sense death. Be it something already dead, something recently dead, something about to die, etc. They will always know when ghosts are around them. This does not mean they can determine who it is nor is it able to lead them to the location of a Dead RPC they do not know about.

                                          • Detect Magic
                                          The magus can detect magic. This means when others cast spells, or emanate high amounts of energy, you can see their aura. This also means you can detect magic in an area, meaning if an area has something magical about it, you can feel it. At expert rank, you can determine the source in an area. Each source of magic has a special signature, meaning a magus will be able to recognize the energy of a person if they are expert rank or higher.

                                          • I am yours
                                          Talia Kane's familiar often chooses the form of a snake. It is able to communicate with her in ways no one else can, by emotion, by thought, by touch, etc. Even if there is distance between them they are of a shared mind, for the familiar is an extension of her. It comes with 500 energy of its own kind. The energy signature is the same as Talia's, therefore indecipherable from her own by anyone who can sense energy. The familiar can be destroyed by attacks of equal rank to it, though it will always reform and return to Talia. At C-rank it takes merely a post for it to return. For each rank above that the count is increased, capping at 3 posts. Every time the familiar dies its energy pool is depleted by 100. It recharges when the pool is drained, though it must be outside of battle to do so. The familiar can act as a conduit for Talia's spells, though the energy withdrawal comes from her own pool when casting spells not related to the talent.
                                          [/list][/list]

                                          [color=#C76114][b]Technique[/b][/color][list][list]

                                          [/list][/list]
                                          [/spoiler]

                                          [/align][/size][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list]

___youwillknownihilism
Captain


A faint smile

Dedicated Friend

PostPosted: Fri May 30, 2014 3:01 pm


Kaminae Pages

1-500 words = 1/6
501 - 1000 words = 2/6
1001 - 1500 words = 3/6
1501 - 2000 words = 4/6
2001 - 2500 words = 5/6
2501 - beyond = 1/1

E>D>C>B>A>S


Pages so far: 7/24
PostPosted: Sat Jul 26, 2014 4:05 pm



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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [SOUL STITCHER]

      Soul stitching is a very close arcane type to necromancy, though there is one huge difference. Necromancy deals with calling upon the undead hordes to do your bidding, but Soul stitching is much closer to puppetry. The caster can fill an item with their energy and 'bring it to life'. It becomes an extension of them. It is said that the mages are actually putting pieces of their own soul into these objects, but it has never been confirmed. The true power of Soul Stitching comes when the caster manages to capture the soul of another living being. From then on they are able to use the energy and powers of that soul and put it into their own puppet.

Strengths

      • Can create an army of puppets.
      • Can harvest souls for stronger puppets

Weaknesses

      • High Mana Costs
      • Takes preparation


Techniques

      Soul Harvest [S]
      In the event a creature or person (RPC) dies while Lilith is present, she is able to harvest their souls and save them for later usages. This would obviously deny any sort of reincarnation so long as she has their soul.

      Soul Stitching [D-SS]
      This requires a pre-created puppet of any kind. It could literally be something from a spoon to a mechanist's machine. From there the newly stitched item will now be powered by the energy that was put into it. Depending on the soul that was stitched or the energy used the abilities each puppet can have will be different.

      Summon [C]
      Lilith can summon any of her puppets from wherever she keeps them. This will recall them back to her from any location.



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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [GRAND ILLUSIONIST]

      Manipulating people into seeing what is not true, or feeling something that is unreal; that is the goal of a Grand Illusionist. Through energy they are able to create area of effect illusions that are highly believable. Despite the strength of the illusions it is nearly impossible to kill a person with just that. Most people are strong willed enough to be able to resist the urge to drive a knife in their throat at the sight of their worst fears.

Strengths

      • Supplement battle with illusions
      • +200 Energy per rank

Weaknesses

      • Cannot kill someone with just an illusion



Techniques

      Pain [A]
      Lilith casts out an orb of malicious intent which will cover a 20 foot area. Anyone within that area upon impact will experience a sudden and terrible pain in their body, as if they were stabbed with a spiked blade of poison. For the next three posts they will be in immense pain, and upon the fourth it will fade.

      Incite [B]
      Lilith will cast out an orb filled with wild energy. It covers a 30 foot area. Anyone who enters that area or is there upon impact will suddenly feel very excited and ready to fight at the smallest provocation. This lasts as long as someone is in the area.

      Calm [A]
      Lilith will cast an orb filled with a soothing energy. It covers a 25 foot area. Anyone who enters the area will feel a calming sensation come over them. They will be more level headed and reluctant to fight or grow buckwild.

      Fear [A]
      Lilith will cast an orb of evil intent. It covers a 15 foot area. Anyone caught in the initial impact will immediately begin to feel a paranoia set in. For three posts they will be tormented with visions of their worst fears. On the fourth it fades.

      Horde [B]
      Lilith will cast an orb of energy. It covers a 50 foot area. Anyone who passes into the aura or is caught will see a horde of undead rise up to fight with Lilith. This lasts for 5 posts.

      Death [S]
      Lilith will cast an orb directly at a target. If it connects anyone looking or aware of the presence of the target will see them suddenly die. They will appear dead to them for 5 posts.




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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [Warmonger]

      People ask how it is possible for one man to stand against an army. For one man to slay enemy after enemy without ever breaking a sweat. How does a mere mortal conquere foreign lands and bring all he sees under his own banner? By being a badass that's how. Warmongers have unlocked, through trials even the strongest warrior would balk at, abilities capable of allowing them to take on the world. Through sheer determination and force of will they have taken this power of true Fighters and have clawed a new level out for themselves and themselves only.

Strengths

      • Rage as a stand in for energy
      • +1 Rank Defense

Weaknesses

      • High risk, high reward
      • The more rage they have the more likely they are to go on a rampage, which means they will disregard any relations they have with others. Friends will turn into foes if they get in their way.


Techniques

      A warrior's might [Passive]
      A warmonger is capable of building Rage, which acts as a secondary source of energy. The rage can only be used to power skills of this class or physical styles. Fighting is what builds rage. For each post they are actively in a fight they build rage. For every hit they land or every hit they receive rage is built. Rage does not carry over in battle and for every post they are not actively in battle they will lose 20 Rage Points.

      - Each post in a battle gives the warmonger 10 Rage Points
      - If they land a hit, they receive Rage Points equal to two ranks lower than the technique they used.
      - If a hit is landed on them, they receive Rage Points equal to the rank of the attack.


      Echo [D]
      This is the basis for every skill that follows in this subclass. A warmonger is capable of creating an 'echo', which is a reanimation of an attack or attacks they have done. For example the warmonger can punch three times in the air into an echo, which resembles a portal of sorts. Then, at a time of their choosing they can release those three punches at a different location. Echos can be applied to any physical skill.

      Shifts [D-S]
      Depending on the rage they use this skill has a different scale, with more rage meaning it is larger. Using the same methodology it takes to create an echo, the warmonger will create something they are able to pass through fully. Shifts can be created where the warmonger pleases. Each shift is able to be passed through once before it closes. The warmonger can freely move through one to another of their choosing. At low ranks only a single shift is possible. At S-rank shifts can cover an entire battlefield.

      Back to back [Relative to rank of user]
      This is a more advanced version of an echo. The warmonger creates an entity solely born out of the rage they have built up. It is a literal copy of them, though instead of having a corporeal form it is made entirely of raw energy. This entity mirrors their every action, so if the warmonger punches then the entity punches, and so on and so forth. It hits with the same strength as the user and moves exactly as fast as they do. The entity cannot be destroyed by physical means because it has no actual form, but an energized attack of its rank or higher will cause it to dissipate.

      I will not succumb! [D-SS]
      Nobody puts a warmonger in the corner. Nobody. If they are ever trapped via some sort of magical or physical cage/barrier/hold/etc they can use their rage to trigger an explosive reaction off their body. The energy will shoot off of them and expand around them, shattering whatever it is that is impeding them.

      C'mon take a shot! [D-S]
      Sometimes there really is no other choice than to take a hit. When the warmonger is fresh out of dodges, dips, dives, ducks, and dodges they can take the hit straight on. They will push the rage out of their body and use it as a sort of buffer between them and the skill that is coming to them. The rage will lower the damage of an incoming attack by one rank.

      Last Stand [S]
      Entering last stand grants the warmonger a +2 to whichever stat they choose. This +2 can be swapped between strength and speed once per post. The rage consuming their body lasts for 6 posts. Once they enter the 7th post they lose the stat bonus as well as the ability to build rage for 3 posts.


A faint smile

Dedicated Friend


A faint smile

Dedicated Friend

PostPosted: Thu Aug 28, 2014 11:07 pm


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▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ ▰ [GRAND ILLUSIONIST]

      Manipulating people into seeing what is not true, or feeling something that is unreal; that is the goal of a Grand Illusionist. Through energy they are able to create area of effect illusions that are highly believable. Despite the strength of the illusions it is nearly impossible to kill a person with just that. Most people are strong willed enough to be able to resist the urge to drive a knife in their throat at the sight of their worst fears.

Strengths

      • Lilith can detect illusions and is stronger against them.
      • +200 Energy per rank

Weaknesses

      • Cannot kill someone with just an illusion
      • Costly illusions and short duration


Techniques

      Disappear [C]
      Lilith can shroud an object or a person in her energy and make that object or person disappear. The initial casting is C-rank in energy but the upkeep is D-rank per post.

      Barricade [C]
      Lilith can cast her energy over a doorway or some other entry way and make it appear as if the walls have converged to cover it up or seal it. The barricade of her choice will look and feel as if it is real until she leaves the area or the barricade is 'broken'.

      Subterfuge [C]
      Lilith can shroud herself in energy and make herself appear and seem exactly like another person. With this she can easily imitate anyone and make others believe she is that person. Every three posts Lilith has to pay the cost once more to keep the illusion going.

      Multiply [C]
      Lilith can cover any person or object with her energy and multiply that object or person as many times as she wishes.

      Squall [C]
      Lilith will blanket the area in a widespread veil of energy. Anyone present for the initial cast will see the sudden onset of a storm appear. Winds will blow sharply and appear to tear at those present. This is mainly used against those who use projectiles and will cause them to misjudge their shots.

      Penumbra [C]
      This illusion requires an already present darkness or cover of shadows. From the shadows Lilith will bring forth twisted demons and horrendous monters. Their sole purpose will be to hunt down their target. Lilith has to cast the spell over the area to make them appear. The spell covers 50 feet, and if the target escapes that area the shadow demons will not be able to reach them. If they reenter the area the chase commences.

      Dominion [B]
      Lilith will create darkness in an area covering 50 feet, the center being wherever she was standing. Anyone present upon initial casting will see the darkness and be unable to pierce it even with the strongest of lights, because it is not real. When inside the darkness sounds will come off as muffled and distorted. The darkness lasts 5 posts.

      Horde [B]
      Lilith will cast an orb of energy. It covers a 50 foot area. Anyone who passes into the aura or is caught will see a horde of undead rise up to fight with Lilith. This lasts for 5 posts.

      Champion [B]
      Lilith will shroud someone in her energy and make them appear as if they suddenly have grown more badass than usual. If a knight was shrouded their weapons, armor, and everything about them would become more menacing. A mage would be shrouded in deadly energy, a ranger would look useful, a gunslinger's guns would look far more deadly than they are, etc.

      Incite [B]
      Lilith will cast out an orb filled with wild energy. It covers a 30 foot area. Anyone who enters that area or is there upon impact will suddenly feel very excited and ready to fight at the smallest provocation. This lasts as long as someone is in the area.

      Paradox [B]
      Lilith will cover a particular area in her energy, like a building or street. If someone passes through it they will find themselves incapable of leaving. Even if they ran and turned the corner they would end up right back where they started. Lilith can keep this going by paying a D-rank energy cost every time the person tries to leave.

      Labyrinth [A]
      Lilith will seemingly summon forth a labryinth from the earth. It will be created from the stone and rock and rise ridiculously high into the air, and then close over head. The labryinth is ever changing and even if one of the walls is destroyed it will repair itself. Because of the nature of the labyrinth it will keep redirecting a person back to its center. The illusion last as long as someone is in the area.

      Pain [A]
      Lilith casts out an orb of malicious intent which will cover a 20 foot area. Anyone within that area upon impact will experience a sudden and terrible pain in their body, as if they were stabbed with a spiked blade of poison. For the next three posts they will be in immense pain, and upon the fourth it will fade.

      Destruction [A]
      Lilith will cast a wide spread veil of energy around the battlefield, and over the course of the next 5 posts those who were in the area upon the initial cast will begin to see the terrain break up and disappear as if it was being deleted with magic. This will cause them to avoid sudden fissures and holes, wasting their energy and time avoiding things that aren't really happening.

      Calm [A]
      Lilith will cast an orb filled with a soothing energy. It covers a 25 foot area. Anyone who enters the area will feel a calming sensation come over them. They will be more level headed and reluctant to fight or get buckwild.

      Fear [A]
      Lilith will cast an orb of evil intent. It covers a 15 foot area. Anyone caught in the initial impact will immediately begin to feel a paranoia set in. For three posts they will be tormented with visions of their worst fears. On the fourth it fades.

      Terminate [A]
      Lilith will cast a veil of energy over herself and the enemy will see her preparing an obviously devastating attack. Large waves of energy will roll off of her and will culminate into a giant orb overhead. On the second post Lilith will appear to launch the ball at the opponent.

      Torment [S]
      Lilith will summon forth the undead once more, but this time it is not in a fearsome horde. Ethereal ghosts and poltergeists will rise from the ground and do her bidding. They will swarm around her targets and torment them, calling out pleas for help and constantly asking why they were killed. This illusion feeds from the target, if they have lost anyone they will see their ghosts. They will reach out to them and try to bring them to death alongside of them. This lasts for five posts.

      Titan [S]
      Lilith will appear to summon forth a gargantuan and horrendous monster. It will look, feel, and seem exactly like a creature hellbent on being monstrous. For five post it stays and its sole purpose is to ward off people from Lilith, to keep them away from her.

      Death [S]
      Lilith will cast an orb directly at a target. If it connects anyone looking or aware of the presence of the target will see them suddenly die. They will appear dead to them for 8 posts.

      Phantom [S]
      Lilith can create a false version of a person or being she has seen before. It will appear to perform any technique or maneuver that the original has done as long as Lilith has seen it before. This phantom lasts 10 posts, and everything they do will seem completely real.

      Deity [S]
      Lilith can cast an illusion and appear to summon forth a deity of her choosing. Because so few gods have ever atually been seen it is very easy for her to make her creation appear to be exactly what she says it is. It will feel, look, and seem real in all possible ways. This deity lasts for 10 posts and will do Lilith's bidding.
PostPosted: Thu Sep 04, 2014 12:23 pm


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                                              MAIN INFORMATION


                                          Full Name: Vraelios Orrian
                                          Nicknames: Vrael, Orion
                                          Age: 76
                                          Birthdate: February 12th
                                          Gender: Male

                                          Culture: Elvhanan
                                          Religion: Justoastrianism
                                          Languages:

                                          De Facto - Elvish
                                          Fluent - Angelica
                                          Basic - Common

                                          Nation: Kranila
                                          Rank: Adept
                                          Title: -


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                                              MAJOR INFORMATION


                                          Bloodline: Centaur
                                          Class: Dragoon
                                            Sub-Class:-

                                          Strength: 8
                                          Speed: 8 (+2 in transformed state)
                                          Sin: -
                                          Gene Mods: -

                                          Energy Color: Forest Green
                                          Energy Meter: 900
                                          Element: Earth
                                          Battle Strength:
                                          • Mid-Close Range
                                          • Maneuvering
                                          • Horseplay
                                          Battle Weakness:
                                          • High Energy Costs
                                          • Will hold back from utterly destroying natural land features

                                          Fights Won: 2
                                          Fights Lost: 0

                                          Completed Quests
                                            S Rank: 2
                                            A Rank: 1
                                            B Rank: 1
                                            C Rank: 3
                                            D Rank: 4
                                            E Rank: 8


                                          Gold: 15,000
                                          Talent:



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                                              EQUIPMENT INFORMATION


                                          Weapons: Meraxes Remains
                                          Armor: Meraxes Remains



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                                              SKILL INFORMATION



                                          Balerion 9/9 1800/1800
                                          • Stone to Water
                                          • Earthen Bulwark
                                          • Petrify
                                          • Return to Dust
                                          • Melting Heat Haze
                                          • Rupture
                                          • Sunder

                                          Passives
                                            • Kelios' Guidance
                                            Only through the teachings of Kelios can becoming a Centaur be achieved. Once it is initially learned the elf can freely move between either of its forms. While in their normal form they retain all animal-senses, though their speed is not increased. When in full centaur form they gain a +2 to their speed.

                                            • Nature's Guardian
                                            Centaurs are very attune to nature, and because of this they have a connection of sorts. They can freely communicate with animals and even wild ones will listen to them. As long as the creature is natural the Centaurs have the ability to temporarily tame them and request their aid in battle. They can also 'listen' to nature and receive information from it as well.

                                            • Order of Kelios
                                            Centaurs have a powerful aura around them that affects other creatures aligned with them. Any sort of natural animal that fights with them has their power increased by 1 rank.

                                            • Primal Instinct
                                            Just as any other animal, Centaurs have special sensory abilities. Their hearing, smelling, and sight are increased. Because of the increased sensory power they tend to make great Rangers and warriors. Similar to animals, they can also get a sense of when something wicked this way comes. They'll be wary of those who seek to harm them or what they protect though the exact reason why will not be known.

                                            • Telepathy
                                            As the name implies, it is a simple form of telepathy between you and your dragon. Thoughts, images, emotions, sounds...pretty much anything can be felt in this link, and it is a constant link. If the dragon is hurt, the dragoon can sense it, and vice versa. This however, also prevents the two from lying to each other, as they can see what the other is truly thinking.

                                            • Soft Landing
                                            A passive all dragoons must learn, as without learning this skill, when they performed their super high jumps they would simply splatter against the ground. Once this technique is learned the dragoon can survive falls from incredible distances, and come out unharmed.

                                            • Masterful Dragon Riding
                                            The dragoon must spend a considerable amount of time riding on their dragon, and must know how to ride on them from every single part of the dragon without falling off. This takes a considerable amount of time to do, but once accomplished the dragoon will be able to accomplish incredible feats, such as holding onto a single dragon spine with one hand while your dragon is in an upside down position mid flight, whilst still being able to use your weapon proficiently.


                                          Earth
                                            • Earth and Stone Levitation

                                            • Rock Shield
                                            • Rock Hanging
                                            • Earth Trap

                                            • Hephaestus' Forge
                                            • Rock Slide
                                            • Rock Armor
                                            • Vibration Sensory
                                            • S-Zone
                                            • Earth Column
                                            • Dust Cloud
                                            • Dust Shield

                                            • Dust Storm
                                            • Earth Wall


                                          Bloodline
                                            • Charge
                                            • The Blessing of Earth
                                            • Force of Nature
                                            • Wild Growth
                                            • Call of the Wild

                                            • Trample

                                            • Seeker

                                            • Disaster


                                          Dragoon
                                            • Beastial Leap
                                            • Dragon Sight
                                            • Aerial Recovery

                                            • Dragon Breath
                                            • Strength of the Monster

                                            • Masterful Riding (Passive)
                                            • Draconic Spikes
                                            • Helm Splitter

                                            • Rain of the Warrior


                                          Divine Storm
                                            • Pole Vault

                                            • Pole Thrust
                                            • Inocuous Strikes
                                            • Sky Splitter

                                            • Floor Sweep
                                            • Guarded Spin
                                            • Rising Strike
                                            • Breaker

                                          Bo Staff
                                            • Staff Spin
                                            • Pole Thrust
                                            • Pole Vault

                                            • Staff Slam
                                            • Staff Parry
                                            • Staff Uppercut
                                            • Staff Sweep
                                            • Power Slam
                                            • Power Thrust

                                          Zilong Style
                                            • Lieying Quanda
                                            • Diqiu She

                                            • Richu
                                            • Hudie

                                            • Long Houjiausheng
                                            • Diyide Da
                                            • Dizhen
                                            • Xiezi
                                            • Zuihou Da
                                            • Maotouying


                                          Spartan's Right Hand
                                            • Viper's Bite V1

                                            • Cobra's Bite
                                            • Python's Bite
                                            • Will Breaker
                                            • Shield of the Epic
                                            • Spear of the Mighty
                                            • Vault Kick

                                            • March of the Legion




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                                              CHARACTER INFORMATION


                                          Personality: Vraelios is a kind-hearted being. He reveres nature, and as an extension the living beings that inhabit the world. He tends to give people great respect, even if they prove themselves undeserving of it. Vraelios will go out of his way to help people regardless of danger to himself. Angering him can be a task, unless the destruction of nature is brought up. He will passionately defend the earth with all of his might and seek an end to those who work against him.
                                          Sexuality: Heterosexual
                                          Quote: "Some people walk in the rain, others merely get wet."
                                          Height: 7'2 / 7'9
                                          Weight: 227 lbs / 2,073 lbs
                                          Eye Color: Blue

                                          Favorites:
                                            • Orange
                                            • Fruit Salad
                                            • Forests


                                          Theme Song:
                                          Battle Theme:


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                                              BACKGROUND INFORMATION


                                          xxxxxVraelios acquired an egg after proving himself worthy of the honor. It was a beautiful egg, more exquisite than any jewel or gem the elf had held before. Vraelios put all of his love and care into keeping it safe, often speaking to it in the dead of night. He would tell it tales of his people, regaling the egg with the rich lore of the Elves and gods. He would speak to it as one would a best friend, a life long companion. Vraelios would sleep with it and often discuss his dreams and ambitions. Deep within the egg Balerion stirred, drinking in all the words and his emotions. The dragon felt he knew this elf as well as the elf knew himself, perhaps even more. How he longed to speak with him! To share in his moments of wonder and excitement upon Vraelios learning something new. Balerion wanted nothing more than to walk alongside this being whom he had known all his life. He wished to comfort him at his lowest and see him at his highest.

                                          And so he hatched.

                                          It happened when Vraelios was in a very poor mood. A fire had gotten out of control and burned down a large part of the forest. He had just returned with pain in his eyes, anger in his heart, and revenge in his mind. The elf had almost missed the slight quivering coming from the egg. Had he not been utterly silent he may have missed it. Vraelios stopped and rushed over, placing his hands upon the egg and watching intently. A voice pushed through his mind and filled every corner of it, making the elf flinch. "Revenge does not suit you well, Vraelios." The voice rumbled and felt as powerful as stone grinding on stone. From that point on the two had been inseparable. Vraelios cared for Balerion until he was of a size to do so on his own, and then the roles switched. Slowly, Balerion grew in both size and intelligence. The dragon began to look over his companion as a protector, following him and pushing him forward. When Vraelios expressed his want to become a protector of the nature, Balerion promised to aid him in whatever way he could. For years they traveled and scoured the forests of Kranila, searching for the fabled Kelios. It was the dragon who had found him. The pair remained hidden away with Kelios for years and received his training. Now they emerge, closer to each other and nature than they have ever been before.






[imgleft]https://hostr.co/file/f8Vr9dB8c0Df/vraelios1.png[/imgleft][img]https://hostr.co/file/KPeI7u3S3pHY/vraelios2.png[/img]
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[color=darkgreen][b]""[/b][/color]

[spoiler]
[color=darkgreen][b]Energy[/b][/color] 550
[color=darkgreen][b]Stats[/b][/color] 7/8 (+2 in transformation)
[color=darkgreen][b]Dragon[/b][/color] [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=13&t=20913739#367819875]Balerion[/url]
[color=darkgreen][b]Passives[/b][/color][list][list]
• Kelios' Guidance
Only through the teachings of Kelios can becoming a Centaur be achieved. Once it is initially learned the elf can freely move between either of its forms. While in their normal form they retain all animal-senses, though their speed is not increased. When in full centaur form they gain a +2 to their speed.

• Nature's Guardian
Centaurs are very attune to nature, and because of this they have a connection of sorts. They can freely communicate with animals and even wild ones will listen to them. As long as the creature is natural the Centaurs have the ability to temporarily tame them and request their aid in battle. They can also 'listen' to nature and receive information from it as well.

• Order of Kelios
Centaurs have a powerful aura around them that affects other creatures aligned with them. Any sort of natural animal that fights with them has their power increased by 1 rank.

• Primal Instinct
Just as any other animal, Centaurs have special sensory abilities. Their hearing, smelling, and sight are increased. Because of the increased sensory power they tend to make great Rangers and warriors. Similar to animals, they can also get a sense of when something wicked this way comes. They'll be wary of those who seek to harm them or what they protect though the exact reason why will not be known.

• Telepathy
As the name implies, it is a simple form of telepathy between you and your dragon. Thoughts, images, emotions, sounds...pretty much anything can be felt in this link, and it is a constant link. If the dragon is hurt, the dragoon can sense it, and vice versa. This however, also prevents the two from lying to each other, as they can see what the other is truly thinking.

• Soft Landing
A passive all dragoons must learn, as without learning this skill, when they performed their super high jumps they would simply splatter against the ground. Once this technique is learned the dragoon can survive falls from incredible distances, and come out unharmed.

• Masterful Dragon Riding
The dragoon must spend a considerable amount of time riding on their dragon, and must know how to ride on them from every single part of the dragon without falling off. This takes a considerable amount of time to do, but once accomplished the dragoon will be able to accomplish incredible feats, such as holding onto a single dragon spine with one hand while your dragon is in an upside down position mid flight, whilst still being able to use your weapon proficiently.
[/list][/list]

[color=darkgreen][b]Technique[/b][/color][list][list]

[/list][/list]
[/spoiler]
[/size][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list]



A faint smile

Dedicated Friend


A faint smile

Dedicated Friend

PostPosted: Sat Jan 03, 2015 12:49 pm



    RPC Name: Akeem Malek
    RPC Rank: Master
    RPC Class: Berzerker
      RPC Sub-Class: Warmonger


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    Armor Name: Frigid End
    Armor Rank: SS
    Armor Type: Leftovers of a god's weapon
    Armor Description: Forged from the remains of Belfast, Kaminae's trident, Frigid End is a morphing and sentient set of gauntlets. They are black as night with different plates attached to the main armor. There are claws and spikes riddling it, making it a deadly weapon as well as acting as a cover for Akeem. The prong of Belfast was melted down and mixed in with both the left and the right gauntlet, imbuing them with the power of a demon.

    Armor Passive Abilities:

      • Chilling Touch [ A ]
      Perhaps a lingering attribute from the hands of Kaminae, Frigid End apply stacks of Chilling Touch per contact made with their target. Each bit of contact, whether a simple touch or a full blown punch, will further freeze the afflicted area. For example, if an arm was to be touched three times by Frigid End it would be forced to face the worst possible case of frostbite, making that arm useless.
      • True Ice [ S ]
      The prong of Belfast has turned the gauntlets indestructible. So long as the prong is within the gauntlets they are as strong as true ice and cannot be destroyed. Nothing will cleave through them, nothing will melt them, they cannot even be scratched.

      Armor Activated Abilities:

        • Freeze [ D-S ]
        Frigid End possess the ability to completely freeze any magical attack so long as they pay energy equal to what was expended to attack. This chills the spell completely to where it literally does not move. It appears to be frozen in time.
        • Shatter [ D-S ]
        Should Frigid End ever grasp something inorganic a burst of energy can be sent through the gauntlets to freeze the material in an instant. This turns the object in question to ice so long as the appropriate energy is paid. The item can then be destroyed with a single solid hit.
PostPosted: Sun Apr 05, 2015 10:59 am



    RPC Name: Vraelios Orrian
    RPC Rank: Adept
    RPC Class: Dragoon
      RPC Sub-Class: x


    Armor Name: Meraxes' Remains
    Armor Rank: B, A, S (Levels with Vraelios)
    Armor Type: Helm, Gauntlets, Platebody, Greaves, Boots, Shield Scaled Under-body, Dragon Spear
    Armor Description: Meraxes Remains
    The armor is a full set crafted from the bones and scales of the dragon Meraxes, it even still retains her magic. This beast was a dreadful menace to the land of Kranila before Vraelios and Balerion slayed her. The outer layer of armor is mostly black lined with a silver-color. The helm has two very large and very sharp spikes protruding from its head, crafted after Meraxes herself. The shoulders, knees, and feet feature spike/claw like protrusions as well. Underneath the armor is a full bodied suit crafted from the scales of Meraxes. While it is not as strong as the bone-armor, it is capable of deflecting plain arrows and simple sword strikes beneath its rank should the outer layer ever be penetrated.

    Armor Passive Abilities:

      • Test of Time [ D-S ]
      Meraxes had been able to last an ungodly amount of time in a battle due to her ability to absorb energy from the land around her. She could suck the life-force away from anything natural, which of course would kill the source. During this time Meraxes could not use a skill that required energy. Though much of her magic was dispersed when Vraelios drove a spear through her heart some of it remains. So long as the elf is in physical contact with a natural, organic material (trees, grass, etc) he can sap the energy from it. Only one source can be drawn from, with a three post cool down. He can absorb energy up to his own level.
      - E: A five foot circle of death from small sources (grass, etc)
      - D: A ten foot circle of death from small sources (plants, etc)
      - C: A twenty foot circle of death from a medium source (bushes, etc)
      - B: A thirty foot circle of death from medium source (bushes, etc)
      - A: A forty foot circle of death from large sources (trees, etc)
      - S: A fifty foot circle of death from large sources (trees, etc)


      • Test of Flame [ B ]
      One of the most used tactic of a dragon is to breath fire. Perhaps from their constant use of the element dragon's themselves are resistant to flames. This lowers the overall damage of a fire-based attack by a single rank.

      • Test of Might [ A ]
      Dragon bone is a very strong material. It is stronger than any man made metal, even able to withstand immense pressure without cracking. Meraxes' bone armor cannot be impaled by any normal, run of the mill weapon. Even the scales are resistant to damage should it not be charged with energy. Physical attacks beneath the armor's rank will not penetrate it or cause much harm. Moves its rank must be from some sort of energy based attack to deal damage, and abilities above its rank are capable of breaking through the armor if that is what the skill actually does.

    Armor Activated Abilities:

      • Meraxian Vengeance [ D-S ]
      Any piece of the armor can absorb the impact power of any sort of attack, be it physical or energy based. This does not null the damage dealt, merely the force behind it. The force of the attack will visible travel through all parts of the armor. To the naked eye it is very difficult to tell, but any sort of enhanced sight would be able to see the armor practically twitching and vibrating. The next attack that Vraelios does will have that same level of impact that he initially absorbed. He can absorb the force of abilities so long as he pays the price for them and is equal or higher rank to the skill.

A faint smile

Dedicated Friend


A faint smile

Dedicated Friend

PostPosted: Fri May 29, 2015 4:31 am


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                                              MAIN INFORMATION


                                          Full Name: Eve Primum
                                          Nicknames: -
                                          Age: 21
                                          Birthdate: February 12th
                                          Gender: Female

                                          Culture: South Fraxonite
                                          Religion: -
                                          Languages:

                                          De Facto - Common
                                          Fluent - Elvish
                                          Basic - Angelica

                                          Nation: Yuran Wanderer
                                          Rank: Adept
                                          Title: -


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                                              MAJOR INFORMATION


                                          Bloodline: Human
                                          Class: Machinist
                                            Sub-Class: Legion

                                          Strength: 5
                                          Speed: 5
                                          Sin: -
                                          Gene Mods: -

                                          Energy Color: Steel Grey
                                          Energy Meter:1000
                                          Element: Water
                                          Battle Strength: Directing an army
                                          Battle Weakness: Single, unaided combat

                                          Fights Won: 0
                                          Fights Lost: 0

                                          Completed Quests
                                            S Rank: 0
                                            A Rank: 0
                                            B Rank: 0
                                            C Rank: 0
                                            D Rank: 0
                                            E Rank: 0


                                          Gold: 5,000

                                          Talent:

                                              Talent Name: Synthetics have more fun
                                              Talent Description: Eve can insert Minerva into other creations, not just machines. Any sort of minion that is under the control of another RPC can be assimilated.
                                              Talent Weakness: Same rules apply for the minions/creations. The minions do not receive any sort of bonus because they were not created by Eve. On top of that it is very expensive to use machines and assimilating and all the other skills that Eve has at her disposal.
                                              How did the character get this talent?: She's a smart little nugget.




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                                              EQUIPMENT INFORMATION


                                          Weapons: -
                                          Armor: -

                                          Machine: -


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                                              SKILL INFORMATION


                                          Elemental
                                            • Streaming Water

                                            • Water Spout
                                            • Water Whips

                                            • Water Shields
                                            • Water Jets
                                            • Wave
                                            • Bubble
                                            • Water Cloak
                                            • Mist


                                          Subclass
                                            • Assimilate
                                            • Deconstruct


                                          Class
                                            • Magnetize
                                            • Magnetic Field


                                          Bloodline
                                            • Beneath the skin




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                                              CHARACTER INFORMATION


                                          Personality: Eve is a very personable being. She enjoys life and all sorts of experiences and often finds herself in bad situations in the pursuit of knowledge. Curiosity drives her and her moral compass is very clouded. If ever she fit into an alignment, it would be chaotic good.
                                          Sexuality: Yes
                                          Quote:
                                          Height: 5'7
                                          Weight: 134 lbs
                                          Eye Color: Blue

                                          Favorites:
                                            • Metallic anything
                                            • Lasagna
                                            • Owl
                                            • Fronta


                                          Theme Song: Majesty
                                          Battle Theme:


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                                              BACKGROUND INFORMATION


                                          xxxxx
                                          Eve is a descendant of the original five and from the age where she could even speak was a very capable human. She created her Ai, which she dubbed Minerva, at the fresh age of seven. Unfortunately for Eve she had a bad roll in the gene pool and wound up falling ill of a disease. It made her weak and sickly. The disease took her legs from her and finally her parents made a decision. They opted to create body parts for Eve to use and replaced much of her body with machines. Eve doesn't harbor any bad feelings for her parents nor did she have an otherwise messed up childhood. They lived in Fraxon for much of their life but eventually Eve wanted to see the world. Her first stop had been Aramil, then Yuran which promptly blew up. Now she is hanging out in Kusana with the other refugees and looking for a foothold in life.




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                                              ""


                                              Energy 1000
                                              Stats 5/5
                                              Equipment
                                              Passives

                                                  • Through the Eyes of Many
                                                  Once the AI assimilates into another machine it can use its host as another sensory input. Because of the shared minds the Legionnaire will be able to receive this information and actively use it. This means they can 'hear' what the machines can hear, 'see' what they see, etc.

                                                  • For I hold the Book of Knowledge
                                                  AI can retain an endless amount of knowledge. Through each assimilation they gain whatever memories the machine they have taken over were ever involved in. Be it events, people, histories, skills, etc.

                                                  • The Big Picture
                                                  Eve sees the entire battlefield at once, everything in front of her that her eyes can possibly perceive until obstructed by something or another. With her increased brain power she is capable of understanding all that information at once.

                                                  • Pictures really DO last longer!
                                                  Eve can capture images/videos with her eyes and replay them for later. She's sure it will come in handy.

                                                  • Miscalculated? YEAH OKAAAYYY
                                                  With just a glance Eve can calculate distances, measure things that can be measured and take in the most minute details.


                                              Technique







[imgleft]https://hostr.co/file/bux4CQ9igprF/eve1.gif[/imgleft][img]https://hostr.co/file/eOQfjHQy2GQ0/eve2.gif[/img][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][size=11]
[color=#00693E][b]""[/b][/color]

[spoiler]
[color=#00693E][b]Energy[/b][/color] 1000
[color=#00693E][b]Stats[/b][/color] 5/
[color=#00693E][b]Equipment[/b][/color]
[color=#00693E][b]Passives[/b][/color][list][list]
• Through the Eyes of Many
Once the AI assimilates into another machine it can use its host as another sensory input. Because of the shared minds the Legionnaire will be able to receive this information and actively use it. This means they can 'hear' what the machines can hear, 'see' what they see, etc.

• For I hold the Book of Knowledge
AI can retain an endless amount of knowledge. Through each assimilation they gain whatever memories the machine they have taken over were ever involved in. Be it events, people, histories, skills, etc.

• The Big Picture
Eve sees the entire battlefield at once, everything in front of her that her eyes can possibly perceive until obstructed by something or another. With her increased brain power she is capable of understanding all that information at once.

• Pictures really DO last longer!
Eve can capture images/videos with her eyes and replay them for later. She's sure it will come in handy.

• Miscalculated? YEAH OKAAAYYY
With just a glance Eve can calculate distances, measure things that can be measured and take in the most minute details.

• Machine Revolt: +1 Rank to mechs.
[/list][/list]

[color=#00693E][b]Technique[/b][/color][list][list]

[/list][/list]
[/spoiler]
[/size][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list]
PostPosted: Sat Jul 04, 2015 3:40 pm


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    Machine Name: DRWN-3
    Machine Rank: A
    Machine Type: Adaptable Melee Machine
    Machine Description: DRWN is crafted in the shape of a humanoid. It stands just over 7 feet tall and weighs well over 300 pounds to account for all of its adaptable equipment. It is completely silver and its head is especially protected, since that is where the majority of its programming is contained. DRWN has 12 cameras on his head, facing all angles. It records physical maneuvers that are performed before it, replays, and mirrors. This all occurs in an instant and with increased energy output it can 'predict' the stratagems of its opponents and react very swiftly.
    Machine Passive Abilities:

      • Man AND Machine [ S ]
      DWRN copies the stats of the most physical person around it. If there are two berzerkers, it would take the one with higher stats.
      • Read, React, Repeat [ A ]
      Physical abilities that are performed in front of DWRN are 'memorized' and treated as learned skills. It can store up to 10 physical techniques before it begins to delete them, starting at the first it has remembered and proceeding down the line.
      • Mechanical Creation over Genetic Mutation [A]
      DRWN is covered in rubber in a number of places. Torso, forearms, legs, and head. These insulate electrical attacks, not nullify them. -1 Rank damage from attacks.


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    Machine Name: ATLS-14
    Machine Rank: C
    Machine Type: Supplementary Eyes
    Machine Description: ATLS are two cybernetic eye implants that Eve had created for her back when the majority of her body had been destroyed in a fire. The original eyes she had were scrap parts made by some local inventor and were good enough for her to merely see. Over the years she started to upgrade them, allowing her to see a little further then a bit clearer than to recall perfect details of images seen and now this is her latest model.
    Machine Passive Abilities:

      • The Big Picture [ C ]
      Eve sees the entire battlefield at once, everything in front of her that her eyes can possibly perceive until obstructed by something or another. With her increased brain power she is capable of understanding all that information at once.
      • Pictures really DO last longer! [ D ]
      Eve can capture images/videos with her eyes and replay them for later. She's sure it will come in handy.
      • Miscalculated? YEAH OKAAAYYY [ B ]
      With just a glance Eve can calculate distances, measure things that can be measured and take in the most minute details.

    Machine Activated Abilities:

      • Never from one perspective [ D ]
      Eve can view the world in a number of different visions. X-ray vision to see through solid objects, heat vision to see, wait for it, heat! Even night-vision because of course.
      • These eyes never deceive [ C ]
      Eve's eyes are singularly programmed, what fools one eye will never fool the other. She is keenly adept at seeing through illusions and tricks.


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    Machine Name: TK-12
    Machine Rank: B
    Machine Type: Multi-Legged Combat Vehicle
    Machine Description: TK-12 is a machine crafted after a spider. It has six legs, four that it moves with and two outfitted with weapons depending on the scenario. It's head has three bulbs on it that act as multi-directional view scopes. The thorax is actually a reinforced hollow area that someone could sit in. The back end of it has a barrel in which something can be shot out of. The tail is similar to a scorpion tail which can be used to smash things if it came down to it. A gatling gun is attached to its front end, as well as a cannon/grenade launcher.
    Machine Passive Abilities:

      • Creepy Spoder [ C ]
      TK-12 is capable of sticking to surfaces it moves upon. It will not fall unless something is strong enough to knock it off.
      • Tons of Guns [ B ]
      Tk-12 has plenty of storage capacity, so it can carry as much ammo as a gunslinger of its rank. It carries grenades, cannon ammo, and regular bullets.
      • Natural Oil Only! [ A ]
      TK-12 is outfitted with an internal EMP dampener. It can withstand electrical attacks up to A rank, and then it has to disperse the energy. It cannot control the output, it merely stops for a moment and shoots the electricity out in every direction up to 15 feet.
      • Synthetics have more fun! [A]
      TK-12 has a stat ranking of 6/12.

    Machine Activated Abilities:

      • Only a Spoder is safe in its Web [ B ]
      TK-12 has a giant spool of strong wire that it can shoot out of its back end. It can hang from it, attach the wire to surfaces and use it as something to stand on. The wire can be used to tie things up or wrap around objects. The wire is metal, and for a C rank amount of energy the TK-12 can channel a shock of electricity down the wire to harm whatever it has in its grasp. The wire can be severed or reel in things into the chamber upon its thorax.
      • I can fight! [ D ]
      For D rank energy TK-12 can swap its speed and strength stat. This can occur once every 2 posts.

A faint smile

Dedicated Friend


A faint smile

Dedicated Friend

PostPosted: Sat Jul 30, 2016 1:02 am


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[WITCH]

      Talia wanted to be a master of all sorts of dark arts in order to stop the process of death. She explored various kinds of energy manipulation, learning from hags in the woods to cracked scientists in the manors of Fraxon. Over her travels and time she took the best of each particular sect of magic and brought it under one banner, her own.

Strengths

      • Talia casts spells at a -1 post reduced time. Spells that don't have a charge time aren't effected because duh.
      • Instead of being able to start with Justor's mark, Talia can instead use gene mods. Her piety has not led her to forgo technological advances, though her affinity for unholy magicks has removed her ability to start with Justor or Solonor's mark.

Weaknesses

      • Many of the moves require preparation or channeling, making a large number of them difficult to perform in the heat of battle or nigh on impossible.
      • Talia loses her element.


[VOODOO]

      Effigy [ Varies ]
      There are a number of skills in this subclass that are linked to this ability. Effigies must be created first before any of them can take affect. These do not require blood nor some part of the body. All that needs to happen is the maker have their target's image in mind. The more accurate an effigy is the more power it can have over someone. If the maker creates an effigy while looking at the target it is spot on. The only way it can be more powerful is if actual bodily pieces/liquids are taken from that person and used in the creation. If that is the case, the abilities are one rank stronger.

      Limb Manipulation [ B, Requires Effigy]
      Once an effigy has been created the maker can contort, twist, snap, etc, each of the limbs of their doll. By paying the proper energy cost they can cause the same thing to happen to their target. At this rank they cannot break limbs, merely cause painful muscle spasms and disrupt the physical abilities of a person. They can cause them to stop running, drop a weapon, etc. If the effigy was made in the stronger method then they are able to cause more harm to them.

      Sensory Deprivation [ C, Requires Effigy ]
      By effecting their effigy in various ways the maker can cause their target to suffer in similar ways. Removing the effigy's eyes will cause a blindness, destroying its ears will cause deafness, etc. This effects any sense that the target has for 3 posts. Each sense removed will have its own cost. The sense of touch cannot be removed

      Matter over Mind [ A, Requires Effigy ]
      Putting the effigy through rigorous tortures will illicit a reaction from the target. These are purely of the mind, though not necessarily illusions. They bring pyschosomatic responses out in the target. This means if they burn the effigy and the target is unable to stop themselves in believing that they are being burned, their body will react as if they actually were. Drowning, extreme cold, shocking, any sort of effect one can put on to a living being can be wrought upon the effigy and forced on to their target.

      Bound [ S, Requires Empowered Effigy ]
      By ingesting the effigy and absorbing its power the maker can make a living thing become the next voodoo doll. Only in this way are they able to flat out cause the death of a person. If one thing happens to the voodoo doll, it happens to the target. That means death is shared.

[EVOCATION]

      Physical [ B-SS ]
      There is a force that goes side by side with the energy that exists in physical beings, it is known as aether. Talia can sense and manipulate the aether. This extends mostly to a degree of control over the elements present in the world. It isn't generation of them, merely manipulation. If there are the elements already in existence Talia can bend them to her will. She can enlarge them in size by increasing the aether or shrinking them by removing the aether. Contorting shape, changing states of matter, etc. At the lowest rank this extends to being able to control something akin to a few gallons of water. At highest rank this can be used to divert a tsunami or destroy a tornado. Or make one.

      Psychic [ B-SS ]
      In the same manner of manipulating the aether to contort and control physical beings Talia can manipulate the essence of the mind. By projecting a likeness of her own mind on to others she can distort their thoughts and make them think in a similar manner to her. Due to her increasing levels of paranoia and distorted thinking this makes others crack under the mental pressure as well. At lower ranks it serves to make people forget recent details. At higher levels this can drive a person insane for a short time, generally the duration of a battle or until Talia leaves the area. This ability is a channel, and thus is broken upon interruption. All Talia needs to do is have a person in her sights to initiate project her thoughts though not to maintain. While channeling she is rendered nigh on useless, unable to use other skills aside from abilities that can move her around. The effects that can take place are thus, chosen by Talia: A short term madness, where a deep seated paranoia takes place. This forces the target to view allies, even their closest relations, to appear as malicious enemies. Amnesia, where the target forgets who they are or why they even began to fight in the first place. Tremors, terrible shaking caused by the fear gripping them. It would cause a target to be unable to focus and concentrate, let alone formulate plans and strategies for attacks and counter attacks.

      Spiritual [ B-SS ]
      Holy and Unholy energies exist all throughout the plane of Axiom. Normally a creature is limited to a one or the other. Her connection to Justor combined with her dark elf nature and necromancy practices as enabled a distorted union of the two. This is the spiritual aspect of evocation. By drawing on those two natures Talia can create a blast of energy that is both holy and unholy. The size of the blast is in relation to the amount of energy poured in to it. At B-rank it is the size of your average weaponized explosion. At the highest rank it can encompass an entire city block. It is a blast of spiritual energy, meaning it does not destroy physical manifestations from the outside but instead inflicts their souls. For example, an A-rank unholy/holy creature hit by this spell of equal or higher rank would have their soul damaged/destroyed, leaving their outer body as a mere shell. A damaged soul would lose portions of itself; its ambitions, personality, drives, etc. The further damaged it is the worse this gets until they are akin to a zombie.

[INVOCATION]

      Subordination [ A-SS]
      By using names or phrases to manipulate a person or the items, their words provides them with control over who and what they desire to manipulate. Talia need only know the name of a creature, item, minion, summoning, etc In order to take control. For live beings there is a three-step cost in gaining control. The first is equal to the rank of the creature and then diminishes per rank only three times. So an S-rank creature will cost 250, then 100, then 75. Items need only be spelled once, though god weapons are harder to attune to and take 2 cost payments in the same way as the creature.

      Occult [S]
      Through her travels Talia has learned the names of several demons. Through the power of invocation she can summon them and force them to her will. They last 5 posts each before the link to Talia is broken and they are forced back to the second plane.

          - Heirahn
          A demon of raw destruction. Heirahn takes the form of a walking, burning smog in the shape of something humanoid, though only large. When it passes through physical structures or beings it disintegrates them and turns them to ash. With no true solid form it has a strength of 0, though its speed is high at 13.
          - Cimach
          A demon of secrey and shadows. Cimach takes the form of a woman who has no face. She is used to steal the thoughts of people when they sleep. By eating their nightmares and dreams she can absorb this information, essentially burning it from the minds of her targets. This is a painful process and results in an inability to remember what was taken. She then will relay the information to Talia.
          - Arzhal
          A demon of smoke and mists. Arzhal is a billowing plume of black smoke. It is sentient and capable of sensing the world around it despite its lack of eyes or ears or anything of the sort. It finds the cracks in things, be it living or not, and fills it up with its own smoke. Them, from the inside the smoke expands and solidifies until it literally causes things to rupture. It's ability to harden can serve as a protective measure as well, though more often than not it seeks to eradicate as opposed to defend.
          - Xakizor
          A demon of lies and subversion. Xakizor resembles a humanoid made out of fractured glass, which creates a reflective kaleidoscope effect. It will expand itself exponentially and began to vibrate rapidly, causing its reflections to constantly shift. This is a mesmerizing effect, causing those who stare in to it to became transfixed. Xakizor hypnotizes them in to believing that the scene has changed, that they are no longer in danger. It impedes them from using anything destructive and lapses them in to a sense of security. If Xakizor is destroyed it explodes violently in to a hailstorm of razor sharp glass shards. Depending on the size it took on this can be quite devastating. The max size Xakizor can reach is 50ft.

[DIVINATION]

      Scry A
      Talia can see and hear a person no matter the distance between them through any medium with a reflection, so long as she has seen them before and registered their magical essence in her mind. By uttering their name and expending her energy whiles staring in to a proper medium she can divine their location and hear what it is they are currently talking about.

      Hindsight B
      By reading the energy signatures leftover in an area and concentrating on them Talia can divine what has taken place here. The longer she focuses the further back she can go. This doesn't have any actual combat use.
PostPosted: Thu Nov 17, 2016 12:23 am


            User Image


                                              MAIN INFORMATION


                                          Full Name: Naëal Analei
                                          Nicknames: Naë
                                          Age: 19
                                          Birthdate: 2/12
                                          Gender: Female

                                          Culture: Anthosii
                                          Religion: Reveres Kaminae, having an existential crisis
                                          Languages:

                                          De Facto - Meritian
                                          Fluent - Common
                                          Basic - Demonica

                                          Nation: Los Anthos
                                          Rank: Novice
                                          Title: Queensguard to the Sea Witch, Kaminae


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                                              MAJOR INFORMATION


                                          Bloodline: Mer
                                          Class: Beastmaster
                                            Specialization: Dragoon

                                            Sub-class: -

                                          Strength: 8
                                          Speed: 10
                                          Sin: -
                                          Gene Mods: -

                                          Energy Color: Cichild
                                          Energy Meter: 550
                                          Element: Water
                                          Battle Strength: Nae was trained to fight alongside her greatest companion.
                                          Battle Weakness: Apart from him, she is half as effective.

                                          Fights Won: 0
                                          Fights Lost: 0

                                          Completed Quests
                                            S Rank: 1
                                            A Rank:
                                            B Rank:
                                            C Rank:
                                            D Rank:
                                            E Rank:


                                          AC: 50


                                          Talent: -


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                                              EQUIPMENT INFORMATION


                                          Weapons:
                                          Armor:


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                                              SKILL INFORMATION


                                          Water
                                            • Invocation: Water Control
                                            • Invocation: Water Creation

                                            • Stream
                                            • Bubble
                                            • Invocation: Rolling Mists

                                            • Spiral Wave
                                            • Steam Jet
                                            • Wave

                                            • Invocation: Flood


                                          Mer
                                            • Ocean's Breeze

                                            • Aqua Jets
                                            • Kaminae's Glass Ball
                                            • Vortex Annihilation

                                            • Trident


                                          Dragoon
                                            • Bestial Leap
                                            • Dragon Sight
                                            • Aerial Recovery

                                            • Exceptional Leap
                                            • Dragon Breath
                                            • Strength of the Monster
                                            • Helm Splitter


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                                              CHARACTER INFORMATION


                                          Personality: Naëal like most young Mer tends to be very pleasant and a bit naive. In Los Anthos there is virtually no one she does not trust. She is respectful and kind, always devoting herself to helping out the creatures in need. Some people call her reckless though a more accurate assessment would be that she doesn't put too much thought in the consequences of her actions. Her curiosity often gets the better of her and leads her in to sticky situations. When Naëal puts her faith in to something it is given wholeheartedly and without hesitation. To her, one of the greatest sins a person can commit is to sit idly by when someone needs their aid.
                                          Sexuality: Bisexual
                                          Quote: "If something must be done, then do it!"
                                          Height: 5'7
                                          Weight: 137 lbs
                                          Eye Color: Green

                                          Favorites:
                                            • Gold
                                            • Shrimp
                                            • Seahorse
                                            • Los Anthos

                                          Theme Song:
                                          Battle Theme:


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                                              BACKGROUND INFORMATION


                                          xxxxxFor centuries Los Anthos was ruled by Kaminae, the Sea Witch. She unified the tribes and nations under the sea and brought them together, forming the greatest empire they had ever seen. Her descendants were the chosen, granted titles and power befitting the burden they all had to carry. From birth Naëal was chosen for a great destiny. She would be one of the Queensguard, a carefully bred and trained warrior who would give their life for Kaminae if she asked. Her life revolved around learning her way around the spear and shield, until one day she ventured in to a damned place. It was one of the mass graves created by Kaminae when she decimated any enemies she had. Naëal loved to explore these dark caverns, entranced by the idea of adventure and treasure. In that place she found something far more valuable than any trinket. The great bones of a dragon laid upon the sea floor, but its soul had not yet been destroyed. It was the spark of life from Naëal that captured its attention. The dracolich attached itself to her, and through the seashell bond became her greatest companion. Her newfound powers captured the attention of Kaminae herself, who once visited her and prophesied an arduous path ahead of her.



User Image



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                                        Energy 550
                                        Stats 8/10
                                        Equipment
                                        Passives
                                        • Seashores
                                        The Mer are hyper-aware of everything around them, their five senses deeply active. They feel the light touching their shoulder, the running about of the small creatures, everything. They're very perceptive, moreso than most races. Furthermore, when listening through a conch (many Mer carry one everywhere), they can hear things for two kilometers around them.

                                        • The Deep Blue
                                        Water, blessed by Kaminae, lives to do battle for you. You can manipulate it very precisely, and water manipulated by you is stronger than steal at base. Mer armor and weapons are made of water, and they weigh almost nothing, yet defend better than the armor of others, and attack better than any other spear. The water can indeed slice as if it were a blade, defend as if a shield even in liquid form. Specifically, this hardness scales with the energy you put into it:
                                        Novice - Titanium

                                        The amount of water you can manipulate also increases with rank:

                                        Novice - 100 Gallons

                                        The water you are manipulating in its entirety retains that hardness, and the energy buffing the water lasts for four posts.





                                        Technique









[imgleft]http://i639.photobucket.com/albums/uu113/Jade8313/naeaelgif1.gif[/imgleft]
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[color=#CD9575][b]Energy[/b][/color] 550
[color=#CD9575][b]Stats[/b][/color] 8/10
[color=#CD9575][b]Equipment[/b][/color]
[color=#CD9575][b]Passives[/b][/color]
• Seashores
The Mer are hyper-aware of everything around them, their five senses deeply active. They feel the light touching their shoulder, the running about of the small creatures, everything. They're very perceptive, moreso than most races. Furthermore, when listening through a conch (many Mer carry one everywhere), they can hear things for two kilometers around them.

• The Deep Blue
Water, blessed by Kaminae, lives to do battle for you. You can manipulate it very precisely, and water manipulated by you is stronger than steal at base. Mer armor and weapons are made of water, and they weigh almost nothing, yet defend better than the armor of others, and attack better than any other spear. The water can indeed slice as if it were a blade, defend as if a shield even in liquid form. Specifically, this hardness scales with the energy you put into it:
Novice - Titanium

The amount of water you can manipulate also increases with rank:

Novice - 100 Gallons

The water you are manipulating in its entirety retains that hardness, and the energy buffing the water lasts for four posts.
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[color=#CD9575][b]Technique[/b][/color][list][list]

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